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修改bug

DESKTOP-FB72PO8\Administrator 1 月之前
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4a7d72b0e3
共有 28 个文件被更改,包括 1558 次插入325 次删除
  1. 23 1
      Assets/Art/ArtHero/FaBao/fb_yuping.prefab
  2. 72 0
      Assets/Art/FaBaoMesh/1/fb_yuping_show.controller
  3. 8 0
      Assets/Art/FaBaoMesh/1/fb_yuping_show.controller.meta
  4. 263 3
      Assets/Art/HeroTimeLine/fb_yupingTimeline.playable
  5. 50 0
      Assets/Res/CombatHero/Nanzhu.prefab
  6. 290 290
      Assets/Res/CombatHero/fb_huohulu.prefab
  7. 571 0
      Assets/Res/CombatHero/fb_yuping.prefab
  8. 7 0
      Assets/Res/CombatHero/fb_yuping.prefab.meta
  9. 17 4
      Assets/Res/Config/MagicWeaponConfig.json
  10. 103 0
      Assets/Res/HeroAnimtion/fb_yuping.asset
  11. 8 0
      Assets/Res/HeroAnimtion/fb_yuping.asset.meta
  12. 1 1
      Assets/Res/TimeLineAssets/Nanzhu_timeline_TD.txt
  13. 0 0
      Assets/Res/TimeLineAssets/fb_yuping_TD.txt
  14. 7 0
      Assets/Res/TimeLineAssets/fb_yuping_TD.txt.meta
  15. 4 4
      Assets/Scenes/testCombat.scene
  16. 1 0
      Assets/Scripts/Core/Pool/GPool/ParticleSystemPool.cs
  17. 7 1
      Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs
  18. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  19. 26 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs
  20. 6 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs
  21. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/HeroAanimtion/CombatHeroAnimtion.cs
  22. 28 3
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs
  23. 20 11
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs
  24. 1 0
      Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs
  25. 39 4
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs
  26. 4 0
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ILifetCycleHitPoint.cs
  27. 0 0
      Assets/StreamingAssets/assetConfig.txt
  28. 二进制
      Excel2Json/Excel/MagicWeapon.xlsx

+ 23 - 1
Assets/Art/ArtHero/FaBao/fb_yuping.prefab

@@ -44,7 +44,7 @@ GameObject:
   - component: {fileID: 620852127044963718}
   m_Layer: 0
   m_HasEditorInfo: 1
-  m_Name: fb_yuping_time
+  m_Name: fb_yuping
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -102,6 +102,7 @@ PlayableDirector:
     value: {fileID: 0}
   m_ExposedReferences:
     m_References:
+    - d4fc1ec3b24009c4f96fe610eb65b484: {fileID: 5880232043378550821}
     - 7bbfbdabf79b23649bf2ea641db23905: {fileID: 6901757044084833302}
     - 510073d11a064b44b81d5efc39bc6cae: {fileID: 4285674574323255737}
     - 2820b2085f57c41488400dc1f02017f3: {fileID: 3984845751815806333}
@@ -505,6 +506,7 @@ GameObject:
   m_Component:
   - component: {fileID: 6629848115157710336}
   - component: {fileID: 6000184822688310587}
+  - component: {fileID: 4036878826457337380}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: fb_yuping_show
@@ -551,6 +553,21 @@ Animator:
   m_AllowConstantClipSamplingOptimization: 1
   m_KeepAnimatorStateOnDisable: 0
   m_WriteDefaultValuesOnDisable: 0
+--- !u!114 &4036878826457337380
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 8874976825627156828}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 0ad50f81b1d25c441943c37a89ba23f6, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  _Animator: {fileID: 6000184822688310587}
+  _Transitions: {fileID: 11400000, guid: 7966078bfd2ccab4a92b1f0be02bcd95, type: 2}
+  _ActionOnDisable: 0
 --- !u!1 &9218637542153191202
 GameObject:
   m_ObjectHideFlags: 0
@@ -834,6 +851,11 @@ Transform:
   m_CorrespondingSourceObject: {fileID: 1848716642415766029, guid: 93f95ebb1f1e6754c8617a38aa94644a, type: 3}
   m_PrefabInstance: {fileID: 1099783612329559903}
   m_PrefabAsset: {fileID: 0}
+--- !u!1 &5880232043378550821 stripped
+GameObject:
+  m_CorrespondingSourceObject: {fileID: 6834758604734705530, guid: 93f95ebb1f1e6754c8617a38aa94644a, type: 3}
+  m_PrefabInstance: {fileID: 1099783612329559903}
+  m_PrefabAsset: {fileID: 0}
 --- !u!1001 &3035174960923672029
 PrefabInstance:
   m_ObjectHideFlags: 0

+ 72 - 0
Assets/Art/FaBaoMesh/1/fb_yuping_show.controller

@@ -0,0 +1,72 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
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+AnimatorState:
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+  m_ObjectHideFlags: 1
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: run
+  m_Speed: 1
+  m_CycleOffset: 0
+  m_Transitions: []
+  m_StateMachineBehaviours: []
+  m_Position: {x: 50, y: 50, z: 0}
+  m_IKOnFeet: 0
+  m_WriteDefaultValues: 1
+  m_Mirror: 0
+  m_SpeedParameterActive: 0
+  m_MirrorParameterActive: 0
+  m_CycleOffsetParameterActive: 0
+  m_TimeParameterActive: 0
+  m_Motion: {fileID: 1827226128182048838, guid: c38110db927930649a5e70cb4a3282fd, type: 3}
+  m_Tag: 
+  m_SpeedParameter: 
+  m_MirrorParameter: 
+  m_CycleOffsetParameter: 
+  m_TimeParameter: 
+--- !u!1107 &-2715424807863267536
+AnimatorStateMachine:
+  serializedVersion: 6
+  m_ObjectHideFlags: 1
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: Base Layer
+  m_ChildStates:
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+    m_State: {fileID: -3083364758768103211}
+    m_Position: {x: 200, y: 0, z: 0}
+  m_ChildStateMachines: []
+  m_AnyStateTransitions: []
+  m_EntryTransitions: []
+  m_StateMachineTransitions: {}
+  m_StateMachineBehaviours: []
+  m_AnyStatePosition: {x: 50, y: 20, z: 0}
+  m_EntryPosition: {x: 50, y: 120, z: 0}
+  m_ExitPosition: {x: 800, y: 120, z: 0}
+  m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
+  m_DefaultState: {fileID: -3083364758768103211}
+--- !u!91 &9100000
+AnimatorController:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: fb_yuping_show
+  serializedVersion: 5
+  m_AnimatorParameters: []
+  m_AnimatorLayers:
+  - serializedVersion: 5
+    m_Name: Base Layer
+    m_StateMachine: {fileID: -2715424807863267536}
+    m_Mask: {fileID: 0}
+    m_Motions: []
+    m_Behaviours: []
+    m_BlendingMode: 0
+    m_SyncedLayerIndex: -1
+    m_DefaultWeight: 0
+    m_IKPass: 0
+    m_SyncedLayerAffectsTiming: 0
+    m_Controller: {fileID: 9100000}

+ 8 - 0
Assets/Art/FaBaoMesh/1/fb_yuping_show.controller.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: C3xNsnmtUyh2/HKOAbVTXUUTk461CgwbgZjmCWiHPAP0o2DQ7/063VIC82ei
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 9100000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 263 - 3
Assets/Art/HeroTimeLine/fb_yupingTimeline.playable

@@ -314,6 +314,18 @@ MonoBehaviour:
     m_DisplayName: fx_fb_duipin_hit
   m_Markers:
     m_Objects: []
+--- !u!114 &-8034426028797582310
+MonoBehaviour:
+  m_ObjectHideFlags: 1
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: fde0d25a170598d46a0b9dc16b4527a5, type: 3}
+  m_Name: ActivationPlayableAsset(Clone)(Clone)
+  m_EditorClassIdentifier: 
 --- !u!114 &-7456703728703065245
 MonoBehaviour:
   m_ObjectHideFlags: 1
@@ -430,6 +442,43 @@ MonoBehaviour:
   m_Rotation: {x: 0, y: 0, z: 0, w: 1}
   isRunPlay: 0
   layerId: 0
+--- !u!114 &-7318954900099684309
+MonoBehaviour:
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+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: f1fc88ca9f5b46d2929d20f65fbe5c4e, type: 3}
+  m_Name: TimeLineParticleSystemAsset(Clone)(Clone)
+  m_EditorClassIdentifier: 
+  sourceGameObject:
+    exposedName: d4fc1ec3b24009c4f96fe610eb65b484
+    defaultValue: {fileID: 0}
+  prefabGameObject: {fileID: 0}
+  updateParticle: 1
+  particleRandomSeed: 2612
+  updateDirector: 1
+  updateITimeControl: 1
+  searchHierarchy: 0
+  active: 1
+  postPlayback: 2
+  targetType: 1
+  LocationType: 0
+  targetSpecialDotName: hitpos
+  hitPointGroupName: 
+  isGround: 0
+  isFollowTarget: 1
+  isNotRotate: 0
+  isFollowRootTarget: 0
+  isAttSpeed: 0
+  isLoop: 1
+  loopAlone: 0
+  isActivityCustomTargetPos: 0
+  CustomTargetPosIndex: 0
+  intervalTime: 0
 --- !u!114 &-6951305898938573898
 MonoBehaviour:
   m_ObjectHideFlags: 1
@@ -632,6 +681,31 @@ MonoBehaviour:
   m_OpenClipOffsetRotation: {x: 0, y: 0, z: 0, w: 1}
   m_Rotation: {x: 0, y: 0, z: 0, w: 1}
   m_ApplyOffsets: 0
+--- !u!114 &-4687955152404988062
+MonoBehaviour:
+  m_ObjectHideFlags: 1
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: d0fc6f5187a81dc47999eefade6f0935, type: 3}
+  m_Name: "jihuo@\u6FC0\u6D3B"
+  m_EditorClassIdentifier: 
+  m_Version: 3
+  m_AnimClip: {fileID: 0}
+  m_Locked: 0
+  m_Muted: 1
+  m_CustomPlayableFullTypename: 
+  m_Curves: {fileID: 0}
+  m_Parent: {fileID: 11400000}
+  m_Children:
+  - {fileID: 9066145812921407553}
+  - {fileID: 1694455292385061155}
+  m_Clips: []
+  m_Markers:
+    m_Objects: []
 --- !u!114 &-4270298856469144039
 MonoBehaviour:
   m_ObjectHideFlags: 1
@@ -873,6 +947,7 @@ MonoBehaviour:
   - {fileID: 621060365187866526}
   - {fileID: -1981172447982138619}
   - {fileID: 6100511837078271690}
+  - {fileID: -4687955152404988062}
   m_FixedDuration: 0
   m_EditorSettings:
     m_Framerate: 60
@@ -940,6 +1015,98 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: fde0d25a170598d46a0b9dc16b4527a5, type: 3}
   m_Name: ActivationPlayableAsset(Clone)(Clone)
   m_EditorClassIdentifier: 
+--- !u!114 &1694455292385061155
+MonoBehaviour:
+  m_ObjectHideFlags: 1
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 15e0374501f39d54eb30235764636e0e, type: 3}
+  m_Name: Control Track
+  m_EditorClassIdentifier: 
+  m_Version: 3
+  m_AnimClip: {fileID: 0}
+  m_Locked: 0
+  m_Muted: 0
+  m_CustomPlayableFullTypename: 
+  m_Curves: {fileID: 0}
+  m_Parent: {fileID: -4687955152404988062}
+  m_Children: []
+  m_Clips:
+  - m_Version: 1
+    m_Start: 0
+    m_ClipIn: 0
+    m_Asset: {fileID: -7318954900099684309}
+    m_Duration: 1
+    m_TimeScale: 1
+    m_ParentTrack: {fileID: 1694455292385061155}
+    m_EaseInDuration: 0
+    m_EaseOutDuration: 0
+    m_BlendInDuration: 0
+    m_BlendOutDuration: 0
+    m_MixInCurve:
+      serializedVersion: 2
+      m_Curve:
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+        time: 0
+        value: 0
+        inSlope: 0
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+        tangentMode: 0
+        weightedMode: 0
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+      - serializedVersion: 3
+        time: 1
+        value: 1
+        inSlope: 0
+        outSlope: 0
+        tangentMode: 0
+        weightedMode: 0
+        inWeight: 0
+        outWeight: 0
+      m_PreInfinity: 2
+      m_PostInfinity: 2
+      m_RotationOrder: 4
+    m_MixOutCurve:
+      serializedVersion: 2
+      m_Curve:
+      - serializedVersion: 3
+        time: 0
+        value: 1
+        inSlope: 0
+        outSlope: 0
+        tangentMode: 0
+        weightedMode: 0
+        inWeight: 0
+        outWeight: 0
+      - serializedVersion: 3
+        time: 1
+        value: 0
+        inSlope: 0
+        outSlope: 0
+        tangentMode: 0
+        weightedMode: 0
+        inWeight: 0
+        outWeight: 0
+      m_PreInfinity: 2
+      m_PostInfinity: 2
+      m_RotationOrder: 4
+    m_BlendInCurveMode: 0
+    m_BlendOutCurveMode: 0
+    m_ExposedParameterNames: []
+    m_AnimationCurves: {fileID: 0}
+    m_Recordable: 0
+    m_PostExtrapolationMode: 0
+    m_PreExtrapolationMode: 0
+    m_PostExtrapolationTime: 0
+    m_PreExtrapolationTime: 0
+    m_DisplayName: fx_fb_show_jin_bd
+  m_Markers:
+    m_Objects: []
 --- !u!114 &1738373741265469993
 MonoBehaviour:
   m_ObjectHideFlags: 1
@@ -1182,8 +1349,8 @@ MonoBehaviour:
   isNotRotate: 0
   isFollowRootTarget: 0
   isAttSpeed: 0
-  isLoop: 0
-  loopAlone: 0
+  isLoop: 1
+  loopAlone: 1
   isActivityCustomTargetPos: 0
   CustomTargetPosIndex: 0
   intervalTime: 0
@@ -1437,7 +1604,7 @@ MonoBehaviour:
   searchHierarchy: 0
   active: 1
   postPlayback: 2
-  targetType: 0
+  targetType: 1
   LocationType: 0
   targetSpecialDotName: 
   hitPointGroupName: 
@@ -1451,3 +1618,96 @@ MonoBehaviour:
   isActivityCustomTargetPos: 0
   CustomTargetPosIndex: 0
   intervalTime: 0
+--- !u!114 &9066145812921407553
+MonoBehaviour:
+  m_ObjectHideFlags: 1
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 21bf7f712d84d26478ebe6a299f21738, type: 3}
+  m_Name: Activation Track
+  m_EditorClassIdentifier: 
+  m_Version: 3
+  m_AnimClip: {fileID: 0}
+  m_Locked: 0
+  m_Muted: 0
+  m_CustomPlayableFullTypename: 
+  m_Curves: {fileID: 0}
+  m_Parent: {fileID: -4687955152404988062}
+  m_Children: []
+  m_Clips:
+  - m_Version: 1
+    m_Start: 0
+    m_ClipIn: 0
+    m_Asset: {fileID: -8034426028797582310}
+    m_Duration: 1
+    m_TimeScale: 1
+    m_ParentTrack: {fileID: 9066145812921407553}
+    m_EaseInDuration: 0
+    m_EaseOutDuration: 0
+    m_BlendInDuration: 0
+    m_BlendOutDuration: 0
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+        outWeight: 0
+      m_PreInfinity: 2
+      m_PostInfinity: 2
+      m_RotationOrder: 4
+    m_MixOutCurve:
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+      m_Curve:
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+    m_DisplayName: Active
+  m_Markers:
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+  m_PostPlaybackState: 3

+ 50 - 0
Assets/Res/CombatHero/Nanzhu.prefab

@@ -43,6 +43,8 @@ GameObject:
   - component: {fileID: 7980208121730886396}
   - component: {fileID: 5142883770047668829}
   - component: {fileID: 5738773654925509212}
+  - component: {fileID: 5061261229871728231}
+  - component: {fileID: 6710509252217246157}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: Nanzhu
@@ -106,6 +108,54 @@ MonoBehaviour:
   _Animator: {fileID: 5142883770047668829}
   _Transitions: {fileID: 11400000, guid: 8a18e10aaf4ea994e9e39fa8b79d5fbd, type: 2}
   _ActionOnDisable: 0
+--- !u!65 &5061261229871728231
+BoxCollider:
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 187875078543710220}
+  m_Material: {fileID: 0}
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+  m_ExcludeLayers:
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+  m_ProvidesContacts: 0
+  m_Enabled: 1
+  serializedVersion: 3
+  m_Size: {x: 0.46, y: 1, z: 0.44}
+  m_Center: {x: 0, y: 0.85, z: 0}
+--- !u!54 &6710509252217246157
+Rigidbody:
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+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 187875078543710220}
+  serializedVersion: 4
+  m_Mass: 1
+  m_Drag: 0
+  m_AngularDrag: 0.05
+  m_CenterOfMass: {x: 0, y: 0, z: 0}
+  m_InertiaTensor: {x: 1, y: 1, z: 1}
+  m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
+  m_IncludeLayers:
+    serializedVersion: 2
+    m_Bits: 0
+  m_ExcludeLayers:
+    serializedVersion: 2
+    m_Bits: 0
+  m_ImplicitCom: 1
+  m_ImplicitTensor: 1
+  m_UseGravity: 1
+  m_IsKinematic: 1
+  m_Interpolate: 0
+  m_Constraints: 0
+  m_CollisionDetection: 0
 --- !u!1 &233421258018094110
 GameObject:
   m_ObjectHideFlags: 0

+ 290 - 290
Assets/Res/CombatHero/fb_huohulu.prefab

@@ -119,7 +119,7 @@ Transform:
   m_Children: []
   m_Father: {fileID: 6709539860230415573}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!1 &2642531690415634390
+--- !u!1 &2626454800492613785
 GameObject:
   m_ObjectHideFlags: 0
   m_CorrespondingSourceObject: {fileID: 0}
@@ -127,9 +127,9 @@ GameObject:
   m_PrefabAsset: {fileID: 0}
   serializedVersion: 7
   m_Component:
-  - component: {fileID: 4284192025192678772}
-  - component: {fileID: 470218498366294842}
-  - component: {fileID: 4509429131234625316}
+  - component: {fileID: 1382848038107191687}
+  - component: {fileID: 8476729749211684222}
+  - component: {fileID: 251414550099652730}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: Particle System
@@ -138,29 +138,28 @@ GameObject:
   m_NavMeshLayer: 0
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Assets/Res/CombatHero/fb_yuping.prefab.meta

@@ -0,0 +1,7 @@
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+ 17 - 4
Assets/Res/Config/MagicWeaponConfig.json

@@ -3,26 +3,39 @@
     {
       "ID": 10001,
       "nickName": -1,
+      "magicAttribute": 1,
       "name": 5,
       "headicon": "icon_tx10001",
       "model": "fb_wulonghuan",
       "att": 100,
       "skillID": [
-        1001,
-        2001
+        91001
       ],
       "heroStory": null
     },
     {
       "ID": 10002,
       "nickName": -1,
+      "magicAttribute": 1,
       "name": 5,
       "headicon": "icon_tx10002",
       "model": "fb_huohulu",
       "att": 100,
       "skillID": [
-        1001,
-        2001
+        91002
+      ],
+      "heroStory": null
+    },
+    {
+      "ID": 10003,
+      "nickName": -1,
+      "magicAttribute": 1,
+      "name": 5,
+      "headicon": "icon_tx10003",
+      "model": "fb_yuping",
+      "att": 100,
+      "skillID": [
+        91003
       ],
       "heroStory": null
     }

+ 103 - 0
Assets/Res/HeroAnimtion/fb_yuping.asset

@@ -0,0 +1,103 @@
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Assets/Res/HeroAnimtion/fb_yuping.asset.meta

@@ -0,0 +1,8 @@
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+ 1 - 1
Assets/Res/TimeLineAssets/Nanzhu_timeline_TD.txt

@@ -1 +1 @@
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+{"timeLineName":"Nanzhu_timeline","key":["TineLineAnimationPlayableSerialization"],"value":["{\"animName\":\"idle\",\"loopMode\":0,\"isRunPlay\":false,\"layerId\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"idle\",\"isActivity\":false,\"startTime\":0,\"endTime\":2,\"continuedTime\":2,\"targetEntityType\":0,\"totalTime\":0}"],"heroName":"Nanzhu_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}

文件差异内容过多而无法显示
+ 0 - 0
Assets/Res/TimeLineAssets/fb_yuping_TD.txt


+ 7 - 0
Assets/Res/TimeLineAssets/fb_yuping_TD.txt.meta

@@ -0,0 +1,7 @@
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+ 4 - 4
Assets/Scenes/testCombat.scene

@@ -658,15 +658,15 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.size
-      value: 2
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.size
-      value: 2
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
-      value: 10001
+      value: 10003
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[1]
@@ -674,7 +674,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
-      value: 10001
+      value: 10003
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[1]

+ 1 - 0
Assets/Scripts/Core/Pool/GPool/ParticleSystemPool.cs

@@ -13,6 +13,7 @@ namespace Fort23.UTool
     {
 #if !COMBAT_SERVER
 
+        public string fxName;
         //public string endPlayerPartic;
         protected ParticleSystem[] m_particles;
         protected RenderSetting[] m_renderSetting;

+ 7 - 1
Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs

@@ -26,6 +26,12 @@ public int ID;
 public int nickName;
 
 
+		/// <summary>
+		///法宝类型 1=金 2=木 4=水 =8火 16=土
+		/// </summary>
+public int magicAttribute;
+
+
 		/// <summary>
 		///名字
 		/// </summary>
@@ -51,7 +57,7 @@ public long att;
 
 
 		/// <summary>
-		///技能ID,技能丢列,主角为默认队列
+		///技能Id
 		/// </summary>
 public int[] skillID;
 

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -238,7 +238,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
     }
 
-    public float GetAttSpeed()
+    public virtual float GetAttSpeed()
     {
         return CombatHeroSkillControl.NormalAttSpeedScale;
     }

+ 26 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs

@@ -1,4 +1,5 @@
 using System.Collections.Generic;
+using Fort23.UTool;
 using GameTimeLine.CustomizeTimeLogic;
 using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
@@ -13,6 +14,7 @@ namespace GameLogic.Combat.Hero
 
         public SpecialDotInfo MinSpecialDotInfo;
 
+        private List<ParticleSystemPool> _loopFx = new List<ParticleSystemPool>();
         public bool IsHide { get; set; }
 
         public ILifeCycle IfLifeCycle
@@ -89,5 +91,29 @@ namespace GameLogic.Combat.Hero
             }
             return specialDotInfo;
         }
+
+        public void AddLoopFx(ParticleSystemPool particleSystemPool)
+        {
+            
+            _loopFx.Add(particleSystemPool);
+        }
+
+        public bool IsLoopFx(string fxName)
+        {
+            for (int i = 0; i < _loopFx.Count; i++)
+            {
+                if(_loopFx[i].fxName.Equals(fxName))
+                {
+                    return true;
+                }
+            }
+
+            return false;
+        }
+
+        public void RemoveLoopFx(ParticleSystemPool particleSystemPool)
+        {
+            _loopFx.Remove(particleSystemPool);
+        }
     }
 }

+ 6 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs

@@ -116,7 +116,7 @@ namespace GameLogic.Combat.Hero
             CombatAIBasic.Init(this);
 
 
-            AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
+            // AnimancerComponent animancerComponent = poolInterface.own.GetComponentInChildren<AnimancerComponent>();
             combatHeroAnimtion = new CombatHeroAnimtion();
 
             poolInterface.own.SetActive(true);
@@ -127,6 +127,11 @@ namespace GameLogic.Combat.Hero
             return this;
         }
 
+        public override float GetAttSpeed()
+        {
+            return 1;
+        }
+
         public override void Update(float t)
         {
             combatHeroTimeLineControl.Update(t);

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/HeroAanimtion/CombatHeroAnimtion.cs

@@ -19,7 +19,7 @@ namespace GameLogic.Combat.Hero
 
         protected override void ProInit()
         {
-            AnimancerComponent = combatHeroEntity.GameObject.GetComponent<AnimancerComponent>();
+            AnimancerComponent = combatHeroEntity.GameObject.GetComponentInChildren<AnimancerComponent>();
             // AnimancerComponent.gameObject.OnAnimatorMove(OnAnimatorMove);
 
             if (AnimancerComponent != null)

+ 28 - 3
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs

@@ -1,3 +1,4 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using GameLogic.Combat.CombatTool;
 using UnityEngine;
 
@@ -12,6 +13,7 @@ namespace GameLogic.Combat.Hero.State
         private float _addTime;
 
         private float _currTime;
+        private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
 
         public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
@@ -20,6 +22,10 @@ namespace GameLogic.Combat.Hero.State
 
         protected override void ProEnter()
         {
+            timeLineEventLogicGroup =
+                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
+
+
             myCombatMagicWeaponEntity.GameObject.SetActive(true);
             startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
             float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 3;
@@ -27,7 +33,7 @@ namespace GameLogic.Combat.Hero.State
 
 
             endPos = startPos + new Vector3(x, y, 0);
-            _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / 10);
+            _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / 3);
             _currTime = 0;
         }
 
@@ -39,8 +45,27 @@ namespace GameLogic.Combat.Hero.State
             myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
             if (_currTime >= 1)
             {
-                myCombatMagicWeaponEntity.isCombatState = true;
-                myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                if (timeLineEventLogicGroup != null)
+                {
+                    timeLineEventLogicGroup.CloseLoopFx();
+                }
+                // myCombatMagicWeaponEntity.GameObject.SetActive(true);
+                timeLineEventLogicGroup =
+                    combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
+                if (timeLineEventLogicGroup != null)
+                {
+                    timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
+                    {
+                        timeLineEventLogicGroup.CloseLoopFx();
+                        myCombatMagicWeaponEntity.isCombatState = true;
+                        myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                    };
+                }
+                else
+                {
+                    myCombatMagicWeaponEntity.isCombatState = true;
+                    myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                }
             }
         }
 

+ 20 - 11
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs

@@ -1,3 +1,4 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using Common.Utility.CombatEvent;
 using Fort23.Core;
 using GameLogic.Combat.CombatTool;
@@ -24,6 +25,8 @@ namespace GameLogic.Combat.Hero
 
         protected override void ProEnter()
         {
+            TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
+                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("run");
             _awaitTime = 1.0f;
         }
 
@@ -32,22 +35,28 @@ namespace GameLogic.Combat.Hero
         {
             if (myCombatMagicWeaponEntity.MagicWeaponCollisionId >= 0)
             {
-                myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
+                MagicWeaponCollisionInfo nMagicWeaponCollisionInfo =
+                    CombatController.currActiveCombat.MagicWeaponCombatSence.FindMagicWeaponCollisionInfo(
+                        myCombatMagicWeaponEntity.MagicWeaponCollisionId);
+                if (!nMagicWeaponCollisionInfo.a.isCombatState || !nMagicWeaponCollisionInfo.b.isCombatState)
+                {
+                    Quaternion newQuaternion = Quaternion.identity;
+
+                    myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(
+                        myCombatMagicWeaponEntity.GameObject.transform.rotation,
+                        newQuaternion, 5);
+                }
+                else
+                {
+                    myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
+                }
+
                 return;
             }
-
-            _awaitTime -= t;
-            if (_awaitTime <= 0)
+            else
             {
                 myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
-                return;
             }
-
-            Quaternion newQuaternion = Quaternion.LookRotation(Vector3.up);
-
-            myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(
-                myCombatMagicWeaponEntity.GameObject.transform.rotation,
-                newQuaternion, 5);
         }
 
         protected override void ProExit()

+ 1 - 0
Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs

@@ -101,6 +101,7 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
         ILifetCycleHitPoint fxTarget, Vector3 startPos, SpecialDotInfo targetSpecialDotInfo,
         Action<IGObjectPoolInterface> callBack)
     {
+        
         Clock clock = CreateParticle(timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.fxName, startPos,
             fxTarget,
             false, targetSpecialDotInfo, delegate(ParticleSystemPool combatParticleSystemPool)

+ 39 - 4
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs

@@ -18,12 +18,15 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
         // private Timer timer;
 
         private BetterList<Clock> loadTask = new BetterList<Clock>();
+
         // private BetterList<string> long = new BetterList<Clock>();
         public BetterList<ParticleSystemPool> loopFx = new BetterList<ParticleSystemPool>();
         public BetterList<ParticleSystemPool> _allLoadFx = new BetterList<ParticleSystemPool>();
+        public BetterList<ILifetCycleHitPoint> _loopTarget = new BetterList<ILifetCycleHitPoint>();
         private CombatTimer _combatTimer;
 
         private int _loadCount;
+
         public TimeLinePlayFxSerializtion timeLinePlayFxSerializtion
         {
             get { return mTimeLineAssetSerialization as TimeLinePlayFxSerializtion; }
@@ -34,6 +37,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
         {
             loopFx.Clear();
             _allLoadFx.Clear();
+            _loopTarget.Clear();
             loadTask.Clear();
             CombatTimerManager.Instance.RemoveTimer(_combatTimer);
             _combatTimer = null;
@@ -89,9 +93,14 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             ParticleSystemPool[] pool = loopFx.ToArray();
             for (int i = 0; i < pool.Length; i++)
             {
+                for (int j = 0; j < _loopTarget.Count; j++)
+                {
+                    _loopTarget[j].RemoveLoopFx(pool[i]);
+                }
                 GObjectPool.Instance.Recycle(pool[i]);
+                
             }
-
+            _loopTarget.Clear();
             loopFx.Clear();
         }
 
@@ -105,9 +114,10 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             ParticleSystemPool[] pool = _allLoadFx.ToArray();
             for (int i = 0; i < pool.Length; i++)
             {
+               
                 GObjectPool.Instance.Recycle(pool[i]);
             }
-
+         
             _allLoadFx.Clear();
         }
 
@@ -130,6 +140,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             CloseAllFx();
             loopFx.Clear();
             _allLoadFx.Clear();
+            _loopTarget.Clear();
         }
 
 
@@ -214,6 +225,20 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                     startPos = new Vector3(startPos.x, (float)0.7f);
                 }
 
+                if (timeLinePlayFxSerializtion.isLoop&&timeLinePlayFxSerializtion.loopAlone)
+                {
+                    if (fxTarget != null)
+                    {
+                        bool isFix = fxTarget.IsLoopFx(timeLinePlayFxSerializtion.fxName);
+                        if (isFix)
+                        {
+                            index++;
+                            ExecuteFxTarget(combatTarget, index);
+                            return;
+                        }
+                    }
+                }
+
                 LoadFx(lifeCycle, fxTarget, startPos, targetSpecialDotInfo);
             }
 
@@ -236,6 +261,10 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
         {
             loopFx.Remove(particleSystemPool);
             _allLoadFx.Remove(particleSystemPool);
+            for (int i = 0; i < _loopTarget.Count; i++)
+            {
+                _loopTarget[i].RemoveLoopFx(particleSystemPool);
+            }
         }
 
         protected void LoadFx(ILifetCycleHitPoint effectTarget, ILifetCycleHitPoint fxTarget, Vector3 startPos,
@@ -246,7 +275,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             if (iTimeLineParticleFactory != null)
             {
                 _loadCount++;
-                Clock   clock = iTimeLineParticleFactory.CreateParticle(this, effectTarget, fxTarget, startPos,
+                Clock clock = iTimeLineParticleFactory.CreateParticle(this, effectTarget, fxTarget, startPos,
                     targetSpecialDotInfo,
                     delegate(IGObjectPoolInterface systemPool)
                     {
@@ -259,11 +288,17 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                                 GObjectPool.Instance.Recycle(pool);
                                 return;
                             }
-
+                            pool.fxName= timeLinePlayFxSerializtion.fxName;
                             pool.OnEndFx = ParticleSystemPoolEndFx;
                             if (timeLinePlayFxSerializtion.isLoop)
                             {
                                 loopFx.Add(pool);
+                                if (fxTarget != null)
+                                {
+                                    _loopTarget.Add(fxTarget);
+                                    fxTarget.AddLoopFx(pool);
+                                }
+                              
                             }
 
                             _allLoadFx.Add(pool);

+ 4 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ILifetCycleHitPoint.cs

@@ -1,4 +1,5 @@
 
+using Fort23.UTool;
 using UnityEngine;
 
 namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
@@ -13,5 +14,8 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
         Vector3 Position { get; }
         T This<T>();
         SpecialDotInfo GetSpecialDotInfo(string specialDotName);
+        void AddLoopFx(ParticleSystemPool particleSystemPool);
+        bool IsLoopFx(string fxName);
+        void RemoveLoopFx(ParticleSystemPool particleSystemPool);
     }
 }

文件差异内容过多而无法显示
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


二进制
Excel2Json/Excel/MagicWeapon.xlsx


部分文件因为文件数量过多而无法显示