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

# Conflicts:
#	UserSettings/EditorUserSettings.asset   resolved by origin/master(远端) version
李桃 12 giờ trước cách đây
mục cha
commit
42e84e66c1

+ 1 - 1
Assets/Art/Character/Guaiwu/LaoShuGuai/shuguaicz.mat

@@ -14,7 +14,7 @@ Material:
   m_ValidKeywords: []
   m_InvalidKeywords: []
   m_LightmapFlags: 4
-  m_EnableInstancingVariants: 0
+  m_EnableInstancingVariants: 1
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
   stringTagMap: {}

+ 2 - 2
Assets/Art/VFX/Materials/UIMat/ui_renwu_lg.mat

@@ -57,13 +57,13 @@ Material:
         m_Offset: {x: 0, y: 0}
     m_Ints: []
     m_Floats:
-    - _Alpha: 0.20543575
+    - _Alpha: 0.2542529
     - _AlphaCutoff: 0.5
     - _ColorMask: 15
     - _EnableExternalAlpha: 0
     - _MainSpeedU: 0.5
     - _MainSpeedV: 0.5
-    - _MainTexOffsetU: 0.2055955
+    - _MainTexOffsetU: 0.1489439
     - _MainTexOffsetV: 0
     - _MainTilingU: 0.8
     - _MainTilingV: 1

+ 3 - 3
Assets/Art/shader/RenWuShader.shadergraph

@@ -3611,8 +3611,8 @@
     "m_CustomSlotLabel": "",
     "m_DismissedVersion": 0,
     "m_Precision": 0,
-    "overrideHLSLDeclaration": false,
-    "hlslDeclarationOverride": 0,
+    "overrideHLSLDeclaration": true,
+    "hlslDeclarationOverride": 3,
     "m_Hidden": false,
     "m_Priority": 10,
     "m_Value": {
@@ -3622,7 +3622,7 @@
         "a": 0.0
     },
     "isMainColor": false,
-    "m_ColorMode": 1
+    "m_ColorMode": 0
 }
 
 {

+ 25 - 11
Assets/Scripts/Core/BRG/BRGRender.cs

@@ -3,6 +3,7 @@ using Unity.Collections;
 using Unity.Mathematics;
 using UnityEngine;
 using UnityEngine.Rendering;
+using Utility;
 
 namespace Core.BRG
 {
@@ -20,6 +21,8 @@ namespace Core.BRG
 
         private List<BatchShaderBind> m_batchShaderBinds = new List<BatchShaderBind>();
 
+        private Map<string, BatchShaderBind> m_batchShaderBindMap = new Map<string, BatchShaderBind>();
+
         public void InitRender(BRGSamples samples, List<T> gameObjectInfos)
         {
             this.m_gameObjectInfos = gameObjectInfos;
@@ -29,23 +32,29 @@ namespace Core.BRG
             UploadGpuData(gameObjectInfos.Count);
         }
 
-        protected override NativeArray<MetadataValue> ProInitBatchMetadata(int startOffset,int m_maxInstancePerWindow)
+        protected override NativeArray<MetadataValue> ProInitBatchMetadata(int startOffset, int m_maxInstancePerWindow)
         {
             NativeArray<MetadataValue> metadataValues =
-                new NativeArray<MetadataValue>(m_samples.AllShaderValues.Count,Allocator.Temp, NativeArrayOptions.UninitializedMemory);
+                new NativeArray<MetadataValue>(m_samples.AllShaderValues.Count, Allocator.Temp,
+                    NativeArrayOptions.UninitializedMemory);
             m_batchShaderBinds.Clear();
-            int count= m_gameObjectInfos.Count;
+            // int count= m_maxInstancePerWindow;
             for (int i = 0; i < m_samples.AllShaderValues.Count; i++)
             {
-                // BRGShaderValue shaderValue = m_samples.AllShaderValues[i];
-                // int shaderId = Shader.PropertyToID(shaderValue.);
-                // BatchShaderBind batchShaderBind = new BatchShaderBind();
-                // batchMetadata[0] = CreateMetadataValue(objectToWorldID, 0, true);
+                BRGShaderValue shaderValue = m_samples.AllShaderValues[i];
+                int shaderId = Shader.PropertyToID(shaderValue.key);
+                BatchShaderBind batchShaderBind = new BatchShaderBind();
+                metadataValues[i] = CreateMetadataValue(shaderId, startOffset, true);
+                batchShaderBind.shaderValue = shaderValue;
+                batchShaderBind.offset = startOffset;
+                batchShaderBind.InitBuffer(m_maxInstancePerWindow);
+                startOffset += shaderValue.GetSize() * m_maxInstancePerWindow;
+                m_batchShaderBinds.Add(batchShaderBind);
+                m_batchShaderBindMap.Add(shaderValue.key, batchShaderBind);
             }
-            return base.ProInitBatchMetadata(startOffset,m_maxInstancePerWindow);
-        }
 
-      
+            return metadataValues;
+        }
 
 
         public void UpdatePos()
@@ -68,6 +77,7 @@ namespace Core.BRG
             }
 
             int m_itemCount = m_gameObjectInfos.Count;
+            m_batchShaderBindMap.TryGetValue("_MainColor", out var baseColorBind);
             for (int i = 0; i < m_gameObjectInfos.Count; i++)
             {
                 BGRGameObjectInfo info = m_gameObjectInfos[i];
@@ -86,10 +96,14 @@ namespace Core.BRG
                     inverse.c0.xyz, inverse.c1.xyz,
                     inverse.c2.xyz, inverse.c3.xyz
                 );
+                if (baseColorBind != null)
+                {
+                    baseColorBind.SetData(i, info.color);
+                }
             }
 
             // 每帧更新后重新上传数据到GPU
-            UploadTransformData(m_itemCount);
+            UploadGpuData(m_itemCount, m_batchShaderBinds);
         }
     }
 }

+ 18 - 2
Assets/Scripts/Core/BRG/BatchShaderBind.cs

@@ -17,7 +17,7 @@ namespace Core.BRG
         private int _count;
         private int _size;
 
-        private void InitBuffer(int count)
+        public void InitBuffer(int count)
         {
             this._count = count;
             _size = shaderValue.GetSize();
@@ -38,9 +38,25 @@ namespace Core.BRG
             }
         }
 
+        public void SetData(int index, float4 data)
+        {
+            _f4Buffer[index] = data;
+        }
+        public void SetData(int index, float4x4 data)
+        {
+            _f4x4Buffer[index] = data;
+        }
+        public void SetData(int index, float3x4 data)
+        {
+            _f3x4Buffer[index] = data;
+        }
+        public void SetData(int index, float data)
+        {
+            _f1Buffer[index] = data;
+        }
         public void SetData(GraphicsBuffer graphicsBuffer)
         {
-            InitBuffer(graphicsBuffer.count);
+            // IitBuffer(graphicsBuffer.count);
             switch (shaderValue.ValueType)
             {
                 case BRGShaderValueType.F4X4:

+ 2 - 0
Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs

@@ -198,6 +198,7 @@ namespace GameLogic.Combat.CombatType
                         // entity.MaxCombatHeroInfo.hp = (EncryptionLong)(20000);
                         combatController.CombatHeroController.AddHero(entity);
                         CombatController.currActiveCombat.playerHeroEntity = heroEntity;
+                        entity.heroMagicWeaponControl.isAutoUse = _startCombatInfo.isAutoCombat;
                     }, isPlayer: true));
             }
             else
@@ -215,6 +216,7 @@ namespace GameLogic.Combat.CombatType
                         // entity.MaxCombatHeroInfo.hp = (EncryptionLong)(20000);
                         combatController.CombatHeroController.AddHero(entity);
                         CombatController.currActiveCombat.playerHeroEntity = heroEntity;
+                        entity.heroMagicWeaponControl.isAutoUse = _startCombatInfo.isAutoCombat;
                     }, isPlayer: true));
             }
         }

+ 1 - 0
Assets/Scripts/GameLogic/Combat/CombatType/StartCombatInfo.cs

@@ -10,6 +10,7 @@
         public bool isCombatOverUi;
 
         public int monsterLevel;
+        public bool isAutoCombat;
 
     }
 }

+ 1 - 0
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -157,6 +157,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         public bool isTriggerDone = false;
         public List<int> phaseKey = new List<int>();
         public List<int> phaseValue = new List<int>();
+        public bool isAutoCombat;
     }
     [System.Serializable]
     public class RedDot

+ 1 - 0
Assets/Scripts/GameUI/Combat/CombatDrive.cs

@@ -77,6 +77,7 @@ namespace GameLogic.Combat
             startCombatInfo.isCombatOverUi = isCombatOverUi;
             startCombatInfo.monsterLevel = level;
             startCombatInfo.levelBattleId= levelBattleId;
+            startCombatInfo.isAutoCombat = AccountFileInfo.Instance.playerData.isAutoCombat;
             await StartCombat(startCombatInfo);
 
             LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;

+ 2 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs

@@ -180,8 +180,10 @@ namespace Fort23.Mono
         public override void AddButtonEvent()
         {
             CameraSelect.onValueChanged.AddListener(CameraSelect_onValueChanged);
+            AutoUse.isOn=CombatController.currActiveCombat.playerHeroEntity.heroMagicWeaponControl.isAutoUse;
             AutoUse.onValueChanged.AddListener((x) =>
             {
+                AccountFileInfo.Instance.playerData.isAutoCombat = x;
                 CombatController.currActiveCombat.playerHeroEntity.heroMagicWeaponControl.isAutoUse =
                     x;
             });

BIN
Excel2Json/Excel/EventConfig.xlsx


+ 12 - 12
UserSettings/EditorUserSettings.asset

@@ -21,46 +21,46 @@ EditorUserSettings:
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       flags: 0
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+      value: 50030c5e500c58580e5d5c71457a0e44124f4d78292e7434787b1e36b2b4323a
       flags: 0
     RecentlyUsedSceneGuid-1:
-      value: 0050025706050c5d5f0c58274673074417161b72782977637e7b4c6bb1e6606e
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       flags: 0
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       flags: 0
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       flags: 0
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