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Merge branch 'master' of http://192.168.123.2:3000/fort23/XY001

李桃 4 月之前
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3b48747b61
共有 59 個文件被更改,包括 2107 次插入157 次删除
  1. 23 23
      Assets/Art/DiMian.shadergraph
  2. 2 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/Forest Ruins.mat
  3. 4 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/Grass 01A.mat
  4. 4 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/Grass 01B.mat
  5. 3 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/Grid Grass 01A.mat
  6. 3 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/Grid Grass 02A.mat
  7. 3 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/Tree 01 Leaves Green.mat
  8. 2 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/Tree 02 Leaves Blue.mat
  9. 4 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/Tree 02 Leaves Orange.mat
  10. 4 0
      Assets/Art/Forest Ruins Pack Cute Series/Materials/water.mat
  11. 177 0
      Assets/Art/UIAnimation/StartBossPanel.anim
  12. 2 2
      Assets/Art/UIAnimation/StartBossPanel.anim.meta
  13. 72 0
      Assets/Art/UIAnimation/StartBossPanel.controller
  14. 2 2
      Assets/Art/UIAnimation/StartBossPanel.controller.meta
  15. 32 6
      Assets/Layer Lab/GUI Pro-SuperCasual/ResourcesData/Sprites/Components/Frame/ItemFrame01_Single_Red.png.meta
  16. 32 6
      Assets/Layer Lab/GUI Pro-SuperCasual/ResourcesData/Sprites/Components/UI_Etc/InputField04.png.meta
  17. 7 7
      Assets/Res/UI/CombatHPPanel.prefab
  18. 1 1
      Assets/Res/UI/CombatShowTextPanel.prefab
  19. 837 1
      Assets/Res/UI/MainUIPanel.prefab
  20. 157 0
      Assets/Res/UI/StartBossPanel.prefab
  21. 7 0
      Assets/Res/UI/StartBossPanel.prefab.meta
  22. 212 0
      Assets/Scenes/testCombat.scene
  23. 二進制
      Assets/Scenes/testCombat/LightingData.asset
  24. 2 2
      Assets/Scenes/testCombat/LightingData.asset.meta
  25. 二進制
      Assets/Scenes/testCombat/NavMesh-Chapter01 1.asset
  26. 二進制
      Assets/Scenes/testCombat/NavMesh-Chapter01 2.asset
  27. 二進制
      Assets/Scenes/testCombat/NavMesh-Chapter01 3.asset
  28. 二進制
      Assets/Scenes/testCombat/NavMesh-Chapter01 4.asset
  29. 二進制
      Assets/Scenes/testCombat/NavMesh-Chapter01 5.asset
  30. 0 8
      Assets/Scenes/testCombat/NavMesh-Chapter01 5.asset.meta
  31. 二進制
      Assets/Scenes/testCombat/NavMesh-Chapter01 6.asset
  32. 0 8
      Assets/Scenes/testCombat/NavMesh-Chapter01 6.asset.meta
  33. 二進制
      Assets/Scenes/testCombat/NavMesh-Chapter01 7.asset
  34. 0 8
      Assets/Scenes/testCombat/NavMesh-Chapter01 7.asset.meta
  35. 二進制
      Assets/Scenes/testCombat/NavMesh-Chapter01.asset
  36. 0 8
      Assets/Scenes/testCombat/NavMesh-Chapter01.asset.meta
  37. 66 0
      Assets/Scenes/testCombat/New Lighting Settings.lighting
  38. 2 2
      Assets/Scenes/testCombat/New Lighting Settings.lighting.meta
  39. 二進制
      Assets/Scenes/testCombat/ReflectionProbe-0.exr
  40. 147 0
      Assets/Scenes/testCombat/ReflectionProbe-0.exr.meta
  41. 9 0
      Assets/Scripts/Core/Event/Event/CustomEventType.cs
  42. 4 4
      Assets/Scripts/Core/Event/Event/EventManager.cs
  43. 5 24
      Assets/Scripts/Core/Timer/TimerComponent.cs
  44. 15 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/ShowBossHpEventData.cs
  45. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/ShowBossHpEventData.cs.meta
  46. 9 3
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs
  47. 10 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs
  48. 62 30
      Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs
  49. 5 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  50. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  51. 11 0
      Assets/Scripts/GameUI/GameApplction.cs
  52. 5 1
      Assets/Scripts/GameUI/UI/Combat/ShowTextWidget.cs
  53. 37 0
      Assets/Scripts/GameUI/UI/Combat/StartBossPanel.cs
  54. 11 0
      Assets/Scripts/GameUI/UI/Combat/StartBossPanel.cs.meta
  55. 54 6
      Assets/Scripts/GameUI/UI/MainUIPanel.cs
  56. 55 1
      Assets/Scripts/GameUI/UI/MainUIPanelData.cs
  57. 1 0
      Assets/Settings/rpAsset_Renderer.asset
  58. 0 0
      Assets/StreamingAssets/assetConfig.txt
  59. 1 1
      UserSettings/EditorUserSettings.asset

+ 23 - 23
Assets/Art/DiMian.shadergraph

@@ -180,8 +180,8 @@
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@@ -197,8 +197,8 @@
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+ 2 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/Forest Ruins.mat

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+ 4 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/Grass 01A.mat

@@ -147,6 +147,8 @@ Material:
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     - _WorkflowMode: 1
     - _ZWrite: 1
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@@ -157,6 +159,8 @@ Material:
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+ 4 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/Grass 01B.mat

@@ -141,6 +141,8 @@ Material:
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@@ -148,4 +150,6 @@ Material:
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+ 3 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/Grid Grass 01A.mat

@@ -111,6 +111,8 @@ Material:
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@@ -118,6 +120,7 @@ Material:
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     - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
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 --- !u!114 &7285955555417085157
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+ 3 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/Grid Grass 02A.mat

@@ -111,6 +111,8 @@ Material:
     - _SrcBlend: 5
     - _UVSec: 0
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+    - _metalic: 0
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     - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
@@ -118,6 +120,7 @@ Material:
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     - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
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+ 3 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/Tree 01 Leaves Green.mat

@@ -138,6 +138,8 @@ Material:
     - _WindQuality: 0
     - _WorkflowMode: 1
     - _ZWrite: 1
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@@ -147,6 +149,7 @@ Material:
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     - _TreeInstanceColor: {r: 1, g: 1, b: 1, a: 1}
     - _TreeInstanceScale: {r: 1, g: 1, b: 1, a: 1}
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+ 2 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/Tree 02 Leaves Blue.mat

@@ -137,6 +137,8 @@ Material:
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     - _TreeInstanceColor: {r: 1, g: 1, b: 1, a: 1}
     - _TreeInstanceScale: {r: 1, g: 1, b: 1, a: 1}
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+ 4 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/Tree 02 Leaves Orange.mat

@@ -128,6 +128,8 @@ Material:
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     - _WorkflowMode: 1
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@@ -135,6 +137,8 @@ Material:
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     - _TreeInstanceColor: {r: 1, g: 1, b: 1, a: 1}
     - _TreeInstanceScale: {r: 1, g: 1, b: 1, a: 1}
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+ 4 - 0
Assets/Art/Forest Ruins Pack Cute Series/Materials/water.mat

@@ -116,11 +116,15 @@ Material:
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+ 177 - 0
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Assets/Scenes/testCombat/NavMesh-Chapter01 3.asset.meta → Assets/Art/UIAnimation/StartBossPanel.anim.meta

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+      value: 0
+      objectReference: {fileID: 0}
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+      propertyPath: m_LocalEulerAnglesHint.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 3498362433174556111, guid: e8aea3bdf3db3384c8ba47cec6e71c51, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 3498362433174556111, guid: e8aea3bdf3db3384c8ba47cec6e71c51, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 5248254883604704175, guid: e8aea3bdf3db3384c8ba47cec6e71c51, type: 3}
+      propertyPath: m_Name
+      value: StartBossPanel
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: e8aea3bdf3db3384c8ba47cec6e71c51, type: 3}
 --- !u!1660057539 &9223372036854775807
 SceneRoots:
   m_ObjectHideFlags: 0
@@ -711,3 +922,4 @@ SceneRoots:
   - {fileID: 376281607}
   - {fileID: 855042511}
   - {fileID: 235899921}
+  - {fileID: 785438226}

二進制
Assets/Scenes/testCombat/LightingData.asset


+ 2 - 2
Assets/Scenes/testCombat/NavMesh-Chapter01 4.asset.meta → Assets/Scenes/testCombat/LightingData.asset.meta

@@ -1,8 +1,8 @@
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二進制
Assets/Scenes/testCombat/NavMesh-Chapter01 1.asset


二進制
Assets/Scenes/testCombat/NavMesh-Chapter01 2.asset


二進制
Assets/Scenes/testCombat/NavMesh-Chapter01 3.asset


二進制
Assets/Scenes/testCombat/NavMesh-Chapter01 4.asset


二進制
Assets/Scenes/testCombat/NavMesh-Chapter01 5.asset


+ 0 - 8
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@@ -1,8 +0,0 @@
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二進制
Assets/Scenes/testCombat/NavMesh-Chapter01 6.asset


+ 0 - 8
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二進制
Assets/Scenes/testCombat/NavMesh-Chapter01 7.asset


+ 0 - 8
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二進制
Assets/Scenes/testCombat/NavMesh-Chapter01.asset


+ 0 - 8
Assets/Scenes/testCombat/NavMesh-Chapter01.asset.meta

@@ -1,8 +0,0 @@
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-guid: W3Mb5yyqAC/2CG5pZ8fMES/l/iT0QNgSRD5OfFvu1bOEdlnv5JDFARQ=
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-  userData: 
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+ 66 - 0
Assets/Scenes/testCombat/New Lighting Settings.lighting

@@ -0,0 +1,66 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
+--- !u!850595691 &4890085278179872738
+LightingSettings:
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+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: New Lighting Settings
+  serializedVersion: 6
+  m_GIWorkflowMode: 1
+  m_EnableBakedLightmaps: 1
+  m_EnableRealtimeLightmaps: 0
+  m_RealtimeEnvironmentLighting: 1
+  m_BounceScale: 1
+  m_AlbedoBoost: 1
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+  m_UsingShadowmask: 1
+  m_BakeBackend: 2
+  m_LightmapMaxSize: 512
+  m_BakeResolution: 40
+  m_Padding: 2
+  m_LightmapCompression: 1
+  m_AO: 0
+  m_AOMaxDistance: 1
+  m_CompAOExponent: 1
+  m_CompAOExponentDirect: 0
+  m_ExtractAO: 0
+  m_MixedBakeMode: 2
+  m_LightmapsBakeMode: 1
+  m_FilterMode: 1
+  m_LightmapParameters: {fileID: 15204, guid: 0000000000000000f000000000000000, type: 0}
+  m_ExportTrainingData: 0
+  m_TrainingDataDestination: TrainingData
+  m_RealtimeResolution: 2
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+  m_PVRMinBounces: 2
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+  m_PVRFilterTypeAO: 0
+  m_PVRFilteringGaussRadiusDirect: 1
+  m_PVRFilteringGaussRadiusIndirect: 5
+  m_PVRFilteringGaussRadiusAO: 2
+  m_PVRFilteringAtrousPositionSigmaDirect: 0.5
+  m_PVRFilteringAtrousPositionSigmaIndirect: 2
+  m_PVRFilteringAtrousPositionSigmaAO: 1
+  m_PVRTiledBaking: 0
+  m_NumRaysToShootPerTexel: -1
+  m_RespectSceneVisibilityWhenBakingGI: 0

+ 2 - 2
Assets/Scenes/testCombat/NavMesh-Chapter01 2.asset.meta → Assets/Scenes/testCombat/New Lighting Settings.lighting.meta

@@ -1,8 +1,8 @@
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二進制
Assets/Scenes/testCombat/ReflectionProbe-0.exr


+ 147 - 0
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+    buildTarget: Standalone
+    maxTextureSize: 2048
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+    buildTarget: Server
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+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: WeixinMiniGame
+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
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+ 9 - 0
Assets/Scripts/Core/Event/Event/CustomEventType.cs

@@ -35,5 +35,14 @@ namespace Fort23.Core
       /// 点击到英雄的UI部件
       /// </summary>
       HeroClick,
+      /// <summary>
+      /// 显示boss血条
+      /// </summary>
+      ShowBossHp,
+      /// <summary>
+      /// 显示战斗经验UI
+      /// </summary>
+      ShowBattleExp,
+      StartBossBattle,
     }
 }

+ 4 - 4
Assets/Scripts/Core/Event/Event/EventManager.cs

@@ -2,7 +2,6 @@
 
 using System;
 using System.Collections.Generic;
-
 using Utility;
 
 namespace Fort23.Core
@@ -36,7 +35,7 @@ namespace Fort23.Core
             else
             {
                 _eventHandlers[type] -= handle;
-                
+
                 _eventHandlers[type] += handle;
             }
         }
@@ -67,10 +66,11 @@ namespace Fort23.Core
         }
 
         // ReSharper restore Unity.ExpensiveCode
+
         /// <summary>
         /// 事件触发执行的方法,Public方便外界调用,谁执行,谁给执行细节
         /// </summary>
-        public void Dispatch(CustomEventType type, IEventData eventData,bool isRecycle=true)
+        public void Dispatch(CustomEventType type, IEventData eventData, bool isRecycle = true)
         {
             if (_eventHandlers.ContainsKey(type))
             {
@@ -80,7 +80,7 @@ namespace Fort23.Core
                 }
             }
 
-            if (isRecycle)
+            if (isRecycle && eventData != null)
             {
                 eventData?.Recycle();
             }

+ 5 - 24
Assets/Scripts/Core/Timer/TimerComponent.cs

@@ -1,6 +1,6 @@
 using System;
 using System.Collections.Generic;
-using Fort23.Core;
+
 
 namespace Fort23.Core
 {
@@ -20,7 +20,7 @@ namespace Fort23.Core
         /// 计时时间,毫秒
         /// </summary>
         public long time;
-
+       
         /// <summary>
         /// 完成回调
         /// </summary>
@@ -83,6 +83,8 @@ namespace Fort23.Core
         [CustomMethod(CustomMethodType.Update)]
         public void Update()
         {
+            
+           
             if (this._timeID.Count == 0)
             {
                 return;
@@ -131,28 +133,7 @@ namespace Fort23.Core
                 this._timeID.Remove(time);
             }
 
-            // while (this._timeOutTime.Count > 0)
-            // {
-            //     long time = this._timeOutTime.Dequeue();
-            //     foreach (long timerId in this._timeID[time])
-            //     {
-            //         this._timeOutTimerIds.Enqueue(timerId);
-            //     }
-            //
-            //     this._timeID.Remove(time);
-            // }
-            //
-            // while (this._timeOutTimerIds.Count > 0)
-            // {
-            //     long timerId = this._timeOutTimerIds.Dequeue();
-            //     TimerEntity timerEntity = this.GetChild<TimerEntity>(timerId);
-            //     if (timerEntity == null)
-            //     {
-            //         continue;
-            //     }
-            //
-            //     Run(timerEntity, timerId);
-            // }
+        
         }
 
         private void Run(TimerEntity timerEntity, long timestamp)

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

@@ -0,0 +1,15 @@
+using Core.Utility.Event;
+using Fort23.UTool;
+
+namespace Common.Utility.CombatEvent
+{
+    public class ShowBossHpEventData : EventDataBasic<ShowBossHpEventData>
+    {
+        public CombatHeroEntity boss;
+
+        protected override void ProDispose()
+        {
+            boss = null;
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 637969e6f7b14887a3579c8e354dabbb
+timeCreated: 1732784897

+ 9 - 3
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs

@@ -2,6 +2,7 @@
 using Common.Utility.CombatEvent;
 using Fort23.Core;
 using UnityEngine;
+using Utility;
 using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
@@ -16,7 +17,7 @@ namespace GameLogic.Combat.CombatTool
 
         private bool isStartShake;
 
-        private int _followHeroId=-1;
+        private int _followHeroId = -1;
 
         public void Init(CombatController combatController, Camera camera)
         {
@@ -92,13 +93,18 @@ namespace GameLogic.Combat.CombatTool
             EventManager.Instance.RemoveEventListener(CustomEventType.HeroClick, HeroClick);
         }
 
-        public void Shaking(CameraShakingSerializtion cameraShakingSerializtion)
+        public void Shaking(float qiangDu)
         {
             if (StressReceiver != null)
             {
                 isStartShake = true;
-                StressReceiver.InduceStress(cameraShakingSerializtion.qiangDu, ShakeFinish);
+                StressReceiver.InduceStress(qiangDu, ShakeFinish);
             }
         }
+
+        public void Shaking(CameraShakingSerializtion cameraShakingSerializtion)
+        {
+            Shaking(cameraShakingSerializtion.qiangDu);
+        }
     }
 }

+ 10 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -1,4 +1,5 @@
 using Common.Utility.CombatEvent;
+using Common.Utility.CombatTimer;
 using Core.Audio;
 using Core.State;
 using Fort23.Core;
@@ -24,7 +25,12 @@ namespace GameLogic.Combat.CombatTool
         public GameObject gameObject;
         public GameTimeLineParticleFactory GameTimeLineParticleFactory;
         public bool isUpdate;
-        
+        /// <summary>
+        /// 涨停游戏英雄AI行为
+        /// </summary>
+        public bool isStopAi;
+
+        public float speed=1;
         public CombatStateBasic CurrState
         {
             get { return stateControl.CurrIState as CombatStateBasic; }
@@ -81,8 +87,11 @@ namespace GameLogic.Combat.CombatTool
                 return;
             }
 
+            t *= speed;
+
             stateControl.Update(t);
             CombatTypeBasic?.Update(t);
+            CombatTimerManager.Instance.ComabtUpdate(t);
         }
 
         public void PlayAudio(string audioName, bool isLoop)

+ 62 - 30
Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs

@@ -1,7 +1,9 @@
 using System.Collections.Generic;
 using Common.Utility.CombatEvent;
+using Common.Utility.CombatTimer;
 using Excel2Json;
 using Fort23.Core;
+using Fort23.Mono;
 using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
 using GameLogic.CombatScenesTool;
@@ -86,7 +88,6 @@ namespace GameLogic.Combat.CombatType
                 }
                 else if (combatHeroEntity.CurrCombatHeroInfo.heroType == 4) ///boss死了
                 {
-                   
                     BossKo();
                 }
             }
@@ -137,10 +138,10 @@ namespace GameLogic.Combat.CombatType
 
 
             List<string> allEquip = new List<string>();
-            for (int i = 0; i < 10; i++)
+            for (int i = 0; i < 3; i++)
             {
                 int odds = CombatCalculateTool.Instance.GetOdd();
-                if (odds < 30)
+                if (odds < 20)
                 {
                     allEquip.Add(equipName[CombatCalculateTool.Instance.GetOdd(0, equipName.Count)]);
                 }
@@ -225,14 +226,26 @@ namespace GameLogic.Combat.CombatType
             {
                 _levelBattleConfig = levelBattleConfig;
             }
+
             exp = 0;
             _currLevelBattleNodeIndex = 0;
             InitNewMonsterConfig();
+            EventManager.Instance.Dispatch(CustomEventType.ShowBattleExp, null);
+            // CombatController.currActiveCombat.speed = 0.3f;
+            Time.timeScale = 0.3f;
+            CombatController.currActiveCombat.isStopAi = true;
+            TimerComponent.Instance.AddTimer(2000, delegate
+            {
+                CombatController.currActiveCombat.isStopAi = false;
+                Time.timeScale = 1f;
+                // CombatController.currActiveCombat.speed = 1;
+            });
         }
 
         protected void StartBossCombat()
         {
             isBossCombat = true;
+            CombatController.currActiveCombat.isStopAi = true;
             HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
             harmReturnInfo.harmType = HarmType.SystemKo;
             CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
@@ -242,7 +255,7 @@ namespace GameLogic.Combat.CombatType
             {
                 heroEntities[i].HeroDie(harmReturnInfo);
             }
-
+            
             CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
             FindNextConfig();
             _currWavesConfig =
@@ -250,8 +263,25 @@ namespace GameLogic.Combat.CombatType
                     _levelBattleConfig.BossMonsterWavesId);
             _currNodeWavesIndex = -1;
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
-            CreateEnemy(cTaskAwaitBuffer, _levelBattleConfig.bossMonsterId, _levelBattleConfig.bossLv, 0);
+            CreateEnemy(cTaskAwaitBuffer, _levelBattleConfig.bossMonsterId, _levelBattleConfig.bossLv, 0,
+                delegate(CombatHeroEntity entity)
+                {
+                    ShowBossHpEventData showBossHpEventData = ShowBossHpEventData.Create();
+                    showBossHpEventData.boss = entity;
+                    EventManager.Instance.Dispatch(CustomEventType.ShowBossHp, showBossHpEventData);
+                    EventManager.Instance.Dispatch(CustomEventType.StartBossBattle, null);
+                });
             CreateEnemy(cTaskAwaitBuffer);
+            CombatTimerManager.Instance.AddTimer(2, delegate
+            {
+                StartBossBattle();
+            });
+           
+        }
+
+        public void StartBossBattle()
+        {
+            CombatController.currActiveCombat.isStopAi = false;
         }
 
 
@@ -293,7 +323,8 @@ namespace GameLogic.Combat.CombatType
             }
         }
 
-        private void CreateEnemy(CTaskAwaitBuffer cTaskAwaitBuffer, int monsterId, int level, int index)
+        private void CreateEnemy(CTaskAwaitBuffer cTaskAwaitBuffer, int monsterId, int level, int index,
+            System.Action<CombatHeroEntity> callBack = null)
         {
             CombatHeroEntity heroEntity = new CombatHeroEntity();
             heroEntity.IsEnemy = true;
@@ -307,6 +338,7 @@ namespace GameLogic.Combat.CombatType
                     Vector3 pos = nextConfig.monsterPoint[index].position + new Vector3(
                         CombatCalculateTool.Instance.GetOdd(-4, 4), 0, CombatCalculateTool.Instance.GetOdd(-4, 4));
                     heroEntity.combatHeroGameObject.SetPosition(pos);
+                    callBack?.Invoke(entity);
                 }));
         }
 
@@ -347,7 +379,7 @@ namespace GameLogic.Combat.CombatType
                 CombatHeroEntity heroEntity = new CombatHeroEntity();
                 heroEntity.IsEnemy = false;
                 heroEntity.number = i;
-             
+
                 cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatAIBasic(), PlayerManager.Instance.heroListInLead[i],
                     delegate(CombatHeroEntity entity)
                     {
@@ -357,28 +389,28 @@ namespace GameLogic.Combat.CombatType
             }
         }
 
-        private void TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)
-        {
-            testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();
-            if (testCombatHeroConfig != null)
-            {
-                for (int i = 0; i < testCombatHeroConfig.myHeroInfo.Length; i++)
-                {
-                    int index = i;
-                    TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = testCombatHeroConfig.myHeroInfo[i];
-                    CombatHeroEntity heroEntity = new CombatHeroEntity();
-                    heroEntity.IsEnemy = false;
-                    heroEntity.number = i;
-                    CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
-                    testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo));
-                    cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatAIBasic(), combatHeroInfo,
-                        delegate(CombatHeroEntity entity)
-                        {
-                            combatController.CombatHeroController.AddHero(entity);
-                            heroEntity.combatHeroGameObject.SetPosition(_combatScenesConfig.heroPoint[index].position);
-                        }));
-                }
-            }
-        }
+        // private void TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)
+        // {
+        //     testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();
+        //     if (testCombatHeroConfig != null)
+        //     {
+        //         for (int i = 0; i < testCombatHeroConfig.myHeroInfo.Length; i++)
+        //         {
+        //             int index = i;
+        //             TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = testCombatHeroConfig.myHeroInfo[i];
+        //             CombatHeroEntity heroEntity = new CombatHeroEntity();
+        //             heroEntity.IsEnemy = false;
+        //             heroEntity.number = i;
+        //             CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
+        //             testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo));
+        //             cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatAIBasic(), combatHeroInfo,
+        //                 delegate(CombatHeroEntity entity)
+        //                 {
+        //                     combatController.CombatHeroController.AddHero(entity);
+        //                     heroEntity.combatHeroGameObject.SetPosition(_combatScenesConfig.heroPoint[index].position);
+        //                 }));
+        //         }
+        //     }
+        // }
     }
 }

+ 5 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -38,7 +38,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
 
     private float _injuriedShowTime;
     private bool _isAddinjuriedShow;
-    private float _addInjuiedValue = (1.0f / 0.2f) *1f;
+    private float _addInjuiedValue = (1.0f / 0.2f) * 1f;
 
     public Vector3 dotPos
     {
@@ -144,7 +144,10 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
 
     public void Update(float t)
     {
-        CombatAIBasic.Update(t);
+        if (!CombatController.currActiveCombat.isStopAi)
+        {
+            CombatAIBasic.Update(t);
+        }
         CombatHeroSkillControl.Update(t);
         combatHeroTimeLineControl.Update(t);
         combatHeroAnimtion.Update(t);

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -1,5 +1,6 @@
 using System.Collections;
 using System.Collections.Generic;
+using Core.Language;
 using Core.Utility;
 using Excel2Json;
 using Fort23.UTool;
@@ -47,6 +48,7 @@ public class CombatHeroInfo
     public float maxDisTo=2*2;
     public int[] skillId;
     public bool isGpu;
+    public string heroName;
 
     public CombatHeroInfo()
     {
@@ -112,6 +114,7 @@ public class CombatHeroInfo
         promoteConfig = ConfigComponent.Instance.Get<HeroPromoteConfig>(star);
         this.level = (EncryptionInt)level;
         this.star = (EncryptionInt)star;
+        heroName = LanguageManager.Instance.Text(modelConfig.name);
     }
     
     public void InitMonster(int modelID,int level, int star = 1)

+ 11 - 0
Assets/Scripts/GameUI/GameApplction.cs

@@ -6,6 +6,9 @@ using Fort23.UTool;
 using GameLogic.Combat;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.CombatType;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
 using UnityEngine;
 using UnityEngine.UI;
 using Utility.CTween;
@@ -66,6 +69,14 @@ public class GameApplction : MonoBehaviour
 
     public void Update()
     {
+#if UNITY_EDITOR
+        if (EditorApplication.isPaused)
+        {
+            return;
+        }
+#endif
+        
+
         EventSystem.Instance.Update();
         AssetBundleLoadManager.Instance.UpdateBundle();
         TimeHelper.clientFrame = TimeHelper.ClientFrame() + (long)(Time.deltaTime * 1000);

+ 5 - 1
Assets/Scripts/GameUI/UI/Combat/ShowTextWidget.cs

@@ -1,3 +1,4 @@
+using Common.Utility.CombatTimer;
 using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
@@ -40,7 +41,10 @@ namespace Fort23.Mono
             }
 
             text.text = harmReturnInfo.att.ToString();
-            TimerComponent.Instance.AddTimer(500, delegate { GObjectPool.Instance.Recycle(this); });
+            CombatTimerManager.Instance.AddTimer(1, delegate
+            {
+                GObjectPool.Instance.Recycle(this);
+            });
         }
     }
 }

+ 37 - 0
Assets/Scripts/GameUI/UI/Combat/StartBossPanel.cs

@@ -0,0 +1,37 @@
+using Common.Utility.CombatTimer;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "StartBossPanel")]
+    public partial class StartBossPanel : UIPanel
+    {
+        private void Init()
+        {
+        }
+
+        protected override void AddEvent()
+        {
+        }
+
+        protected override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        public async override CTask Open()
+        {
+            CombatTimerManager.Instance.AddTimer(0.7f, delegate
+            {
+                CombatController.currActiveCombat.CombatCameraControllder.Shaking(0.5f);
+            });
+            
+            CombatTimerManager.Instance.AddTimer(1.5f, delegate() { UIManager.Instance.HideUIUIPanel(this); });
+            await base.Open();
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/Combat/StartBossPanel.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DnxLsS2qUX3Bq0zi2WkhHxJxgLwdZqnNfOrqvwKK8WgmGgcxNqhiQtk=
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 54 - 6
Assets/Scripts/GameUI/UI/MainUIPanel.cs

@@ -12,9 +12,10 @@ namespace Fort23.Mono
     [UIBinding(prefab = "MainUIPanel")]
     public partial class MainUIPanel : UIPanel
     {
+        private CombatHeroEntity bossHeroEntity;
+
         private void Init()
         {
-            
             InitBattleHero();
         }
 
@@ -22,18 +23,65 @@ namespace Fort23.Mono
         {
             CombatEventManager.Instance.AddEventListener(CombatEventType.CombatExpAlter, CombatExpAlter);
             EventManager.Instance.AddEventListener(CustomEventType.HeroPowerUp, OnHeroUpgrade);
+            EventManager.Instance.AddEventListener(CustomEventType.ShowBossHp, ShowBossHp);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdateEventData);
+            EventManager.Instance.AddEventListener(CustomEventType.ShowBattleExp, ShowBattleExp);
+            EventManager.Instance.AddEventListener(CustomEventType.StartBossBattle, StartBossBattle);
+        }
+
+        private void StartBossBattle(IEventData iEventData)
+        {
+            UIManager.Instance.LoadAndOpenPanel<StartBossPanel>(null, UILayer.Top);
+        }
+
+        private void ShowBattleExp(IEventData iEventData)
+        {
+            bossHp.SetActive(false);
+            Slider_Exp_Process.SetActive(true);
+            bossHeroEntity = null;
+        }
+
+        private void HeroHpUpdateEventData(IEventData iEventData)
+        {
+            HeroHpUpdateEventData heroHpUpdateEventData = iEventData as HeroHpUpdateEventData;
+            if (heroHpUpdateEventData.combatHeroEntity == bossHeroEntity)
+            {
+                UpdateBossHp();
+            }
         }
 
         protected override void DelEvent()
         {
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.CombatExpAlter, CombatExpAlter);
             EventManager.Instance.RemoveEventListener(CustomEventType.HeroPowerUp, OnHeroUpgrade);
+            EventManager.Instance.RemoveEventListener(CustomEventType.ShowBossHp, ShowBossHp);
+
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdateEventData);
+            EventManager.Instance.RemoveEventListener(CustomEventType.ShowBattleExp, ShowBattleExp);
         }
 
         public override void AddButtonEvent()
         {
         }
 
+        private void ShowBossHp(IEventData eventData)
+        {
+            ShowBossHpEventData showBossHpEventData = eventData as ShowBossHpEventData;
+            bossHeroEntity = showBossHpEventData.boss;
+            bossHp.SetActive(true);
+            Slider_Exp_Process.SetActive(false);
+            bossName.text = bossHeroEntity.CurrCombatHeroInfo.heroName;
+            UpdateBossHp();
+        }
+
+        protected void UpdateBossHp()
+        {
+            Slider_Hp_Boss.value = bossHeroEntity.CurrCombatHeroInfo.hp.Value * 1.0f /
+                                   bossHeroEntity.MaxCombatHeroInfo.hp.Value;
+            bossHpText.text = bossHeroEntity.CurrCombatHeroInfo.hp.Value + "/" +
+                               bossHeroEntity.MaxCombatHeroInfo.hp.Value;
+        }
+
         private void CombatExpAlter(IEventData eventData)
         {
             ExpAlter();
@@ -53,7 +101,7 @@ namespace Fort23.Mono
             TextExp.text = levelBattleCombatType.exp + "/" + levelBattleCombatType.CurrMaxExp;
         }
 
-        private void OnHeroUpgrade(IEventData eventData) 
+        private void OnHeroUpgrade(IEventData eventData)
         {
             HeroPowerUpEventData data = eventData as HeroPowerUpEventData;
             HeroInfo heroInfo = (HeroInfo)PlayerManager.Instance.GetHeroInfo(data.heroModelID);
@@ -68,9 +116,9 @@ namespace Fort23.Mono
             }
         }
 
-        
-        private List<WidgetHero> widgetHeroes = new List<WidgetHero>(); 
-            
+
+        private List<WidgetHero> widgetHeroes = new List<WidgetHero>();
+
         private async void InitBattleHero()
         {
             widgetHeroes.Clear();
@@ -80,7 +128,7 @@ namespace Fort23.Mono
                 WidgetHero itemHero = await UIManager.Instance.CreateGComponent<WidgetHero>(null,
                     poolName: "WidgetHero", root: rectTransform);
                 itemHero.InitHero(PlayerManager.Instance.heroListInLead[i]);
-                
+
                 widgetHeroes.Add(itemHero);
             }
         }

+ 55 - 1
Assets/Scripts/GameUI/UI/MainUIPanelData.cs

@@ -66,7 +66,6 @@ namespace Fort23.Mono
 	     }
 	   }
 	  private TextMeshProUGUI _TextExp;
-	  
 	  public TextMeshProUGUI TextExp
 	   {
 	   get{
@@ -88,6 +87,61 @@ namespace Fort23.Mono
 	      return _coinText;
 	     }
 	   }
+	  private GameObject _Slider_Exp_Process;
+	  public GameObject Slider_Exp_Process
+	   {
+	   get{
+	      if (_Slider_Exp_Process == null)
+	       {
+	         _Slider_Exp_Process  = GetUIUnit<GameObject>("Slider_Exp_Process"); 
+	       }
+	      return _Slider_Exp_Process;
+	     }
+	   }
+	  private GameObject _bossHp;
+	  public GameObject bossHp
+	   {
+	   get{
+	      if (_bossHp == null)
+	       {
+	         _bossHp  = GetUIUnit<GameObject>("bossHp"); 
+	       }
+	      return _bossHp;
+	     }
+	   }
+	  private Slider _Slider_Hp_Boss;
+	  public Slider Slider_Hp_Boss
+	   {
+	   get{
+	      if (_Slider_Hp_Boss == null)
+	       {
+	         _Slider_Hp_Boss  = GetUIUnit<Slider>("Slider_Hp_Boss"); 
+	       }
+	      return _Slider_Hp_Boss;
+	     }
+	   }
+	  private Text _bossName;
+	  public Text bossName
+	   {
+	   get{
+	      if (_bossName == null)
+	       {
+	         _bossName  = GetUIUnit<Text>("bossName"); 
+	       }
+	      return _bossName;
+	     }
+	   }
+	  private TextMeshProUGUI _bossHpText;
+	  public TextMeshProUGUI bossHpText
+	   {
+	   get{
+	      if (_bossHpText == null)
+	       {
+	         _bossHpText  = GetUIUnit<TextMeshProUGUI>("bossHpText"); 
+	       }
+	      return _bossHpText;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 1 - 0
Assets/Settings/rpAsset_Renderer.asset

@@ -19,6 +19,7 @@ MonoBehaviour:
   m_RendererFeatureMap: 
   m_UseNativeRenderPass: 0
   postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
+  xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
   shaders:
     blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
     copyDepthPS: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}

文件差異過大導致無法顯示
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


+ 1 - 1
UserSettings/EditorUserSettings.asset

@@ -54,7 +54,7 @@ EditorUserSettings:
       value: 183b144645154b7802000a2b17364d11021e17246e72662b47695d73a2a07478a2a505e1e82d6f2f100cca3210371526d1051c05e22a040f2507f00b32f01c061ccb5a9f5ace1e10d81c50a48d5d91a3959694aa9ad8efd7c9f2afe0f1c0fcfdf6f8b6f2a5a6dacfb89debbfa1cbc9c3f5c3bac18e9c89c1bbdec2d6f2b992939996c59699c79ae8d182b7baad82aba0b0aea88398abdbf1dd8a8ea765ffc520262728fafcf8f6c28eb162945c71898d6167877a72a980809c9f71cecece859d579fd5f106dbdadb21de0dde237c686c76706641634c764f547c624a7e622d6628286620686f653d2b635a0204003e0805017509093043470e3643041c5d5b415c54450e1c424b420f6e4b634e636263696655641a1f273c0f083c1102ec362de62318e9ea25ab61ade8ed0ee30655b0b6b7b8176615
       flags: 0
     UnityEditor.ShaderGraph.Blackboard:
-      value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4bae445d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd8e908fecb0f9cfddf1eff4e7a1b1eae482f0fdaee1e1928b86d888ed909c968797a7cf
+      value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4bae415d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd898e91f0beb6fdd1cbfceba0b9f0b3bed8e8f5ace1ff8c978883d3f59e98969989eacfcc
       flags: 0
     UnityEditor.ShaderGraph.FloatingWindowsLayout2:
       value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b98d9884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0f7b0e1e380cafbf2c3adc18e9cd285a2908b82ec869c8395949c9483d68a8d97ddbd90bf

部分文件因文件數量過多而無法顯示