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Merge branch 'master' of http://192.168.123.2:3000/ck/XiuXianGame

# Conflicts:
#	Assets/Art/ParallaxCloud/Material/ParallaxCloud.mat   resolved by master version
李桃 4 days ago
parent
commit
3960526ff4

File diff suppressed because it is too large
+ 214 - 1015
Assets/Res/UI/ZhuanPanPanel.prefab


+ 462 - 0
Assets/Scenes/testCombat.scene

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       value: ZhuanPanPanel
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+ 11 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -26,6 +26,10 @@
         /// </summary>
         UseSkill,
         /// <summary>
+        /// 技能使用完成
+        /// </summary>
+        UseSkillFinish,
+        /// <summary>
         /// 激活战斗
         /// </summary>
         ActiveCombat,
@@ -77,6 +81,13 @@
         /// 技能槽位改变
         /// </summary>
         SkillSlotsAlter,
+        /// <summary>
+        /// 大道修改
+        /// </summary>
         TaoismSkillAlter,
+        /// <summary>
+        /// 补填技能槽位
+        /// </summary>
+        FillInSkillSlots,
     }
 }

+ 17 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/FillInSkillSlotsEventData.cs

@@ -0,0 +1,17 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Hero.Turntable;
+using GameLogic.Combat.Skill;
+
+namespace Common.Utility.CombatEvent
+{
+    public class FillInSkillSlotsEventData : EventDataBasic<FillInSkillSlotsEventData>
+    {
+        public SkillBasic SkillBasic;
+        public SkillSlots SkillSlots;
+        protected override void ProDispose()
+        {
+            SkillBasic = null;
+            SkillSlots = null;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/FillInSkillSlotsEventData.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: ce61a4c667f342ffb203e516bb5ae1ad
+timeCreated: 1744969436

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatEvent/UseMagicWeaponEventData.cs

@@ -3,7 +3,7 @@ using GameLogic.Combat.Hero;
 
 namespace Common.Utility.CombatEvent
 {
-    public class UseMagicWeaponEventData : EventDataBasic<Combat_EquipFallEventData>
+    public class UseMagicWeaponEventData : EventDataBasic<UseMagicWeaponEventData>
     {
         public CombatHeroEntity combatHeroEntity;
         public CombatMagicWeaponEntity combatMagicWeaponEntity;

+ 15 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/UseSkillFinishEventData.cs

@@ -0,0 +1,15 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Hero;
+using GameLogic.Combat.Skill;
+
+namespace Common.Utility.CombatEvent
+{
+    public class UseSkillFinishEventData: EventDataBasic<UseSkillFinishEventData>
+    {
+        public SkillBasic SkillBasic;
+        protected override void ProDispose()
+        {
+            SkillBasic = null;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/UseSkillFinishEventData.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 75fb9aae64e0448d9d8ce7c4e3e7e0ce
+timeCreated: 1744967318

+ 21 - 16
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs

@@ -49,7 +49,11 @@ namespace GameLogic.Combat.Hero.Turntable
                 return;
             }
 
+
             currUseFinishSkill.Add(skillBasic);
+            UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
+            useSkillFinishEventData.SkillBasic = skillBasic;
+            CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
         }
 
         public async CTask SetNewSkill(SkillInfo[] allSkill)
@@ -131,54 +135,56 @@ namespace GameLogic.Combat.Hero.Turntable
                 for (int i = 0; i < currUseFinishSkill.Count; i++)
                 {
                     SkillBasic dengDaiSkill = currUseFinishSkill[i];
+                    bool isOk = false;
                     switch (dengDaiSkill.wuXingType)
                     {
                         case WuXingType.Gold:
                             if (triggerType == 0)
                             {
-                                skillSlots.SetSkill(dengDaiSkill);
-                                currUseFinishSkill.RemoveAt(i);
-                                return;
+                                isOk = true;
                             }
 
                             break;
                         case WuXingType.Water:
                             if (triggerType == 1)
                             {
-                                skillSlots.SetSkill(dengDaiSkill);
-                                currUseFinishSkill.RemoveAt(i);
-                                return;
+                                isOk = true;
                             }
 
                             break;
                         case WuXingType.Wood:
                             if (triggerType == 2)
                             {
-                                skillSlots.SetSkill(dengDaiSkill);
-                                currUseFinishSkill.RemoveAt(i);
-                                return;
+                                isOk = true;
                             }
 
                             break;
                         case WuXingType.Fire:
                             if (triggerType == 3)
                             {
-                                skillSlots.SetSkill(dengDaiSkill);
-                                currUseFinishSkill.RemoveAt(i);
-                                return;
+                                isOk = true;
                             }
 
                             break;
                         case WuXingType.Earth:
                             if (triggerType == 4)
                             {
-                                skillSlots.SetSkill(dengDaiSkill);
-                                currUseFinishSkill.RemoveAt(i);
-                                return;
+                                isOk = true;
                             }
 
                             break;
                     }
+
+                    if (isOk)
+                    {
+                        skillSlots.SetSkill(dengDaiSkill);
+                        currUseFinishSkill.RemoveAt(i);
+                        FillInSkillSlotsEventData fillInSkillSlotsEventData = FillInSkillSlotsEventData.Create();
+                        fillInSkillSlotsEventData.SkillBasic = dengDaiSkill;
+                        fillInSkillSlotsEventData.SkillSlots = skillSlots;
+                        CombatEventManager.Instance.Dispatch(CombatEventType.FillInSkillSlots,fillInSkillSlotsEventData);
+                        return;
+                    }
                 }
 
                 return;
@@ -263,7 +269,6 @@ namespace GameLogic.Combat.Hero.Turntable
             CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
         }
 
-  
 
         public void Update(float t, float angle)
         {

+ 36 - 0
Assets/Scripts/GameUI/UI/CombatPanel/DengDaiSkillWidget.cs

@@ -0,0 +1,36 @@
+using GameLogic.Combat.Skill;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "DengDaiSkillWidget")]
+    public partial class DengDaiSkillWidget : UIComponent
+    {
+        public SkillBasic SkillBasic;
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        public override void DormancyObj()
+        {
+            base.DormancyObj();
+            SkillBasic = null;
+        }
+
+        public void ShowWidget(SkillBasic skillBasic)
+        {
+            this.SkillBasic = skillBasic;
+        }
+    }
+}

+ 11 - 0
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@@ -0,0 +1,11 @@
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+ 29 - 0
Assets/Scripts/GameUI/UI/CombatPanel/DengDaiSkillWidgetData.cs

@@ -0,0 +1,29 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class DengDaiSkillWidget 
+	{
+	  #region 自定义数据 
+	  private MyImage _skillIcon;
+	  public MyImage skillIcon
+	   {
+	   get{
+	      if (_skillIcon == null)
+	       {
+	         _skillIcon  = GetUIUnit<MyImage>("skillIcon"); 
+	       }
+	      return _skillIcon;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/DengDaiSkillWidgetData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CXNNvX+kVHNILtlCPBGB6Bi+ErNbh+Q/ZbL9IUFiOL/C1bdcW8MmxKOQLOPU
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 172 - 0
Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidget.cs

@@ -0,0 +1,172 @@
+using System.Collections.Generic;
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Skill;
+using GameLogic.Player;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "WuXingGongFaWidget")]
+    public partial class WuXingGongFaWidget : UIComponent
+    {
+        public int index;
+
+        private SkillBasic currUseSkill;
+
+        private List<DengDaiSkillWidget> currDengDaiSkill = new List<DengDaiSkillWidget>();
+
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.FillInSkillSlots, FillInSkillSlots);
+        }
+
+        public override void DelEvent()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.FillInSkillSlots, FillInSkillSlots);
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        public void ShowWidget(int index)
+        {
+            this.index = index;
+        }
+
+        private void FillInSkillSlots(IEventData iEventData)
+        {
+            FillInSkillSlotsEventData fillInSkillSlotsEventData = iEventData as FillInSkillSlotsEventData;
+            if (fillInSkillSlotsEventData.SkillBasic.CombatHeroEntity.IsEnemy)
+            {
+                return;
+            }
+
+            for (int i = 0; i < currDengDaiSkill.Count; i++)
+            {
+                DengDaiSkillWidget skillWidget = currDengDaiSkill[i];
+                if (currDengDaiSkill[i].SkillBasic == fillInSkillSlotsEventData.SkillBasic)
+                {
+                    UIManager.Instance.DormancyGComponent(skillWidget);
+                    currDengDaiSkill.RemoveAt(i);
+                }
+            }
+        }
+
+        private async void UseSkillFinish(IEventData iEventData)
+        {
+            UseSkillFinishEventData combatUseSkillEventData = iEventData as UseSkillFinishEventData;
+            if (combatUseSkillEventData.SkillBasic.CombatHeroEntity.IsEnemy)
+            {
+                return;
+            }
+          
+            SkillBasic skillBasic = combatUseSkillEventData.SkillBasic;
+            bool isOk = IsMyWuXing(skillBasic.wuXingType);
+            if (!isOk)
+            {
+                return;
+            }
+            useSkillIcon.gameObject.SetActive(false);
+            DengDaiSkillWidget dengDaiSkillWidget =
+                await UIManager.Instance.CreateGComponentForObject<DengDaiSkillWidget>(DengDaiSkillWidget, null,
+                    root: dengDaiSkill, isInstance: true);
+            dengDaiSkillWidget.ShowWidget(skillBasic);
+            currDengDaiSkill.Add(dengDaiSkillWidget);
+        }
+
+        private bool IsMyWuXing(WuXingType wuXingType)
+        {
+            bool isOk = false;
+            switch (wuXingType)
+            {
+                case WuXingType.Gold:
+                    if (index == 0)
+                    {
+                        isOk = true;
+                    }
+
+                    break;
+                case WuXingType.Water:
+                    if (index == 1)
+                    {
+                        isOk = true;
+                    }
+
+                    break;
+                case WuXingType.Wood:
+                    if (index == 2)
+                    {
+                        isOk = true;
+                    }
+
+                    break;
+                case WuXingType.Fire:
+                    if (index == 3)
+                    {
+                        isOk = true;
+                    }
+
+                    break;
+                case WuXingType.Earth:
+                    if (index == 4)
+                    {
+                        isOk = true;
+                    }
+
+                    break;
+            }
+
+            return isOk;
+        }
+
+        private void UseSkill(IEventData iEventData)
+        {
+            CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
+            if (!combatUseSkillEventData.useSkill.CombatHeroEntity.IsEnemy)
+            {
+                bool isOk = IsMyWuXing(combatUseSkillEventData.useSkill.wuXingType);
+             
+                if (isOk)
+                {
+                    currUseSkill = combatUseSkillEventData.useSkill;
+                    useSkillIcon.gameObject.SetActive(true);
+                    useSkillIcon.icon_name = combatUseSkillEventData.useSkill.SelfSkillConfig.icon;
+                }
+            }
+        }
+
+        private void AddUseGongFa(IEventData iEventData)
+        {
+            AddUseGongFaEventData addUseGongFaEventData = iEventData as AddUseGongFaEventData;
+            if (!addUseGongFaEventData.SkillBasic.CombatHeroEntity.IsEnemy)
+            {
+                bool isOk = IsMyWuXing(addUseGongFaEventData.SkillBasic.wuXingType);
+               
+                if (isOk)
+                {
+                    uitween.Play("show", false);
+                }
+            }
+        }
+
+        private void HeroHpUpdate(IEventData iEventData)
+        {
+            CombatHeroInfo combatHeroInfo = CombatController.currActiveCombat.CombatHeroController
+                .playerHeroEntity.CurrCombatHeroInfo;
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidget.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: W3wc43mqVi/vGMevS+sEw7VU4AYebDzTdZfDTwtWz/NnTsmde7PuNjV0WyIa
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 64 - 0
Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidgetData.cs

@@ -0,0 +1,64 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+using Core.UI.UTool.UITween;
+
+namespace Fort23.Mono
+{
+	public partial class WuXingGongFaWidget 
+	{
+	  #region 自定义数据 
+	  private UITweenController _uitween;
+	  public UITweenController uitween
+	   {
+	   get{
+	      if (_uitween == null)
+	       {
+	         _uitween  = GetUIUnit<UITweenController>("uitween"); 
+	       }
+	      return _uitween;
+	     }
+	   }
+	  private MyImage _useSkillIcon;
+	  public MyImage useSkillIcon
+	   {
+	   get{
+	      if (_useSkillIcon == null)
+	       {
+	         _useSkillIcon  = GetUIUnit<MyImage>("useSkillIcon"); 
+	       }
+	      return _useSkillIcon;
+	     }
+	   }
+	  private RectTransform _dengDaiSkill;
+	  public RectTransform dengDaiSkill
+	   {
+	   get{
+	      if (_dengDaiSkill == null)
+	       {
+	         _dengDaiSkill  = GetUIUnit<RectTransform>("dengDaiSkill"); 
+	       }
+	      return _dengDaiSkill;
+	     }
+	   }
+	  private GameObject _DengDaiSkillWidget;
+	  public GameObject DengDaiSkillWidget
+	   {
+	   get{
+	      if (_DengDaiSkillWidget == null)
+	       {
+	         _DengDaiSkillWidget  = GetUIUnit<GameObject>("DengDaiSkillWidget"); 
+	       }
+	      return _DengDaiSkillWidget;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidgetData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Bi4WtnmuUX1x9RgBkxRw55nFmGc/6Li9bdNxTYH8o/FFuY6Ak9kiodt8p2Wj
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 52 - 47
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -17,7 +17,31 @@ namespace Fort23.Mono
 
         public static async CTask OpenZhuanPanPanel()
         {
-            await UIManager.Instance.LoadAndOpenPanel<ZhuanPanPanel>(null, UILayer.Bottom);
+            ZhuanPanPanel zhuanPanPanel =
+                await UIManager.Instance.LoadAndOpenPanel<ZhuanPanPanel>(null, UILayer.Bottom);
+            zhuanPanPanel.ShowPanel();
+        }
+
+        public async CTask ShowPanel()
+        {
+            UIManager.Instance.DormancyAllGComponent<WuXingGongFaWidget>();
+            for (int i = 0; i < 5; i++)
+            {
+                double hd = i * 72 * Math.PI / 180f;
+                double a = Math.Cos(hd);
+                double b = -Math.Sin(hd);
+                double c = Math.Sin(hd);
+                double d = a;
+                double x = a * 0 + b * 120;
+                double y = c * 0 + d * 120;
+
+                int index = i;
+                WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponentForObject<WuXingGongFaWidget>(
+                    WuXingGongFaWidget, null, root: pan,
+                    isInstance: true);
+                widget.transform.anchoredPosition = new Vector2((float)x, (float)y);
+                widget.ShowWidget(index);
+            }
         }
 
         private void Init()
@@ -28,8 +52,8 @@ namespace Fort23.Mono
         {
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             CombatEventManager.Instance.AddEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
-            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
-            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
+ 
+           
             CombatEventManager.Instance.AddEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
         }
 
@@ -37,8 +61,8 @@ namespace Fort23.Mono
         {
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
-            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
-            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
+            // CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+      
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
         }
 
@@ -52,27 +76,8 @@ namespace Fort23.Mono
         {
         }
 
-        private void AddUseGongFa(IEventData iEventData)
-        {
-            CombatHeroInfo combatHeroInfo = CombatController.currActiveCombat.CombatHeroController
-                .playerHeroEntity.CurrCombatHeroInfo;
-            jin_shangshi.text = combatHeroInfo.Metal_Injury>0?"伤势:" + combatHeroInfo.Metal_Injury:"";
-            mu_shangshi.text =  combatHeroInfo.Wood_Injury>0?"伤势:" + combatHeroInfo.Wood_Injury:"";
-            shui_shangshi.text = combatHeroInfo.Water_Injury>0?"伤势:" + combatHeroInfo.Water_Injury:"";
-            huo_shangshi.text =  combatHeroInfo.Fire_Injury>0?"伤势:" + combatHeroInfo.Fire_Injury:"";
-            tu_shangshi.text = combatHeroInfo.Earth_Injury>0?"伤势:" + combatHeroInfo.Earth_Injury:"";
-        }
 
-        private void HeroHpUpdate(IEventData iEventData)
-        {
-            CombatHeroInfo combatHeroInfo = CombatController.currActiveCombat.CombatHeroController
-                .playerHeroEntity.CurrCombatHeroInfo;
-            jin_shangshi.text = combatHeroInfo.Metal_Injury>0?"伤势:" + combatHeroInfo.Metal_Injury:"";
-            mu_shangshi.text =  combatHeroInfo.Wood_Injury>0?"伤势:" + combatHeroInfo.Wood_Injury:"";
-            shui_shangshi.text = combatHeroInfo.Water_Injury>0?"伤势:" + combatHeroInfo.Water_Injury:"";
-            huo_shangshi.text =  combatHeroInfo.Fire_Injury>0?"伤势:" + combatHeroInfo.Fire_Injury:"";
-            tu_shangshi.text = combatHeroInfo.Earth_Injury>0?"伤势:" + combatHeroInfo.Earth_Injury:"";
-        }
+   
 
         private async void ExercisesAlter(IEventData iEventData)
         {
@@ -130,28 +135,28 @@ namespace Fort23.Mono
             for (int i = 0; i < _gfWidgets.Count; i++)
             {
                 gf_widget gfWidget = _gfWidgets[i];
-                if (gfWidget.useCount != gfWidget.SkillBasic.useCount)
-                {
-                    gfWidget.useCount = gfWidget.SkillBasic.useCount;
-                    switch (gfWidget.SkillBasic.useTriggerType)
-                    {
-                        case 0:
-                            jin.Play("show", false);
-                            break;
-                        case 1:
-                            mu.Play("show", false);
-                            break;
-                        case 2:
-                            shui.Play("show", false);
-                            break;
-                        case 3:
-                            huo.Play("show", false);
-                            break;
-                        case 4:
-                            tu.Play("show", false);
-                            break;
-                    }
-                }
+                // if (gfWidget.useCount != gfWidget.SkillBasic.useCount)
+                // {
+                //     gfWidget.useCount = gfWidget.SkillBasic.useCount;
+                //     switch (gfWidget.SkillBasic.useTriggerType)
+                //     {
+                //         case 0:
+                //             jin.Play("show", false);
+                //             break;
+                //         case 1:
+                //             mu.Play("show", false);
+                //             break;
+                //         case 2:
+                //             shui.Play("show", false);
+                //             break;
+                //         case 3:
+                //             huo.Play("show", false);
+                //             break;
+                //         case 4:
+                //             tu.Play("show", false);
+                //             break;
+                //     }
+                // }
 
 
                 double hd = gfWidget.SkillBasic.angle * Math.PI / 180f;

+ 15 - 81
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs

@@ -43,50 +43,6 @@ namespace Fort23.Mono
 	      return _jin;
 	     }
 	   }
-	  private UITweenController _mu;
-	  public UITweenController mu
-	   {
-	   get{
-	      if (_mu == null)
-	       {
-	         _mu  = GetUIUnit<UITweenController>("mu"); 
-	       }
-	      return _mu;
-	     }
-	   }
-	  private UITweenController _shui;
-	  public UITweenController shui
-	   {
-	   get{
-	      if (_shui == null)
-	       {
-	         _shui  = GetUIUnit<UITweenController>("shui"); 
-	       }
-	      return _shui;
-	     }
-	   }
-	  private UITweenController _huo;
-	  public UITweenController huo
-	   {
-	   get{
-	      if (_huo == null)
-	       {
-	         _huo  = GetUIUnit<UITweenController>("huo"); 
-	       }
-	      return _huo;
-	     }
-	   }
-	  private UITweenController _tu;
-	  public UITweenController tu
-	   {
-	   get{
-	      if (_tu == null)
-	       {
-	         _tu  = GetUIUnit<UITweenController>("tu"); 
-	       }
-	      return _tu;
-	     }
-	   }
 	  private Image _lanLiang;
 	  public Image lanLiang
 	   {
@@ -109,59 +65,37 @@ namespace Fort23.Mono
 	      return _jin_shangshi;
 	     }
 	   }
-	  private Text _mu_shangshi;
-	  public Text mu_shangshi
-	   {
-	   get{
-	      if (_mu_shangshi == null)
-	       {
-	         _mu_shangshi  = GetUIUnit<Text>("mu_shangshi"); 
-	       }
-	      return _mu_shangshi;
-	     }
-	   }
-	  private Text _shui_shangshi;
-	  public Text shui_shangshi
-	   {
-	   get{
-	      if (_shui_shangshi == null)
-	       {
-	         _shui_shangshi  = GetUIUnit<Text>("shui_shangshi"); 
-	       }
-	      return _shui_shangshi;
-	     }
-	   }
-	  private Text _huo_shangshi;
-	  public Text huo_shangshi
+	  private Button _lanLiang_button;
+	  public Button lanLiang_button
 	   {
 	   get{
-	      if (_huo_shangshi == null)
+	      if (_lanLiang_button == null)
 	       {
-	         _huo_shangshi  = GetUIUnit<Text>("huo_shangshi"); 
+	         _lanLiang_button  = GetUIUnit<Button>("lanLiang_button"); 
 	       }
-	      return _huo_shangshi;
+	      return _lanLiang_button;
 	     }
 	   }
-	  private Text _tu_shangshi;
-	  public Text tu_shangshi
+	  private GameObject _WuXingGongFaWidget;
+	  public GameObject WuXingGongFaWidget
 	   {
 	   get{
-	      if (_tu_shangshi == null)
+	      if (_WuXingGongFaWidget == null)
 	       {
-	         _tu_shangshi  = GetUIUnit<Text>("tu_shangshi"); 
+	         _WuXingGongFaWidget  = GetUIUnit<GameObject>("WuXingGongFaWidget"); 
 	       }
-	      return _tu_shangshi;
+	      return _WuXingGongFaWidget;
 	     }
 	   }
-	  private Button _lanLiang_button;
-	  public Button lanLiang_button
+	  private RectTransform _pan;
+	  public RectTransform pan
 	   {
 	   get{
-	      if (_lanLiang_button == null)
+	      if (_pan == null)
 	       {
-	         _lanLiang_button  = GetUIUnit<Button>("lanLiang_button"); 
+	         _pan  = GetUIUnit<RectTransform>("pan"); 
 	       }
-	      return _lanLiang_button;
+	      return _pan;
 	     }
 	   }
 	  #endregion 自定义数据结束 

+ 13 - 13
UserSettings/EditorUserSettings.asset

@@ -21,46 +21,46 @@ EditorUserSettings:
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       flags: 0
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+      value: 5400010356575a0d5d0d587a14710644104f4c2f7c2c2469787c4461e3b2326f
       flags: 0
     RecentlyUsedSceneGuid-1:
-      value: 5753045f5d005b5f0b0a082315715d44464e4b7b797125622e284430bbe66d68
+      value: 5402055e01025b5a095e587749765c44464e4b78292a20322c7f4b67b3b4653e
       flags: 0
     RecentlyUsedSceneGuid-2:
-      value: 5a53025f0407580f0b08597b48765b441216197d28292461297b496ae3b8326b
+      value: 5409015152055b030e085b7212215944454f4d727c7b73677f7b4437e4e3646f
       flags: 0
     RecentlyUsedSceneGuid-3:
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       flags: 0
     RecentlyUsedSceneGuid-4:
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       flags: 0
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