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修改bug

DESKTOP-FB72PO8\Administrator 1 月之前
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共有 27 個文件被更改,包括 1509 次插入55 次删除
  1. 23 0
      Assets/Res/Config/SkillConfig.json
  2. 219 1
      Assets/Res/UI/SkillSelectPanel.prefab
  3. 717 0
      Assets/Res/UI/TaoismPanel.prefab
  4. 7 0
      Assets/Res/UI/TaoismPanel.prefab.meta
  5. 156 0
      Assets/Scenes/testCombat.scene
  6. 1 1
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  7. 1 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  8. 14 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/TaoismSkillAlterEventData.cs
  9. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/TaoismSkillAlterEventData.cs.meta
  10. 4 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  11. 38 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs
  12. 68 0
      Assets/Scripts/GameLogic/Combat/Skill/DS60101.cs
  13. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/DS60101.cs.meta
  14. 4 4
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  15. 1 0
      Assets/Scripts/GameLogic/Hero/HeroInfo.cs
  16. 11 0
      Assets/Scripts/GameLogic/Player/GongFaControl.cs
  17. 2 0
      Assets/Scripts/GameLogic/Player/PlayerManager.cs
  18. 11 5
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs
  19. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanelData.cs
  20. 89 0
      Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanel.cs
  21. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanel.cs.meta
  22. 51 0
      Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanelData.cs
  23. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanelData.cs.meta
  24. 31 22
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs
  25. 0 0
      Assets/StreamingAssets/assetConfig.txt
  26. 二進制
      Excel2Json/Excel/skill.xlsx
  27. 22 22
      UserSettings/Layouts/default-2022.dwlt

+ 23 - 0
Assets/Res/Config/SkillConfig.json

@@ -341,6 +341,29 @@
       "intensifierIndex": [
         0
       ]
+    },
+    {
+      "ID": 601011,
+      "power": 100.0,
+      "name": "星辰道",
+      "dec": "每次释放功法时获得一定的能量,能量满后提升转盘速度",
+      "attribute": 1,
+      "icon": "icon_skill_10003",
+      "scriptName": "DS60101",
+      "IDGroup": 60101,
+      "timelineName": "",
+      "cd": null,
+      "SkillType": 4,
+      "level": 1,
+      "effectValue": [
+        10.0,
+        100.0,
+        50.0,
+        3.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
     }
   ]
 }

+ 219 - 1
Assets/Res/UI/SkillSelectPanel.prefab

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@@ -3512,6 +3553,12 @@ PrefabInstance:
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+      value: TaoismPanel
+      objectReference: {fileID: 0}
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 MeshFilter:
   m_ObjectHideFlags: 0
@@ -5703,6 +5851,14 @@ PrefabInstance:
       propertyPath: m_Name
       value: ZhuanPanPanel
       objectReference: {fileID: 0}
+    - target: {fileID: 2805882514726104012, guid: e5e908d8e878cd04098dc957e054e88c, type: 3}
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+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -76,7 +76,7 @@ public int cd;
 
 
 		/// <summary>
-		///技能类型: 1= 基础 2=增强型技能 3=法宝技能 
+		///技能类型: 1= 基础 2=增强型技能 3=法宝技能 4=大道 
 		/// </summary>
 public int SkillType;
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -77,5 +77,6 @@
         /// 技能槽位改变
         /// </summary>
         SkillSlotsAlter,
+        TaoismSkillAlter,
     }
 }

+ 14 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/TaoismSkillAlterEventData.cs

@@ -0,0 +1,14 @@
+using Core.Utility.Event;
+using GameLogic.Combat.CombatTool;
+
+namespace Common.Utility.CombatEvent
+{
+    public class TaoismSkillAlterEventData: EventDataBasic<TaoismSkillAlterEventData>
+    {
+        public CombatHeroEntity CombatHeroEntity;
+        protected override void ProDispose()
+        {
+            CombatHeroEntity = null;
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: f6237e85934f44988061e3397f7d2999
+timeCreated: 1744612243

+ 4 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -125,6 +125,10 @@ public class CombatHeroInfo
 
     public List<FaBaoInfo> MagicWeaponID = new List<FaBaoInfo>();
 
+    /// <summary>
+    /// 大道修炼ID
+    /// </summary>
+    public int TaoismSkillId;
     public float GetAttSpeed
     {
         get

+ 38 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -32,6 +32,10 @@ namespace GameLogic.Combat.Hero
         public SkillBasic currUseSkill;
 
 
+        /// <summary>
+        /// 大道技能
+        /// </summary>
+        public SkillBasic taoismSkillBasic;
         // public float NormalAttSpeedScale;
 
 
@@ -55,6 +59,35 @@ namespace GameLogic.Combat.Hero
             {
                 await SetNewSkill(PlayerManager.Instance.GongFaControl.allUseSkill);
             }
+
+            InitTaoismSkill(_combatHeroEntity.CurrCombatHeroInfo.TaoismSkillId);
+        }
+
+        public void InitTaoismSkill(int TaoismSkillId)
+        {
+            if (taoismSkillBasic != null)
+            {
+                taoismSkillBasic.Dispose();
+            }
+
+            int id = TaoismSkillId;
+            if (id != 0)
+            {
+                SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
+
+                SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
+                if (skillBasic == null)
+                {
+                    return;
+                }
+
+                SkillInfo skillInfo = new SkillInfo(id, 1);
+                skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
+                taoismSkillBasic = skillBasic;
+                TaoismSkillAlterEventData taoismSkillAlterEventData = TaoismSkillAlterEventData.Create();
+                taoismSkillAlterEventData.CombatHeroEntity = _combatHeroEntity;
+                CombatEventManager.Instance.Dispatch(CombatEventType.TaoismSkillAlter, taoismSkillAlterEventData);
+            }
         }
 
         public override async CTask SetNewSkill(SkillInfo[] allSkill)
@@ -135,6 +168,11 @@ namespace GameLogic.Combat.Hero
                 float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
                 SkillTurntable.Update(t, 1 * speed);
             }
+
+            if (taoismSkillBasic != null)
+            {
+                taoismSkillBasic.CombatUpdate(t);
+            }
         }
 
 

+ 68 - 0
Assets/Scripts/GameLogic/Combat/Skill/DS60101.cs

@@ -0,0 +1,68 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 大道技能  星辰道:每次释放功法时获得一定的能量,能量满后提升转盘速度
+    /// </summary>
+    public class DS60101 : SkillBasic
+    {
+        public float currEnergy = 0;
+
+        private float _currTime;
+        public bool _updateTime;
+
+        protected override void ProUseSkill()
+        {
+        }
+
+        protected override void ProInitSkill()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
+        }
+
+        private void UseSkill(IEventData iEventData)
+        {
+            CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
+            if (combatUseSkillEventData.useSkill.CombatHeroEntity == CombatHeroEntity)
+            {
+                currEnergy += SelfSkillConfig.effectValue[0];
+                if (currEnergy >= SelfSkillConfig.effectValue[1])
+                {
+                    _updateTime = true;
+                    _currTime = 0;
+                    currEnergy = 0;
+                    CombatHeroEntity.CurrCombatHeroInfo.addAttSpeed_bl += SelfSkillConfig.effectValue[2];
+                }
+            }
+        }
+
+        private void Finish()
+        {
+            if (_updateTime)
+            {
+                CombatHeroEntity.CurrCombatHeroInfo.addAttSpeed_bl -= SelfSkillConfig.effectValue[2];
+                _updateTime = false;
+            }
+        }
+
+
+        protected override void ProCombatUpdate(float time)
+        {
+            if (_updateTime)
+            {
+                _currTime += time;
+                if (_currTime >= SelfSkillConfig.effectValue[3])
+                {
+                    Finish();
+                }
+            }
+        }
+
+        protected override void ProDispose()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/DS60101.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 274485ea451c4d86909833619ddbe753
+timeCreated: 1744599368

+ 4 - 4
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -247,10 +247,10 @@ namespace GameLogic.Combat.Skill
         public void StartGame()
         {
             //  InitSpecialWeapon();
-            if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
-            {
-                UseSkill();
-            }
+            // if (SelfSkillConfig.SkillType == 4 || SelfSkillConfig.SkillType == 5)
+            // {
+            //     UseSkill();
+            // }
 
 
             ProStartGame();

+ 1 - 0
Assets/Scripts/GameLogic/Hero/HeroInfo.cs

@@ -13,6 +13,7 @@ namespace GameLogic.Hero
 
         private Map<HeroAttributeType, int> attributeBlValue = new Map<HeroAttributeType, int>();
 
+        
         public HeroInfo()
         {
         }

+ 11 - 0
Assets/Scripts/GameLogic/Player/GongFaControl.cs

@@ -1,5 +1,6 @@
 using System.Collections.Generic;
 using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
 using GameLogic.Hero;
 
 namespace GameLogic.Player
@@ -13,6 +14,8 @@ namespace GameLogic.Player
 
         public List<SkillInfo> allSkill = new List<SkillInfo>();
 
+        public int taoismSkillIndex = -1;
+
         public void AddSkillInfo(SkillInfo skillInfo)
         {
             allSkill.Add(skillInfo);
@@ -28,6 +31,14 @@ namespace GameLogic.Player
             allUseSkill[index] = null;
         }
 
+        public void SetTaoismSkillIndex(int id)
+        {
+            taoismSkillIndex = id;
+            PlayerManager.Instance.myHero.TaoismSkillId = id;
+            CombatHeroEntity combatHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
+            combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().InitTaoismSkill(id);
+        }
+
         /// <summary>
         /// 测试用
         /// </summary>

+ 2 - 0
Assets/Scripts/GameLogic/Player/PlayerManager.cs

@@ -23,6 +23,7 @@ public class PlayerManager : Singleton<PlayerManager>
     /// </summary>
     public HeroInfo myHero;
 
+    
 
     public void Init()
     {
@@ -64,6 +65,7 @@ public class PlayerManager : Singleton<PlayerManager>
         HeroInfo heroInfo = new HeroInfo();
         heroInfo.InitHero(heroId, level);
         myHero = heroInfo;
+        myHero.TaoismSkillId = 601011;
         myHero.MagicWeaponID.Clear();
         myHero.MagicWeaponID.AddRange(FaBaoControl.FightFaBao);
     }

+ 11 - 5
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -34,6 +34,11 @@ namespace Fort23.Mono
         public override void AddButtonEvent()
         {
             guanbi.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
+            XiuXing.onClick.AddListener(async () =>
+            {
+                await TaoismPanel.OpenTaoismPanel();
+                UIManager.Instance.HideUIUIPanel(this);
+            });
         }
 
         public override async CTask Open()
@@ -42,7 +47,8 @@ namespace Fort23.Mono
             allKongSkill.Clear();
             UIManager.Instance.DormancyAllGComponent<SkillKongWidget>();
             UIManager.Instance.DormancyAllGComponent<SkillWidget>();
-            int[] allSkill = new[] { 10011, 20011, 11011, 12011, 13011, 5010011, 5011011, 5012011, 5013011, 5014011,5015011};
+            int[] allSkill = new[]
+                { 10011, 20011, 11011, 12011, 13011, 5010011, 5011011, 5012011, 5013011, 5014011, 5015011 };
             for (int i = 0; i < allSkill.Length; i++)
             {
                 int id = allSkill[i];
@@ -104,15 +110,15 @@ namespace Fort23.Mono
             if (!_isSelectSkill || selectSkillConfig == null)
             {
                 PlayerManager.Instance.GongFaControl.RemoveSkillInfo(skillKongWidget.index);
-              
+
                 skillKongWidget.Cleared();
                 return;
             }
 
-        
+
             skillKongWidget.SetSKill(selectSkillConfig);
-            selectSkillConfig.index= skillKongWidget.index;
-            PlayerManager.Instance.GongFaControl.allUseSkill[skillKongWidget.index]=(selectSkillConfig);
+            selectSkillConfig.index = skillKongWidget.index;
+            PlayerManager.Instance.GongFaControl.allUseSkill[skillKongWidget.index] = (selectSkillConfig);
             CloseSelect();
         }
 

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

@@ -63,6 +63,17 @@ namespace Fort23.Mono
 	      return _guanbi;
 	     }
 	   }
+	  private Button _XiuXing;
+	  public Button XiuXing
+	   {
+	   get{
+	      if (_XiuXing == null)
+	       {
+	         _XiuXing  = GetUIUnit<Button>("XiuXing"); 
+	       }
+	      return _XiuXing;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 89 - 0
Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanel.cs

@@ -0,0 +1,89 @@
+using System.Collections.Generic;
+using Excel2Json;
+using Fort23.Core;
+using Fort23.UTool;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "TaoismPanel")]
+    public partial class TaoismPanel : UIPanel
+    {
+        private List<SkillConfig> allSkill = new List<SkillConfig>();
+        private int index;
+        private int myHeroTaoismSkillId;
+
+        public static async CTask OpenTaoismPanel()
+        {
+            TaoismPanel taoismPanel = await UIManager.Instance.LoadAndOpenPanel<TaoismPanel>(null, UILayer.Middle);
+            taoismPanel.OpenPanel();
+        }
+
+        private void Init()
+        {
+        }
+
+        protected override void AddEvent()
+        {
+        }
+
+        protected override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            ok.onClick.AddListener(Ok);
+            next.onClick.AddListener(Netx);
+        }
+
+        protected void Ok()
+        {
+            if (PlayerManager.Instance.myHero.TaoismSkillId != myHeroTaoismSkillId)
+            {
+                PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(myHeroTaoismSkillId);
+            }
+
+            UIManager.Instance.HideUIUIPanel(this);
+        }
+
+        private void Netx()
+        {
+            index++;
+            if (index >= allSkill.Count)
+            {
+                index = 0;
+            }
+
+            ShowNextSkill();
+        }
+
+        public void OpenPanel()
+        {
+            index = 0;
+            SkillConfig[] skillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>();
+            int id = PlayerManager.Instance.myHero.TaoismSkillId;
+            for (int i = 0; i < skillConfigs.Length; i++)
+            {
+                SkillConfig skillConfig = skillConfigs[i];
+                if (skillConfig.SkillType == 4)
+                {
+                    allSkill.Add(skillConfig);
+                }
+
+                if (id == skillConfig.ID)
+                {
+                    index = allSkill.Count - 1;
+                }
+            }
+
+            ShowNextSkill();
+        }
+
+        protected void ShowNextSkill()
+        {
+            SkillConfig skillConfig = allSkill[index];
+            myHeroTaoismSkillId = skillConfig.ID;
+            massge.text = skillConfig.dec;
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: B30c4H//UXP+Qlmoky5M93KERbtEUHd0znKW4OnWRmM/E/ovwPdMzdZTB8yg
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 51 - 0
Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanelData.cs

@@ -0,0 +1,51 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class TaoismPanel 
+	{
+	  #region 自定义数据 
+	  private Text _massge;
+	  public Text massge
+	   {
+	   get{
+	      if (_massge == null)
+	       {
+	         _massge  = GetUIUnit<Text>("massge"); 
+	       }
+	      return _massge;
+	     }
+	   }
+	  private Button _ok;
+	  public Button ok
+	   {
+	   get{
+	      if (_ok == null)
+	       {
+	         _ok  = GetUIUnit<Button>("ok"); 
+	       }
+	      return _ok;
+	     }
+	   }
+	  private Button _next;
+	  public Button next
+	   {
+	   get{
+	      if (_next == null)
+	       {
+	         _next  = GetUIUnit<Button>("next"); 
+	       }
+	      return _next;
+	     }
+	   }
+	  #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/TaoismPanelData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DX5L5yP5VHwtPjqCtsCqo7h97OqzeZFHg9Wxr5jK/sy7fBhaPBW62pBWfjfw
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 31 - 22
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -30,6 +30,7 @@ namespace Fort23.Mono
             CombatEventManager.Instance.AddEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
             CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
             CombatEventManager.Instance.AddEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
         }
 
         protected override void DelEvent()
@@ -38,36 +39,39 @@ namespace Fort23.Mono
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
         }
 
+
         public override void AddButtonEvent()
         {
-            lanLiang_button.onClick.AddListener(() =>
-            {
-                SkillSelectPanel.OpenSkillSelectPanel();
-            });
+            lanLiang_button.onClick.AddListener(() => { SkillSelectPanel.OpenSkillSelectPanel(); });
+        }
+
+        private void TaoismSkillAlter(IEventData iEventData)
+        {
         }
 
         private void AddUseGongFa(IEventData iEventData)
         {
             CombatHeroInfo combatHeroInfo = CombatController.currActiveCombat.CombatHeroController
                 .playerHeroEntity.CurrCombatHeroInfo;
-            jin_shangshi.text = "伤势:"+combatHeroInfo.Metal_Injury;
-            mu_shangshi.text = "伤势:"+combatHeroInfo.Wood_Injury;
-            shui_shangshi.text = "伤势:"+combatHeroInfo.Water_Injury;
-            huo_shangshi.text = "伤势:"+combatHeroInfo.Fire_Injury;
-            tu_shangshi.text = "伤势:"+combatHeroInfo.Earth_Injury;
+            jin_shangshi.text = "伤势:" + combatHeroInfo.Metal_Injury;
+            mu_shangshi.text = "伤势:" + combatHeroInfo.Wood_Injury;
+            shui_shangshi.text = "伤势:" + combatHeroInfo.Water_Injury;
+            huo_shangshi.text = "伤势:" + combatHeroInfo.Fire_Injury;
+            tu_shangshi.text = "伤势:" + combatHeroInfo.Earth_Injury;
         }
 
         private void HeroHpUpdate(IEventData iEventData)
         {
             CombatHeroInfo combatHeroInfo = CombatController.currActiveCombat.CombatHeroController
                 .playerHeroEntity.CurrCombatHeroInfo;
-            jin_shangshi.text = "伤势:"+combatHeroInfo.Metal_Injury;
-            mu_shangshi.text = "伤势:"+combatHeroInfo.Wood_Injury;
-            shui_shangshi.text = "伤势:"+combatHeroInfo.Water_Injury;
-            huo_shangshi.text = "伤势:"+combatHeroInfo.Fire_Injury;
-            tu_shangshi.text = "伤势:"+combatHeroInfo.Earth_Injury;
+            jin_shangshi.text = "伤势:" + combatHeroInfo.Metal_Injury;
+            mu_shangshi.text = "伤势:" + combatHeroInfo.Wood_Injury;
+            shui_shangshi.text = "伤势:" + combatHeroInfo.Water_Injury;
+            huo_shangshi.text = "伤势:" + combatHeroInfo.Fire_Injury;
+            tu_shangshi.text = "伤势:" + combatHeroInfo.Earth_Injury;
         }
 
         private async void ExercisesAlter(IEventData iEventData)
@@ -106,6 +110,19 @@ namespace Fort23.Mono
             CombatHeroSkillControl combatHeroSkillControl = CombatController.currActiveCombat.CombatHeroController
                 .playerHeroEntity.CombatHeroSkillControl
                 .This<CombatHeroSkillControl>();
+
+            if (combatHeroSkillControl.taoismSkillBasic != null)
+            {
+                DS60101 ds60101 = combatHeroSkillControl.taoismSkillBasic as DS60101;
+                if (ds60101 != null)
+                {
+                    lanLiang.fillAmount = ds60101.currEnergy / ds60101.SelfSkillConfig.effectValue[1];
+                    lanLiang.color = !ds60101._updateTime
+                        ? new Color(1f, 0.96f, 0f)
+                        : new Color(0.96f, 0f, 1f);
+                }
+            }
+
             // lanLiang.fillAmount = combatHeroSkillControl.addChongNeng / 150f;
             // lanLiang.color = !combatHeroSkillControl.isKuoLiQuanKai
             //     ? new Color(1f, 0.96f, 0f)
@@ -113,14 +130,6 @@ namespace Fort23.Mono
             for (int i = 0; i < _gfWidgets.Count; i++)
             {
                 gf_widget gfWidget = _gfWidgets[i];
-                // gfWidget.SkillBasic.angle += 1;
-                // float jd = gfWidget.SkillBasic.angle % 360;
-                // if (jd > gfWidget.SkillBasic.useAngle && gfWidget.SkillBasic.angle > gfWidget.SkillBasic.lasetAngle)
-                // {
-                //     gfWidget.SkillBasic.lasetAngle += 360;
-                //     Debug.Log("旋转一圈");
-                // }
-
                 if (gfWidget.useCount != gfWidget.SkillBasic.useCount)
                 {
                     gfWidget.useCount = gfWidget.SkillBasic.useCount;

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


二進制
Excel2Json/Excel/skill.xlsx


+ 22 - 22
UserSettings/Layouts/default-2022.dwlt

@@ -43,8 +43,8 @@ MonoBehaviour:
     y: 743
     width: 711
     height: 233
-  m_MinSize: {x: 102, y: 121}
-  m_MaxSize: {x: 4002, y: 4021}
+  m_MinSize: {x: 100, y: 100}
+  m_MaxSize: {x: 4000, y: 4000}
   m_ActualView: {fileID: 13}
   m_Panes:
   - {fileID: 13}
@@ -149,8 +149,8 @@ MonoBehaviour:
     y: 0
     width: 716
     height: 1299
-  m_MinSize: {x: 201, y: 221}
-  m_MaxSize: {x: 4001, y: 4021}
+  m_MinSize: {x: 200, y: 200}
+  m_MaxSize: {x: 4000, y: 4000}
   m_ActualView: {fileID: 18}
   m_Panes:
   - {fileID: 18}
@@ -274,8 +274,8 @@ MonoBehaviour:
     y: 0
     width: 549
     height: 1299
-  m_MinSize: {x: 202, y: 221}
-  m_MaxSize: {x: 4002, y: 4021}
+  m_MinSize: {x: 200, y: 200}
+  m_MaxSize: {x: 4000, y: 4000}
   m_ActualView: {fileID: 15}
   m_Panes:
   - {fileID: 15}
@@ -300,8 +300,8 @@ MonoBehaviour:
     y: 0
     width: 711
     height: 743
-  m_MinSize: {x: 202, y: 221}
-  m_MaxSize: {x: 4002, y: 4021}
+  m_MinSize: {x: 200, y: 200}
+  m_MaxSize: {x: 4000, y: 4000}
   m_ActualView: {fileID: 19}
   m_Panes:
   - {fileID: 19}
@@ -423,7 +423,7 @@ MonoBehaviour:
       scrollPos: {x: 0, y: 0}
       m_SelectedIDs: 
       m_LastClickedID: 0
-      m_ExpandedIDs: 60d4fbff7cd4fbff80d4fbff8ad4fbff78faffff
+      m_ExpandedIDs: e425faffea25faffa026faffb027faffb427faffbe27faff78faffff
       m_RenameOverlay:
         m_UserAcceptedRename: 0
         m_Name: 
@@ -539,7 +539,7 @@ MonoBehaviour:
     m_SkipHidden: 1
     m_SearchArea: 1
     m_Folders:
-    - Assets/Scripts/GameLogic/Combat/Hero
+    - Assets/Scripts/GameStart
     m_Globs: []
     m_OriginalText: 
     m_ImportLogFlags: 0
@@ -547,16 +547,16 @@ MonoBehaviour:
   m_ViewMode: 1
   m_StartGridSize: 16
   m_LastFolders:
-  - Assets/Scripts/GameLogic/Combat/Hero
+  - Assets/Scripts/GameStart
   m_LastFoldersGridSize: 16
   m_LastProjectPath: D:\unityProject\XiuXianGame
   m_LockTracker:
     m_IsLocked: 0
   m_FolderTreeState:
     scrollPos: {x: 0, y: 486}
-    m_SelectedIDs: 74b90000
-    m_LastClickedID: 47476
-    m_ExpandedIDs: 000000007cb800007eb8000080b8000082b8000084b8000086b8000088b800008ab800008cb800008eb8000090b8000092b8000094b8000096b8000098b800009ab800004ab9000062b9000074b9000000ca9a3bffffff7f
+    m_SelectedIDs: 88b90000
+    m_LastClickedID: 47496
+    m_ExpandedIDs: 0000000080b8000082b8000084b8000086b8000088b800008ab800008cb800008eb8000090b8000092b8000094b8000096b8000098b800009ab800009cb800009eb800004eb9000066b9000000ca9a3bffffff7f
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: 
@@ -584,7 +584,7 @@ MonoBehaviour:
     scrollPos: {x: 0, y: 0}
     m_SelectedIDs: 
     m_LastClickedID: 0
-    m_ExpandedIDs: 000000007cb800007eb8000080b8000082b8000084b8000086b8000088b800008ab800008cb800008eb8000090b8000092b8000094b8000096b8000098b800009ab80000
+    m_ExpandedIDs: 0000000080b8000082b8000084b8000086b8000088b800008ab800008cb800008eb8000090b8000092b8000094b8000096b8000098b800009ab800009cb800009eb80000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: 
@@ -636,7 +636,7 @@ MonoBehaviour:
       m_Icon: {fileID: 0}
       m_ResourceFile: 
     m_NewAssetIndexInList: -1
-    m_ScrollPosition: {x: 0, y: 96.5}
+    m_ScrollPosition: {x: 0, y: 0}
     m_GridSize: 16
   m_SkipHiddenPackages: 1
   m_DirectoriesAreaWidth: 318
@@ -1133,9 +1133,9 @@ MonoBehaviour:
   m_PlayAudio: 0
   m_AudioPlay: 0
   m_Position:
-    m_Target: {x: 0, y: -1.21, z: 0}
+    m_Target: {x: -0.009236453, y: -2.6887317, z: 0}
     speed: 2
-    m_Value: {x: 0, y: -1.21, z: 0}
+    m_Value: {x: -0.009236453, y: -2.6887317, z: 0}
   m_RenderMode: 0
   m_CameraMode:
     drawMode: 0
@@ -1181,13 +1181,13 @@ MonoBehaviour:
     m_GridAxis: 1
     m_gridOpacity: 0.5
   m_Rotation:
-    m_Target: {x: -0.038943022, y: -0.10537273, z: 0.0055762446, w: -0.99398065}
+    m_Target: {x: 0.018193046, y: -0.9686573, z: -0.06776765, w: -0.23964164}
     speed: 2
-    m_Value: {x: -0.038930397, y: -0.10533857, z: 0.005574437, w: -0.9936584}
+    m_Value: {x: 0.018187148, y: -0.9683433, z: -0.067745686, w: -0.23956396}
   m_Size:
-    m_Target: 1.0792253
+    m_Target: 0.17483255
     speed: 2
-    m_Value: 1.0792253
+    m_Value: 0.17483255
   m_Ortho:
     m_Target: 0
     speed: 2

部分文件因文件數量過多而無法顯示