浏览代码

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

zg 5 天之前
父节点
当前提交
4731d67a0d

+ 2 - 2
Assets/Art/VFX/FXPrefabs/fx_gf_1101.prefab

@@ -9869,8 +9869,8 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   moveTarget: {fileID: 0}
-  delayTime: 0
-  multipleTargetDelayTime: 0
+  delayTime: 0.3
+  multipleTargetDelayTime: 0.1
   hitFxName: fx_gf_1101_hit
   hitAudioName: 
   extraMoveSpeed: 0

+ 1 - 1
Assets/Art/VFX/FXPrefabs/fx_gf_1403.prefab

@@ -19777,7 +19777,7 @@ MonoBehaviour:
   speed: 20
   roatRoot: {fileID: 0}
   raotIndex: 0
-  parabolaCurveType: 1
+  parabolaCurveType: 0
   isTriggerGroundEnd: 0
   GroundHitFxName: 
   isUseX: 1

+ 29 - 4
Assets/Res/UI/CombatPanel.prefab

@@ -1482,6 +1482,7 @@ GameObject:
   serializedVersion: 7
   m_Component:
   - component: {fileID: 4287798501111193387}
+  - component: {fileID: 8588517758620161246}
   m_Layer: 5
   m_HasEditorInfo: 1
   m_Name: ' BossHpRoot'
@@ -1510,6 +1511,30 @@ RectTransform:
   m_AnchoredPosition: {x: 138, y: 3}
   m_SizeDelta: {x: 100, y: 100}
   m_Pivot: {x: 0.5, y: 0.5}
+--- !u!114 &8588517758620161246
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 1340706786225753752}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 8a8695521f0d02e499659fee002a26c2, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_Padding:
+    m_Left: 0
+    m_Right: 0
+    m_Top: 0
+    m_Bottom: 0
+  m_ChildAlignment: 0
+  m_StartCorner: 0
+  m_StartAxis: 0
+  m_CellSize: {x: 100, y: 100}
+  m_Spacing: {x: 0, y: 0}
+  m_Constraint: 0
+  m_ConstraintCount: 2
 --- !u!1 &1343676762713764609
 GameObject:
   m_ObjectHideFlags: 0
@@ -1692,9 +1717,9 @@ RectTransform:
   - {fileID: 866017355225982164}
   m_Father: {fileID: 4287798501111193387}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
-  m_AnchorMin: {x: 0.5, y: 0.5}
-  m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 0, y: 0}
+  m_AnchorMin: {x: 0, y: 1}
+  m_AnchorMax: {x: 0, y: 1}
+  m_AnchoredPosition: {x: 50, y: -50}
   m_SizeDelta: {x: 100, y: 100}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &8348247039291786454
@@ -14909,7 +14934,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: -38.9, y: -90}
+  m_AnchoredPosition: {x: 26.6, y: -62.5}
   m_SizeDelta: {x: 100, y: 100}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!114 &6704248604383440065

+ 8 - 1
Assets/Scripts/Core/UI/UTool/UtilTools.cs

@@ -28,7 +28,8 @@ namespace Utility
 
         private static StringBuilder sb;
 
-   
+
+        private static long startGUID;
 
         public static long oneDay = 86400000;
 
@@ -104,6 +105,12 @@ namespace Utility
             return sb.ToString();
         }
 
+        public static long GetLOGGUID()
+        {
+            startGUID++;
+            return startGUID;
+        }
+
         // /// <summary>
         // /// 获取描述文本
         // /// </summary>

+ 7 - 7
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -247,12 +247,12 @@ namespace GameLogic.Combat.CombatTool
             {
                 if (NextBesselPath == null)
                 {
-                    int odds = Random.Range(0, 100);
-                    if (odds < 50)
-                    {
-                        NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100) < 50 ? -1 : 1);
-                    }
-                    else
+                    // int odds = Random.Range(0, 100);
+                    // if (odds < 50)
+                    // {
+                    //     NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100) < 50 ? -1 : 1);
+                    // }
+                    // else
                     {
                         NextBesselPath = InitBesselPath(currBesselPath.b);
                     }
@@ -263,7 +263,7 @@ namespace GameLogic.Combat.CombatTool
             {
                 if (NextBesselPath == null)
                 {
-                    NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100) < 50 ? -1 : 1);
+                    NextBesselPath = InitBesselPath(currBesselPath.b);
                 }
 
                 currTime = currTime % 1;

+ 2 - 2
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -85,8 +85,8 @@ namespace Common.Combat.FxAILogic
                 startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
                     new Vector3(
                         x,
-                        0,
-                        Random.Range(0.1f, 5f)));
+                        Random.Range(0.1f, 3f),
+                        Random.Range(0.1f, 4f)));
 
                 startDir = (startDir - _currPos).normalized;
                 dirLerpTime = 0;

+ 11 - 9
Assets/Scripts/GameUI/UI/CombatPanel/BossHpWidget.cs

@@ -6,6 +6,7 @@ using GameLogic.Combat.Hero;
 using GameLogic.Combat.Hero.Turntable;
 using GameLogic.Combat.Skill;
 using UnityEngine;
+using Utility;
 
 namespace Fort23.Mono
 {
@@ -13,15 +14,16 @@ namespace Fort23.Mono
     public partial class BossHpWidget : UIComponent
     {
         private CombatHeroEntity combatHeroEntity;
-
         private CombatHeroSkillControl combatHeroSkillControl;
-
         protected BetterList<EnemyGf_skill> currShowGfWidget = new BetterList<EnemyGf_skill>();
-
         private HeroHpWidget heroHpWidget;
 
+        private string bossWidgetKey="bossWidget";
+        private string bossFaBaoKey="bossFaBao";
         private void Init()
         {
+            bossWidgetKey= "bossWidget"+UtilTools.GetLOGGUID();
+            bossFaBaoKey= "bossFaBao"+UtilTools.GetLOGGUID();
         }
 
         public override void AddEvent()
@@ -40,8 +42,8 @@ namespace Fort23.Mono
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
             UIManager.Instance.DormancyGComponent(heroHpWidget);
             heroHpWidget = null;
-            UIManager.Instance.DormancyAllGComponent<gf_widget>("bossWidget");
-            UIManager.Instance.DormancyAllGComponent<MagicWeaponWidget>("bossFaBao");
+            UIManager.Instance.DormancyAllGComponent<gf_widget>(bossWidgetKey);
+            UIManager.Instance.DormancyAllGComponent<MagicWeaponWidget>(bossFaBaoKey);
         }
 
 
@@ -85,7 +87,7 @@ namespace Fort23.Mono
         private async CTask ReshSkill()
         {
             currShowGfWidget.Clear();
-            UIManager.Instance.DormancyAllGComponent<EnemyGf_skill>("bossWidget");
+            UIManager.Instance.DormancyAllGComponent<EnemyGf_skill>(bossWidgetKey);
 
             int maxCount = 2;
             SkillBasic[] skillQueue = combatHeroSkillControl.GetSkillQueue();
@@ -101,7 +103,7 @@ namespace Fort23.Mono
                 EnemyGf_skill gfWidget = await UIManager.Instance.CreateGComponentForObject<EnemyGf_skill>(
                     this.gf_widget,
                     null,
-                    SkillRoot, poolName: "bossWidget", isInstance: true);
+                    SkillRoot, poolName: bossWidgetKey, isInstance: true);
                 gfWidget.InitSkillWidget(skillBasic, combatHeroEntity);
                 gfWidget.transform.SetAsLastSibling();
                 currShowGfWidget.Add(gfWidget);
@@ -138,7 +140,7 @@ namespace Fort23.Mono
                         EnemyGf_skill gfWidget = await UIManager.Instance.CreateGComponentForObject<EnemyGf_skill>(
                             this.gf_widget,
                             null,
-                            SkillRoot, poolName: "bossWidget", isInstance: true);
+                            SkillRoot, poolName: bossWidgetKey, isInstance: true);
                         gfWidget.InitWidget(minSlots, combatHeroEntity);
                         gfWidget.transform.SetAsLastSibling();
                         currShowGfWidget.Add(gfWidget);
@@ -173,7 +175,7 @@ namespace Fort23.Mono
                 MagicWeaponWidget shengShiEventWidget =
                     await UIManager.Instance.CreateGComponentForObject<MagicWeaponWidget>(MagicWeaponWidget, null,
                         FaBaoRoot,
-                        isInstance: true, poolName: "bossFaBao");
+                        isInstance: true, poolName: bossFaBaoKey);
                 shengShiEventWidget.InitWidget(combatMagicWeaponEntity);
             }
         }