Browse Source

修改bug

DESKTOP-FB72PO8\Administrator 1 month ago
parent
commit
4ec621532b
51 changed files with 1857 additions and 907 deletions
  1. 2 0
      Assets/Art/ArtHero/Nanzhu.prefab
  2. 236 104
      Assets/Art/HeroTimeLine/gf_lieyanjian_timeline.playable
  3. 58 58
      Assets/Scenes/testCombat.scene
  4. 1 0
      Assets/Scripts/Core/Triiger/ITriggerEntity.cs
  5. 4 17
      Assets/Scripts/GameLogic/Combat/Buff/b_1005.cs
  6. 37 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1010.cs
  7. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1010.cs.meta
  8. 9 1
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  9. 17 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/GongFaPengZhuangFinishEventData.cs
  10. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/GongFaPengZhuangFinishEventData.cs.meta
  11. 19 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/TriggerSkillSlotsEventData.cs
  12. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/TriggerSkillSlotsEventData.cs.meta
  13. 20 9
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  14. 1 0
      Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs
  15. 13 3
      Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCombatSence.cs
  16. 1 0
      Assets/Scripts/GameLogic/Combat/Hero/Barrier/BarrierEntityMono.cs
  17. 13 0
      Assets/Scripts/GameLogic/Combat/Hero/Barrier/BarrierTriggerData.cs
  18. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/Barrier/BarrierTriggerData.cs.meta
  19. 4 1
      Assets/Scripts/GameLogic/Combat/Hero/Barrier/IBarrier.cs
  20. 4 1
      Assets/Scripts/GameLogic/Combat/Hero/Barrier/ShieldsBarrier.cs
  21. 6 6
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  22. 4 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs
  23. 20 6
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs
  24. 6 0
      Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillSlots.cs
  25. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/MagicSkillBasic.cs
  26. 3 1
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901003.cs
  27. 71 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901006.cs
  28. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901006.cs.meta
  29. 118 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901007.cs
  30. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901007.cs.meta
  31. 39 7
      Assets/Scripts/GameLogic/Combat/Skill/S2001.cs
  32. 79 0
      Assets/Scripts/GameLogic/Combat/Skill/S2002.cs
  33. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S2002.cs.meta
  34. 3 1
      Assets/Scripts/GameLogic/Combat/Skill/S501001.cs
  35. 18 2
      Assets/Scripts/GameLogic/Combat/Skill/S501101.cs
  36. 17 11
      Assets/Scripts/GameLogic/Combat/Skill/S501201.cs
  37. 26 1
      Assets/Scripts/GameLogic/Combat/Skill/S501301.cs
  38. 23 2
      Assets/Scripts/GameLogic/Combat/Skill/S501401.cs
  39. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S501501.cs
  40. 52 0
      Assets/Scripts/GameLogic/Combat/Skill/S501601.cs
  41. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S501601.cs.meta
  42. 52 0
      Assets/Scripts/GameLogic/Combat/Skill/S501701.cs
  43. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S501701.cs.meta
  44. 4 1
      Assets/Scripts/GameLogic/Combat/Skill/S89012.cs
  45. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  46. 8 5
      Assets/Scripts/GameLogic/Combat/Skill/SkillFeaturesData.cs
  47. 10 0
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  48. 28 19
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs
  49. BIN
      Excel2Json/Excel/Buff.xlsx
  50. 329 221
      UserSettings/Layouts/CurrentMaximizeLayout.dwlt
  51. 472 428
      UserSettings/Layouts/default-2022.dwlt

+ 2 - 0
Assets/Art/ArtHero/Nanzhu.prefab

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+ 236 - 104
Assets/Art/HeroTimeLine/gf_lieyanjian_timeline.playable

@@ -1,6 +1,6 @@
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@@ -365,6 +275,98 @@ MonoBehaviour:
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+ 58 - 58
Assets/Scenes/testCombat.scene

@@ -452,13 +452,13 @@ Sprite:
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@@ -1032,7 +1032,7 @@ Sprite:
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@@ -1877,7 +1877,7 @@ PrefabInstance:
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@@ -2234,13 +2234,13 @@ Sprite:
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@@ -2488,13 +2488,13 @@ Sprite:
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@@ -3546,14 +3546,14 @@ Sprite:
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@@ -3950,14 +3950,14 @@ Sprite:
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       height: 90
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 105, y: 303}
+    atlasRectOffset: {x: 110, y: 255}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 150, z: 100, w: 348}
+    uvTransform: {x: 100, y: 155, z: 100, w: 300}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.45, y: 0.19999999}
@@ -4177,13 +4177,13 @@ Sprite:
     textureRect:
       serializedVersion: 2
       x: 0
-      y: 321
+      y: 364
       width: 101
       height: 101
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 0, y: 321}
+    atlasRectOffset: {x: 0, y: 364}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 50.5, z: 100, w: 371.5}
+    uvTransform: {x: 100, y: 50.5, z: 100, w: 414.5}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.505, y: -0.114999995}
@@ -5283,13 +5283,13 @@ Sprite:
     textureRect:
       serializedVersion: 2
       x: 0
-      y: 321
+      y: 364
       width: 101
       height: 101
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 0, y: 321}
+    atlasRectOffset: {x: 0, y: 364}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 50.5, z: 100, w: 371.5}
+    uvTransform: {x: 100, y: 50.5, z: 100, w: 414.5}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.505, y: -0.114999995}
@@ -5910,14 +5910,14 @@ Sprite:
     m_Bindpose: []
     textureRect:
       serializedVersion: 2
-      x: 105
-      y: 303
+      x: 110
+      y: 255
       width: 90
       height: 90
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 105, y: 303}
+    atlasRectOffset: {x: 110, y: 255}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 150, z: 100, w: 348}
+    uvTransform: {x: 100, y: 155, z: 100, w: 300}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.45, y: 0.19999999}
@@ -6302,14 +6302,14 @@ Sprite:
     m_Bindpose: []
     textureRect:
       serializedVersion: 2
-      x: 105
-      y: 303
+      x: 110
+      y: 255
       width: 90
       height: 90
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 105, y: 303}
+    atlasRectOffset: {x: 110, y: 255}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 150, z: 100, w: 348}
+    uvTransform: {x: 100, y: 155, z: 100, w: 300}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.45, y: 0.19999999}
@@ -6528,14 +6528,14 @@ Sprite:
     m_Bindpose: []
     textureRect:
       serializedVersion: 2
-      x: 105
-      y: 303
+      x: 110
+      y: 255
       width: 90
       height: 90
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 105, y: 303}
+    atlasRectOffset: {x: 110, y: 255}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 150, z: 100, w: 348}
+    uvTransform: {x: 100, y: 155, z: 100, w: 300}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.45, y: 0.19999999}
@@ -7566,14 +7566,14 @@ Sprite:
     m_Bindpose: []
     textureRect:
       serializedVersion: 2
-      x: 105
-      y: 303
+      x: 110
+      y: 255
       width: 90
       height: 90
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 105, y: 303}
+    atlasRectOffset: {x: 110, y: 255}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 150, z: 100, w: 348}
+    uvTransform: {x: 100, y: 155, z: 100, w: 300}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.45, y: 0.19999999}
@@ -7887,14 +7887,14 @@ Sprite:
     m_Bindpose: []
     textureRect:
       serializedVersion: 2
-      x: 105
-      y: 303
+      x: 110
+      y: 255
       width: 90
       height: 90
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 105, y: 303}
+    atlasRectOffset: {x: 110, y: 255}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 150, z: 100, w: 348}
+    uvTransform: {x: 100, y: 155, z: 100, w: 300}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.45, y: 0.19999999}
@@ -8206,14 +8206,14 @@ Sprite:
     m_Bindpose: []
     textureRect:
       serializedVersion: 2
-      x: 105
-      y: 303
+      x: 110
+      y: 255
       width: 90
       height: 90
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 105, y: 303}
+    atlasRectOffset: {x: 110, y: 255}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 150, z: 100, w: 348}
+    uvTransform: {x: 100, y: 155, z: 100, w: 300}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.45, y: 0.19999999}
@@ -10099,13 +10099,13 @@ Sprite:
     textureRect:
       serializedVersion: 2
       x: 0
-      y: 321
+      y: 364
       width: 101
       height: 101
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 0, y: 321}
+    atlasRectOffset: {x: 0, y: 364}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 50.5, z: 100, w: 371.5}
+    uvTransform: {x: 100, y: 50.5, z: 100, w: 414.5}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.505, y: -0.114999995}
@@ -10384,14 +10384,14 @@ Sprite:
     m_Bindpose: []
     textureRect:
       serializedVersion: 2
-      x: 105
-      y: 303
+      x: 110
+      y: 255
       width: 90
       height: 90
     textureRectOffset: {x: 0, y: 0}
-    atlasRectOffset: {x: 105, y: 303}
+    atlasRectOffset: {x: 110, y: 255}
     settingsRaw: 65
-    uvTransform: {x: 100, y: 150, z: 100, w: 348}
+    uvTransform: {x: 100, y: 155, z: 100, w: 300}
     downscaleMultiplier: 1
   m_PhysicsShape:
   - - {x: 0.45, y: 0.19999999}

+ 1 - 0
Assets/Scripts/Core/Triiger/ITriggerEntity.cs

@@ -3,5 +3,6 @@ namespace Core.Triiger
     public interface ITriggerEntity
     {
         string tag { get; }
+        
     }
 }

+ 4 - 17
Assets/Scripts/GameLogic/Combat/Buff/b_1005.cs

@@ -6,7 +6,7 @@ using GameLogic.Player;
 namespace GameLogic.Combat.Buff
 {
     /// <summary>
-    /// 灼热:每秒对敌人照成火属性灼烧伤害。5层后对敌人照成火系伤势+1。水洗功法能清除1层
+    /// 灼热:每秒对敌人照成火属性灼烧伤害
     /// </summary>
     public class b_1005 : BuffBasic
     {
@@ -14,7 +14,7 @@ namespace GameLogic.Combat.Buff
 
         protected override void ProInit()
         {
-            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+           
         }
 
 
@@ -31,24 +31,11 @@ namespace GameLogic.Combat.Buff
                     WuXingType.Fire,HarmType.Buff);
             }
         }
-
-        private void AddUseGongFa(IEventData eventData)
-        {
-            AddUseGongFaEventData data = (AddUseGongFaEventData)eventData;
-            if (data.SkillBasic.CombatHeroEntity == combatHeroEntity)
-            {
-                switch (data.SkillBasic.wuXingType)
-                {
-                    case WuXingType.Water:
-                        ReduceCount(1);
-                        break;
-                }
-            }
-        }
+     
 
         protected override void ProDormancyObj()
         {
-            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+           
         }
     }
 }

+ 37 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1010.cs

@@ -0,0 +1,37 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Player;
+
+namespace GameLogic.Combat.Buff
+{
+    /// <summary>
+    /// 灼痛 敌人皮肤和静脉被火焰灼烧溃烂,使用功法时自身受到当前生命2%伤害
+    /// </summary>
+    public class b_1010 : BuffBasic
+    {
+        protected override void ProInit()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+        }
+
+
+        private void AddUseGongFa(IEventData eventData)
+        {
+            AddUseGongFaEventData data = (AddUseGongFaEventData)eventData;
+            if (data.SkillBasic.CombatHeroEntity == combatHeroEntity)
+            {
+                float harmbl = buffCount * buffInf.BuffConfig.effectValue[0];
+                long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
+                    source.CurrCombatHeroInfo.hp.Value, harmbl);
+                CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
+                    WuXingType.Fire,HarmType.Buff);
+            }
+        }
+
+        protected override void ProDormancyObj()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1010.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: d368357a4bf24df4befe106fcb39dc53
+timeCreated: 1747018304

+ 9 - 1
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -87,6 +87,10 @@
         /// </summary>
         TaoismSkillAlter,
         /// <summary>
+        /// 触发技能槽位
+        /// </summary>
+        TriggerSkillSlots,
+        /// <summary>
         /// 补填技能槽位
         /// </summary>
         FillInSkillSlots,
@@ -98,6 +102,10 @@
         /// 添加战斗信息描述
         /// </summary>
         AddCombatMassge,
-        
+        /// <summary>
+        /// 功法碰撞完成
+        /// </summary>
+        GongFaPengZhuangFinish,
+     
     }
 }

+ 17 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/GongFaPengZhuangFinishEventData.cs

@@ -0,0 +1,17 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Hero.Turntable;
+using GameLogic.Combat.Skill;
+
+namespace Common.Utility.CombatEvent
+{
+    public class GongFaPengZhuangFinishEventData : EventDataBasic<GongFaPengZhuangFinishEventData>
+    {
+        public SkillFeaturesData a;
+        public SkillFeaturesData b;
+        protected override void ProDispose()
+        {
+            a = null;
+            b = null;
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: f0aea0b7fa3c4cd7bd2539b17274f61d
+timeCreated: 1747039852

+ 19 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/TriggerSkillSlotsEventData.cs

@@ -0,0 +1,19 @@
+using Common.Combat.FxAILogic;
+using Core.Utility.Event;
+using GameLogic.Combat.Hero.Turntable;
+using GameLogic.Combat.Skill;
+
+namespace Common.Utility.CombatEvent
+{
+    public class TriggerSkillSlotsEventData: EventDataBasic<TriggerSkillSlotsEventData>
+    {
+        public SkillBasic SkillBasic;
+        public SkillSlots SkillSlots;
+        public int triggerType;
+        protected override void ProDispose()
+        {
+            SkillBasic = null;
+            SkillSlots = null;
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: f3c883ce7c814c7ca3f6d7e5641c07ca
+timeCreated: 1747038142

+ 20 - 9
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -133,6 +133,10 @@ namespace GameLogic.Combat.CombatTool
             startInjuredEventData.HarmReturnInfo = harmReturnInfo;
             CombatEventManager.Instance.Dispatch(CombatEventType.StartInjured, startInjuredEventData);
 
+            if (harmReturnInfo.isInvalid)
+            {
+                return harmReturnInfo;
+            }
 
             target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
 
@@ -171,7 +175,7 @@ namespace GameLogic.Combat.CombatTool
             harmReturnInfo.attType = attType;
             harmReturnInfo.harmType = harmType;
             harmReturnInfo.triggerData = triggerData;
-            
+
             if (target.combatHeroEntity.isDie)
             {
                 return harmReturnInfo;
@@ -181,7 +185,7 @@ namespace GameLogic.Combat.CombatTool
             return harmReturnInfo;
         }
 
-        public void ShangSHi(WuXingType wuXingType,ShowBaiscEntity target,int vInjury)
+        public void ShangSHi(WuXingType wuXingType, ShowBaiscEntity target, int vInjury)
         {
             switch (wuXingType)
             {
@@ -194,10 +198,10 @@ namespace GameLogic.Combat.CombatTool
                 case WuXingType.Water:
                     target.CurrCombatHeroInfo.Water_Injury += vInjury;
                     break;
-                case  WuXingType.Fire:
+                case WuXingType.Fire:
                     target.CurrCombatHeroInfo.Fire_Injury += vInjury;
                     break;
-                case  WuXingType.Earth:
+                case WuXingType.Earth:
                     target.CurrCombatHeroInfo.Earth_Injury += vInjury;
                     break;
             }
@@ -258,7 +262,8 @@ namespace GameLogic.Combat.CombatTool
                 default: return 5; // 无效元素
             }
         }
-        public int GetRestrained(WuXingType WuXingType,WuXingType targetWuXingType)
+
+        public int GetRestrained(WuXingType WuXingType, WuXingType targetWuXingType)
         {
             int c = 0;
             if (WuXingType.HasFlag(WuXingType.Gold))
@@ -303,12 +308,13 @@ namespace GameLogic.Combat.CombatTool
 
             return c;
         }
+
         public void FaBaoPengZhuang(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b)
         {
-            CombatHeroEntity heroEntityA= a.RootMagicWeaponControl.combatHeroEntity;
+            CombatHeroEntity heroEntityA = a.RootMagicWeaponControl.combatHeroEntity;
             CombatHeroEntity heroEntityB = b.RootMagicWeaponControl.combatHeroEntity;
             int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
-            int targetRestrained = GetRestrained(b.WuXingType,a.WuXingType);
+            int targetRestrained = GetRestrained(b.WuXingType, a.WuXingType);
             float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
             float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
             int c = myRestrained - targetRestrained;
@@ -349,7 +355,7 @@ namespace GameLogic.Combat.CombatTool
             CombatHeroEntity heroEntityB)
         {
             int myRestrained = GetRestrained(a.WuXingType, b.WuXingType);
-            int targetRestrained = GetRestrained(b.WuXingType,a.WuXingType);
+            int targetRestrained = GetRestrained(b.WuXingType, a.WuXingType);
             float lg_a = heroEntityA.CurrCombatHeroInfo.GetWuXingShuXing(a.WuXingType);
             float lg_b = heroEntityB.CurrCombatHeroInfo.GetWuXingShuXing(b.WuXingType);
             int c = myRestrained - targetRestrained;
@@ -384,6 +390,11 @@ namespace GameLogic.Combat.CombatTool
                 a.hp = 0;
                 b.hp = 0;
             }
+
+            GongFaPengZhuangFinishEventData gongFaPengZhu = GongFaPengZhuangFinishEventData.Create();
+            gongFaPengZhu.a = a;
+            gongFaPengZhu.b = b;
+            CombatEventManager.Instance.Dispatch(CombatEventType.GongFaPengZhuangFinish, gongFaPengZhu);
         }
 
         /// <summary>
@@ -402,7 +413,7 @@ namespace GameLogic.Combat.CombatTool
         }
 
         /// <summary>
-        /// 是否相
+        /// 是否相克制
         /// </summary>
         /// <returns></returns>
         public bool IsRestrain(WuXingType a, WuXingType b)

+ 1 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs

@@ -17,6 +17,7 @@ namespace GameLogic.Combat.CombatTool
         public long att;
         public long yuanShiAtt;
         public bool isMiss;
+        public bool isInvalid;
         public AttType attType;
         public TriggerData triggerData;
         public HarmType harmType = HarmType.Default;

+ 13 - 3
Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCombatSence.cs

@@ -36,7 +36,7 @@ namespace GameLogic.Combat.CombatTool
             new Map<int, MagicWeaponCollisionInfo>();
 
         private int MagicWeaponCollisionID;
-        
+
         public void CloseSecene()
         {
             magicWeaponCollisionInfoList.Clear();
@@ -44,10 +44,12 @@ namespace GameLogic.Combat.CombatTool
             {
                 _enemyMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
             }
+
             for (int i = 0; i < _playerMagicWeaponList.Count; i++)
             {
                 _playerMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
             }
+
             _playerMagicWeaponList.Clear();
             _enemyMagicWeaponList.Clear();
         }
@@ -127,6 +129,11 @@ namespace GameLogic.Combat.CombatTool
 
         private void FindCollidingTarget(CombatMagicWeaponEntity combatMagicWeaponEntity)
         {
+            if (combatMagicWeaponEntity.isMagicWeaponTreasureBook)
+            {
+                return;
+            }
+
             bool isEnemy = combatMagicWeaponEntity.IsEnemy;
             BetterList<CombatMagicWeaponEntity> magicWeaponList =
                 isEnemy ? _playerMagicWeaponList : _enemyMagicWeaponList;
@@ -148,6 +155,10 @@ namespace GameLogic.Combat.CombatTool
                 // {
                 //     return magicWeaponList[i];
                 // }
+                if (magicWeaponList[i].isMagicWeaponTreasureBook)
+                {
+                    continue;
+                }
 
                 if (magicWeaponList[i].MagicWeaponCollisionId < 0)
                 {
@@ -161,7 +172,7 @@ namespace GameLogic.Combat.CombatTool
                 CombatMagicWeaponEntity target = nullTarget[index];
                 MagicWeaponCollisionInfo magicWeaponCollisionInfo =
                     CObjectPool.Instance.Fetch<MagicWeaponCollisionInfo>();
-                
+
                 magicWeaponCollisionInfo.Init(combatMagicWeaponEntity, target, MagicWeaponCollisionID);
                 magicWeaponCollisionInfoList.Add(MagicWeaponCollisionID, magicWeaponCollisionInfo);
                 MagicWeaponCollisionID++;
@@ -170,7 +181,6 @@ namespace GameLogic.Combat.CombatTool
             return;
         }
 
-  
 
         public void RemoveCollisionMagicWeapon(int id)
         {

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Hero/Barrier/BarrierEntityMono.cs

@@ -5,5 +5,6 @@ namespace GameLogic.Combat.Hero
     public class BarrierEntityMono : MonoBehaviour
     {
         public IBarrier Barrier;
+      
     }
 }

+ 13 - 0
Assets/Scripts/GameLogic/Combat/Hero/Barrier/BarrierTriggerData.cs

@@ -0,0 +1,13 @@
+namespace GameLogic.Combat.Hero
+{
+    /// <summary>
+    /// 障碍碰撞到的信息
+    /// </summary>
+    public class BarrierTriggerData
+    {
+        /// <summary>
+        /// 这是碰撞是否可以穿透
+        /// </summary>
+        public bool isPenetrate;
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/Barrier/BarrierTriggerData.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 1c9d5235b4e74fb48b6f3e7e997952b7
+timeCreated: 1747019953

+ 4 - 1
Assets/Scripts/GameLogic/Combat/Hero/Barrier/IBarrier.cs

@@ -11,6 +11,8 @@ namespace GameLogic.Combat.Hero
         /// </summary>
         ShowBaiscEntity Own { get; set; }
 
+        BarrierTriggerData BarrierTriggerData { get; set; }
+
         /// <summary>
         /// 碰撞信息,释放拦截
         /// </summary>
@@ -18,6 +20,7 @@ namespace GameLogic.Combat.Hero
         /// <returns></returns>
         bool CollideTriiger(ITriggerEntity triggerEntity);
 
-        void Harm(HarmReturnInfo harmReturnInfo);
+        long Harm(HarmReturnInfo harmReturnInfo);
+        
     }
 }

+ 4 - 1
Assets/Scripts/GameLogic/Combat/Hero/Barrier/ShieldsBarrier.cs

@@ -10,6 +10,7 @@ namespace GameLogic.Combat.Hero
     public class ShieldsBarrier : IBarrier
     {
         public ShowBaiscEntity Own { get; set; }
+        public BarrierTriggerData BarrierTriggerData { get; set; }
         public GameObjectPool ShieldsFx;
 
         private ParticleSystem[] allParticleSystem;
@@ -69,7 +70,7 @@ namespace GameLogic.Combat.Hero
             return true;
         }
 
-        public void Harm(HarmReturnInfo harmReturnInfo)
+        public long Harm(HarmReturnInfo harmReturnInfo)
         {
             Play();
             harmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo.Shield -= harmReturnInfo.att;
@@ -77,6 +78,8 @@ namespace GameLogic.Combat.Hero
             {
                 Rupture();
             }
+
+            return 0;
         }
 
         public void Dispose()

+ 6 - 6
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -313,18 +313,19 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
             return;
         }
 
+        long att = harmReturnInfo.att;
         IBarrier shieldsBarrier = harmReturnInfo.triggerData.IBarrier as IBarrier;
         if (shieldsBarrier != null)
         {
-            shieldsBarrier.Harm(harmReturnInfo);
+            att = shieldsBarrier.Harm(harmReturnInfo);
             harmReturnInfo.harmType |= HarmType.Shields;
         }
-        else
+
+        if (att > 0)
         {
-            CurrCombatHeroInfo.hp -= harmReturnInfo.att;
+            CurrCombatHeroInfo.hp -= att;
         }
 
-
         UpdateHarmText(harmReturnInfo);
         if (combatHeroGameObject.HeroGPUMono != null)
         {
@@ -397,7 +398,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         _isDis = true;
         BuffControl.Dispose();
         _isDis = true;
-       
+
         CombatHeroSkillControl.Dispose();
         CombatAIBasic.Dispose();
         combatHeroTimeLineControl.Dispose();
@@ -440,7 +441,6 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
     }
 
 
-
     public override void DormancyObj()
     {
         Dispose();

+ 4 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs

@@ -22,9 +22,12 @@ namespace GameLogic.Combat.Hero
         public int MagicWeaponCollisionId = -1;
         protected FabaoConfig _magicWeaponConfig;
         public float cd = 2;
-
         public WuXingType WuXingType;
 
+        /// <summary>
+        /// 是否拥有法宝宝典
+        /// </summary>
+        public bool isMagicWeaponTreasureBook = false;
         public FaBaoInfo FaBaoInfo
         {
             get { return _faBaoInfo; }

+ 20 - 6
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs

@@ -1,6 +1,7 @@
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using Common.Utility.CombatEvent;
 using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Skill;
 using UnityEngine;
 using Utility.CTween;
 
@@ -28,8 +29,7 @@ namespace GameLogic.Combat.Hero.State
         protected override void ProEnter()
         {
             myCombatMagicWeaponEntity.CloseLoopFx();
-            timeLineEventLogicGroup =
-                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
+
 
             myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
             myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
@@ -40,13 +40,25 @@ namespace GameLogic.Combat.Hero.State
             float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 5;
             float x = xOff[myCombatMagicWeaponEntity.useIndex];
 
-            endPos = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject.transform.TransformPoint(
-                new Vector3(x, y, 0));
+            endPos = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject.transform
+                .TransformPoint(
+                    new Vector3(x, y, 0));
             // endPos = startPos +  Vector3(x-3, y, 0);
             _addTime = 1.0f / (Vector3.Distance(startPos, endPos) /
                                CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
-            _currTime = 0;
+          
             isUpdate = true;
+
+            if (myCombatMagicWeaponEntity.isMagicWeaponTreasureBook)
+            {
+                _currTime = 1;
+              
+            }
+            else
+            {
+                _currTime = 0;
+                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
+            }
         }
 
 
@@ -67,8 +79,10 @@ namespace GameLogic.Combat.Hero.State
                 {
                     timeLineEventLogicGroup.CloseLoopFx();
                 }
+
                 UseMagicWeaponEventData useMagicWeaponEventData = UseMagicWeaponEventData.Create();
-                useMagicWeaponEventData.combatHeroEntity = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity;
+                useMagicWeaponEventData.combatHeroEntity =
+                    myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity;
                 useMagicWeaponEventData.combatMagicWeaponEntity = myCombatMagicWeaponEntity;
                 CombatEventManager.Instance.Dispatch(CombatEventType.ShowUseMagicWeaponName, useMagicWeaponEventData);
                 // myCombatMagicWeaponEntity.GameObject.SetActive(true);

+ 6 - 0
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillSlots.cs

@@ -176,6 +176,12 @@ namespace GameLogic.Combat.Hero.Turntable
         {
             if (SkillBasic != null)
             {
+                
+                TriggerSkillSlotsEventData triggerSkillSlotsEventData= TriggerSkillSlotsEventData.Create();
+                triggerSkillSlotsEventData.SkillBasic = SkillBasic;
+                triggerSkillSlotsEventData.SkillSlots = this;
+                triggerSkillSlotsEventData.triggerType= triggerType;
+                CombatEventManager.Instance.Dispatch(CombatEventType.TriggerSkillSlots, triggerSkillSlotsEventData);
                 switch (SkillBasic.wuXingType)
                 {
                     case WuXingType.Gold:

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/MagicSkillBasic.cs

@@ -71,6 +71,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             this.magicAttShowBasic = magicAttShowBasic;
         }
 
+
         protected override void ProCombatUpdate(float time)
         {
             if (magicAttShowBasic != null)

+ 3 - 1
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901003.cs

@@ -37,6 +37,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
         }
 
         public ShowBaiscEntity Own { get; set; }
+        public BarrierTriggerData BarrierTriggerData { get; set; }
 
         private void Finish()
         {
@@ -84,7 +85,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             }
         }
 
-        public void Harm(HarmReturnInfo harmReturnInfo)
+        public long Harm(HarmReturnInfo harmReturnInfo)
         {
             _currHp -= harmReturnInfo.att;
             if (_currHp <= 0) //盾破
@@ -94,6 +95,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
                 pengZhuang.SetActive(false);
                 Debug.Log("盾破了,做表现的时候一起做");
             }
+            return 0;
         }
     }
 }

+ 71 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901006.cs

@@ -0,0 +1,71 @@
+using GameLogic.Combat.Buff;
+using GameLogic.Combat.CombatTool;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill.MagicSkill
+{
+    /// <summary>
+    /// 混沌珠 使用后短时间内大幅提升所有灵根{0}%,一场战斗有使用{1}次
+    /// 使用后额外对敌人照成的功法伤害提升10%
+    /// </summary>
+    public class S901006 : MagicSkillBasic
+    {
+        private CombatHeroEntity target;
+
+        private bool isUpdate = false;
+        private float _currTime;
+        private int _useCount;
+
+
+        protected override void ProMagicUseSkill()
+        {
+            _useCount++;
+            isUpdate = true;
+            _currTime = 0;
+            float v = SelfSkillConfig.effectValue[0];
+            CombatHeroEntity.CurrCombatHeroInfo.Metal += v;
+            CombatHeroEntity.CurrCombatHeroInfo.Wood += v;
+            CombatHeroEntity.CurrCombatHeroInfo.Water += v;
+            CombatHeroEntity.CurrCombatHeroInfo.Fire += v;
+            CombatHeroEntity.CurrCombatHeroInfo.Earth += v;
+        }
+
+        public override bool IsCanUse()
+        {
+            if (_useCount >= SelfSkillConfig.effectValue[1])
+            {
+                return false;
+            }
+
+            return true;
+        }
+
+        protected override void MagicSkillUpdate(float time)
+        {
+            if (!isUpdate)
+            {
+                return;
+            }
+
+            _currTime += time;
+            if (_currTime >= SelfSkillConfig.effectValue[2])
+            {
+                isUpdate = false;
+                float v = SelfSkillConfig.effectValue[0];
+                CombatHeroEntity.CurrCombatHeroInfo.Metal -= v;
+                CombatHeroEntity.CurrCombatHeroInfo.Wood -= v;
+                CombatHeroEntity.CurrCombatHeroInfo.Water -= v;
+                CombatHeroEntity.CurrCombatHeroInfo.Fire -= v;
+                CombatHeroEntity.CurrCombatHeroInfo.Earth -= v;
+            }
+        }
+
+        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
+            TimeLineEventLogicBasic timeLineEventLogicBasic)
+        {
+            ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
+            lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
+            return lifetCycleHitPoints;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901006.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 590d7adff5994aed916698da5b57bf20
+timeCreated: 1747041759

+ 118 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901007.cs

@@ -0,0 +1,118 @@
+using System.Collections.Generic;
+using Common.Combat.FxAILogic;
+using Core.Triiger;
+using Fort23.Core;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill.MagicSkill
+{
+    public class S901007FxMove : CObject
+    {
+        public Vector3 endPos;
+        public FxAILogicBasic fxAILogicBasic;
+        public float moveSpeed = 8;
+
+        private System.Action finishCallBack;
+        private bool isUpdate;
+
+        public void InitActive(System.Action finishCallBack)
+        {
+            this.finishCallBack = finishCallBack;
+            isUpdate = true;
+        }
+
+        public override void ActiveObj()
+        {
+        }
+
+        public override void DormancyObj()
+        {
+            fxAILogicBasic = null;
+            isUpdate = false;
+        }
+
+        public void Update(float t)
+        {
+            if (!isUpdate)
+            {
+                return;
+            }
+
+            Vector3 pos = fxAILogicBasic.gameObject.transform.position;
+            Vector3 dir = endPos - pos;
+            float distance = dir.magnitude;
+            float addT = 1.0f / (distance / moveSpeed);
+            float moveTime = t * addT;
+            Vector3 d = Vector3.Lerp(pos, endPos, moveTime);
+            fxAILogicBasic.gameObject.transform.position = d;
+            if (moveTime >= 1)
+            {
+                fxAILogicBasic.Dispose();
+                finishCallBack?.Invoke();
+            }
+        }
+    }
+
+    /// <summary>
+    /// 宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有很大的概率被法宝吸收
+    ///(飞到玩家头顶持续施法)
+    /// 100%吸收,切吸收后临时增加玩家对于吸收功法的灵根
+    /// </summary>
+    public class S901007 : MagicSkillBasic
+    {
+        private List<S901007FxMove> _currTriggerFx = new List<S901007FxMove>();
+        private float _currTime;
+        private bool _isUpdae;
+
+        protected override void ProMagicUseSkill()
+        {
+        }
+
+
+        protected override void MagicSkillUpdate(float time)
+        {
+            if (!_isUpdae)
+            {
+                return;
+            }
+
+            _currTime += time;
+            for (int i = 0; i < _currTriggerFx.Count; i++)
+            {
+                S901007FxMove fxMove = _currTriggerFx[i];
+                fxMove.Update(time);
+            }
+        }
+
+        protected override void ProSkillPlayFinish()
+        {
+            _isUpdae = false;
+            for (int i = 0; i < _currTriggerFx.Count; i++)
+            {
+                S901007FxMove fxMove = _currTriggerFx[i];
+                CObjectPool.Instance.Recycle(fxMove);
+            }
+
+            _currTriggerFx.Clear();
+        }
+
+        private void OnTriggerExitEvent(Collider collider, ITriggerEntity triggerEntity)
+        {
+            if (triggerEntity == null)
+            {
+                return;
+            }
+
+            FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
+            if (fxAILogicBasic != null && fxAILogicBasic.CombatHeroEntity.IsEnemy != CombatHeroEntity.IsEnemy)
+            {
+                fxAILogicBasic.isNotMove = true;
+                S901007FxMove fxMove = CObjectPool.Instance.Fetch<S901007FxMove>();
+                fxMove.fxAILogicBasic = fxAILogicBasic;
+                fxMove.InitActive(null);
+                _currTriggerFx.Add(fxMove);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901007.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 1c77aa094fa9482ca79834cdd48e1823
+timeCreated: 1747043113

+ 39 - 7
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs

@@ -2,6 +2,7 @@ using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using GameLogic.Combat.Buff;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
+using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 namespace GameLogic.Combat.Skill
@@ -9,31 +10,62 @@ namespace GameLogic.Combat.Skill
     /// <summary>
     /// 烈焰剑  向前方发出一柄剑,对敌人造成火系伤害,对敌人施加一层灼热,比有10%概率对敌人造成1火伤势
     /// </summary>
-    public class S2001: SkillBasic
+    public class S2001 : SkillBasic
     {
+        private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
+
         protected override void ProUseSkill()
         {
+            this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
             ActivationTimeLineData("lieyanjian");
         }
 
-        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
         {
-          
         }
 
-        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic,
+        protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                effectValue[0]);
-            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,wuXingType,
+                effectValue[1]);
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,
                 HarmType.Default);
             int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
-            if (odds <= effectValue[1])
+            if (odds <= effectValue[2])
             {
                 BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
                 targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
             }
+
+            if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
+            {
+                long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
+                    CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                    effectValue[3]);
+                CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
+                    wuXingType,
+                    HarmType.Default);
+            }
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>(1);
+                currTarget.Add(combatHeroHitPoint);
+                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
+                ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
+                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+            }
         }
     }
 }

+ 79 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2002.cs

@@ -0,0 +1,79 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.Buff;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 飞出{0}道巨龙,对敌人照成{1}火系伤害
+    /// 如果敌人处于灼痛中对敌人照成胆摄,眩晕敌人2秒
+    /// 飞龙数量+1,并对敌人施加1层灼烧
+    ///飞龙命中目标后引发天雷,对敌人额外照成100%伤害
+    /// </summary>
+    public class S2002 : SkillBasic
+    {
+        private static int[] zdPosIndex = new int[] { 9, 8, 7, 6, 5, 4, 3, 2, 1 };
+
+        protected override void ProUseSkill()
+        {
+            this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
+            ActivationTimeLineData("lieyanjian");
+        }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+        protected void ProDefaultTimeLineTrigger_ZD(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                effectValue[1]);
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData, wuXingType,
+                HarmType.Default);
+
+            b_1010 b1010 = targetEntity.combatHeroEntity.BuffControl.GetBuffBasicForType<b_1010>();
+            if (b1010 != null)
+            {
+                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10061, 1);//眩晕敌人
+                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            }
+            //
+            //     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);
+            //     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            //
+            //
+            // if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
+            // {
+            //     long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
+            //         CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+            //         effectValue[3]);
+            //     CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v2, AttType.Skill, triggerData,
+            //         wuXingType,
+            //         HarmType.Default);
+            // }
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>(1);
+                currTarget.Add(combatHeroHitPoint);
+                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + zdPosIndex[i]);
+                ActivationTimeLineData("lieyanjian_zd", currTarget: currTarget,
+                    customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2002.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6093026e7ccf43bfa505fd158d91f819
+timeCreated: 1747017577

+ 3 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501001.cs

@@ -5,6 +5,8 @@ namespace GameLogic.Combat.Skill
 {
     /// <summary>
     /// 法宝秘籍:后方槽位第一个技能在击中目前时为法宝提供0.1%充能
+    ///
+    /// 法宝可以瞬间释放,切不在进入对拼状态
     /// </summary>
     public class S501001 : SkillBasic
     {
@@ -34,7 +36,7 @@ namespace GameLogic.Combat.Skill
                     return;
                 }
 
-                if (skillBasic.index - 1 == index)
+                if (skillBasic.index + 1 == index)
                 {
                     CombatHeroEntity.heroMagicWeaponControl.ReduceMagicCd(SelfSkillConfig.effectValue[0]);
                 }

+ 18 - 2
Assets/Scripts/GameLogic/Combat/Skill/S501101.cs

@@ -4,7 +4,8 @@ using GameLogic.Combat.Hero;
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 双生面具 前后方法宝如果相生则双发效果增强(10%),(具体效果值取决于技能)
+    /// 两仪决 前后方法宝如果相生则双发效果增强(10%),(具体效果值取决于技能)
+    /// 不相生的功法也会有效果,效果减少50%,相克的功法效果减少70%
     /// </summary>
     public class S501101 : SkillBasic
     {
@@ -16,7 +17,7 @@ namespace GameLogic.Combat.Skill
         {
             if (index <= 0)
             {
-                return; 
+                return;
             }
 
             SkillBasic a = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
@@ -34,6 +35,21 @@ namespace GameLogic.Combat.Skill
                 a.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
                 b.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
             }
+            else if (SelfSkillConfig.level >= 5)
+            {
+                float v = SelfSkillConfig.effectValue[0];
+                bool IsRestrain = CombatCalculateTool.Instance.IsRestrain(a.wuXingType, b.wuXingType);
+                if (IsRestrain)
+                {
+                    v *= 0.5f;
+                }
+                else
+                {
+                    v *= 0.7f;
+                }
+                a.IntensifyingEffect(v);
+                b.IntensifyingEffect(v);
+            }
         }
     }
 }

+ 17 - 11
Assets/Scripts/GameLogic/Combat/Skill/S501201.cs

@@ -2,11 +2,13 @@
 using Fort23.Core;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Player;
+using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 火灵丹 每层经过火经脉时使火系功法伤害提升1%,最多叠加20层
+    /// 火焰决 每层经过火经脉时使火系功法伤害提升1%,最多叠加20层
+    /// 跌到满层后火系功法对敌人照成的伤害都会让敌人灼烧1层
     /// </summary>
     public class S501201 : SkillBasic
     {
@@ -23,6 +25,8 @@ namespace GameLogic.Combat.Skill
         {
             _currAddCount = 0;
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.StartInjured, StartInjured);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
+            
         }
 
         protected override void ProActiveSkill()
@@ -37,19 +41,21 @@ namespace GameLogic.Combat.Skill
             // }
 
             CombatEventManager.Instance.AddEventListener(CombatEventType.StartInjured, StartInjured);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
         }
 
-        protected override void ProCombatUpdate(float time)
+     
+
+        private void TriggerSkillSlots(IEventData iEventData)
         {
-            // float jd = angle % 360;
-            // if (angle >= lastJingGuo)
-            // {
-            //     lastJingGuo += 360;
-            //     if (_currAddCount < SelfSkillConfig.effectValue[1])
-            //     {
-            //         _currAddCount++;
-            //     }
-            // }
+            TriggerSkillSlotsEventData triggerSkillSlotsEventData = iEventData as TriggerSkillSlotsEventData;
+            if (triggerSkillSlotsEventData.SkillBasic == this)
+            {
+                if (triggerSkillSlotsEventData.triggerType == 3)//触发到火的位置
+                {
+                    _currAddCount++;
+                }
+            }
         }
 
         private void StartInjured(IEventData iEventData)

+ 26 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501301.cs

@@ -4,7 +4,8 @@ using Fort23.Core;
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 巨大化 后方槽位第一个技能体型巨大化,且在对碰中受到伤害减少20%
+    /// 乾坤巨灵诀 后方槽位第一个技能体型巨大化,且在对碰中受到伤害减少20%
+    /// 受影响的功法被碰撞摧毁时不在消失,并且恢复30%以损失的强度
     /// </summary>
     public class S501301 : SkillBasic
     {
@@ -15,11 +16,34 @@ namespace GameLogic.Combat.Skill
         protected override void ProReplace()
         {
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.TimelineFxLogicInit, TimelineFxLogicInit);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.GongFaPengZhuangFinish,
+                GongFaPengZhuangFinish);
         }
 
         protected override void ProActiveSkill()
         {
             CombatEventManager.Instance.AddEventListener(CombatEventType.TimelineFxLogicInit, TimelineFxLogicInit);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.GongFaPengZhuangFinish,
+                GongFaPengZhuangFinish);
+        }
+
+        private void GongFaPengZhuangFinish(IEventData iEventData)
+        {
+            GongFaPengZhuangFinishEventData gongFaPengZhuangFinishEventData =
+                iEventData as GongFaPengZhuangFinishEventData;
+            if (gongFaPengZhuangFinishEventData.a.SkillBasic.CombatHeroEntity == CombatHeroEntity &&
+                gongFaPengZhuangFinishEventData.a.hp <= 0 &&
+                gongFaPengZhuangFinishEventData.a.SkillBasic.index + 1 == index)
+            {
+                gongFaPengZhuangFinishEventData.a.hp = (long)(gongFaPengZhuangFinishEventData.a.maxHp * 0.3f);
+            }
+
+            if (gongFaPengZhuangFinishEventData.b.SkillBasic.CombatHeroEntity == CombatHeroEntity &&
+                gongFaPengZhuangFinishEventData.b.hp <= 0 &&
+                gongFaPengZhuangFinishEventData.b.SkillBasic.index + 1 == index)
+            {
+                gongFaPengZhuangFinishEventData.b.hp = (long)(gongFaPengZhuangFinishEventData.b.maxHp * 0.3f);
+            }
         }
 
         private void TimelineFxLogicInit(IEventData iEventData)
@@ -29,6 +53,7 @@ namespace GameLogic.Combat.Skill
                 timelineFxLogicInitEventData.SkillBasic.index + 1 == index)
             {
                 timelineFxLogicInitEventData.timelineFxLogic.size *= 2;
+
                 // timelineFxLogicInitEventData.timelineFxLogic.SkillFeaturesData.
             }
         }

+ 23 - 2
Assets/Scripts/GameLogic/Combat/Skill/S501401.cs

@@ -1,11 +1,13 @@
 using Common.Utility.CombatEvent;
 using Fort23.Core;
+using GameLogic.Combat.CombatTool;
 using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 极速齿轮 后槽位技能在催动时获得转盘加速10%,持续2秒
+    /// 天风迅灵 后槽位技能在催动时获得转盘加速10%,持续2秒
+    /// 加速期间伤害提升10%
     /// </summary>
     public class S501401 : SkillBasic
     {
@@ -20,11 +22,13 @@ namespace GameLogic.Combat.Skill
         protected override void ProReplace()
         {
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.StartInjured, StartInjured);
             Finish();
         }
 
         protected override void ProActiveSkill()
         {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.StartInjured, StartInjured);
             CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
         }
 
@@ -48,11 +52,28 @@ namespace GameLogic.Combat.Skill
             _isUpdate = false;
         }
 
+        private void StartInjured(IEventData iEventData)
+        {
+            if (SelfSkillConfig.level < 5||!_isUpdate)
+            {
+                return;
+            }
+
+            StartInjuredEventData heroInjuredEventData = iEventData as StartInjuredEventData;
+            HarmReturnInfo harmReturnInfo = heroInjuredEventData.HarmReturnInfo;
+            if (harmReturnInfo.source == CombatHeroEntity)
+            {
+                harmReturnInfo.att +=
+                    CombatCalculateTool.Instance.GetVlaueRatioForLong(harmReturnInfo.att,
+                        SelfSkillConfig.effectValue[2]);
+            }
+        }
+
         private void AddUseGongFa(IEventData iEventData)
         {
             AddUseGongFaEventData addUseGongFaEventData = iEventData as AddUseGongFaEventData;
             if (addUseGongFaEventData.SkillBasic.CombatHeroEntity == CombatHeroEntity &&
-                addUseGongFaEventData.SkillBasic.index - 1 == index)
+                addUseGongFaEventData.SkillBasic.index + 1 == index)
             {
                 _addTime = 0;
                 _isUpdate = true;

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S501501.cs

@@ -6,7 +6,7 @@ using GameLogic.Player;
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 前方功法照成伤害时有5%概率施加一层对应属性的伤势
+    /// 崩脉决 前方功法照成伤害时有5%概率施加一层对应属性的伤势
     /// </summary>
     public class S501501 : SkillBasic
     {

+ 52 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501601.cs

@@ -0,0 +1,52 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 天衍星辰诀  引星辰之力入体,增强玩家体魄,让后方槽位的功法无视护盾
+    /// </summary>
+    public class S501601 : SkillBasic
+    {
+        protected override void ProUseSkill()
+        {
+        }
+
+        protected override void ProReplace()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.StartInjured, StartInjured);
+        }
+
+        protected override void ProActiveSkill()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.StartInjured, StartInjured);
+        }
+
+        private void StartInjured(IEventData iEventData)
+        {
+            StartInjuredEventData heroInjuredEventData = iEventData as StartInjuredEventData;
+            HarmReturnInfo harmReturnInfo = heroInjuredEventData.HarmReturnInfo;
+            if (harmReturnInfo.source == CombatHeroEntity)
+            {
+                SkillBasic skillBasic = harmReturnInfo.triggerData.Source as SkillBasic;
+                IBarrier barrier = harmReturnInfo.triggerData.IBarrier as IBarrier;
+                if (barrier == null)
+                {
+                    return;
+                }
+
+                if (skillBasic != null)
+                {
+                    int index = skillBasic.index;
+                    if (index + 1 == this.index)
+                    {
+                        harmReturnInfo.isInvalid = true;
+                        barrier.BarrierTriggerData.isPenetrate = true;
+                    }
+                }
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501601.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 891c12fe2bd24eb1a303f4b2bc23d9f8
+timeCreated: 1747019235

+ 52 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501701.cs

@@ -0,0 +1,52 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 太虚剑意 后方槽位如果是剑功法,在释放功法时额外释放一道剑气,对敌人照成100%伤害,并无视护盾类效果
+    /// </summary>
+    public class S501701 : SkillBasic
+    {
+        protected override void ProUseSkill()
+        {
+        }
+
+        protected override void ProReplace()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
+        }
+
+        protected override void ProActiveSkill()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
+        }
+
+        private void UseSkill(IEventData iEventData)
+        {
+            // StartInjuredEventData heroInjuredEventData = iEventData as StartInjuredEventData;
+            // HarmReturnInfo harmReturnInfo = heroInjuredEventData.HarmReturnInfo;
+            // if (harmReturnInfo.source == CombatHeroEntity)
+            // {
+            //     SkillBasic skillBasic = harmReturnInfo.triggerData.Source as SkillBasic;
+            //     IBarrier barrier = harmReturnInfo.triggerData.IBarrier as IBarrier;
+            //     if (barrier == null)
+            //     {
+            //         return;
+            //     }
+            //
+            //     if (skillBasic != null)
+            //     {
+            //         int index = skillBasic.index;
+            //         if (index + 1 == this.index)
+            //         {
+            //             harmReturnInfo.isInvalid = true;
+            //             barrier.BarrierTriggerData.isPenetrate = true;
+            //         }
+            //     }
+            // }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501701.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 98f7cd05d8b543a480fed42f6380cd78
+timeCreated: 1747040591

+ 4 - 1
Assets/Scripts/GameLogic/Combat/Skill/S89012.cs

@@ -75,13 +75,14 @@ namespace GameLogic.Combat.Skill
         }
 
         public ShowBaiscEntity Own { get; set; }
+        public BarrierTriggerData BarrierTriggerData { get; set; }
 
         public bool CollideTriiger(ITriggerEntity triggerEntity)
         {
             return !isTrgger || shel <= 0;
         }
 
-        public void Harm(HarmReturnInfo harmReturnInfo)
+        public long Harm(HarmReturnInfo harmReturnInfo)
         {
             shel -= harmReturnInfo.att;
             if (shel <= 0)
@@ -89,6 +90,8 @@ namespace GameLogic.Combat.Skill
                 _timeLineEventLogicGroupBasic?.CloseLoopFx();
                 _timeLineEventLogicGroupBasic = null;
             }
+
+            return 0;
         }
     }
 }

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -276,6 +276,7 @@ namespace GameLogic.Combat.Skill
             SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
 
             SkillFeaturesData.WuXingType = wuXingType;
+            SkillFeaturesData.SkillBasic = this;
             SkillFeaturesData.hp = skillInfo.qiangDu;
 
             UseCount = SelfSkillConfig.SkillType * 100000;

+ 8 - 5
Assets/Scripts/GameLogic/Combat/Skill/SkillFeaturesData.cs

@@ -1,4 +1,5 @@
 using System;
+using Common.Combat.FxAILogic;
 using Fort23.Core;
 using GameLogic.Player;
 
@@ -16,17 +17,17 @@ namespace GameLogic.Combat.Skill
         public long maxHp;
         
         public bool isEnemy;
-
-
+        
         public WuXingType WuXingType;
-
-      
+        
+        public SkillBasic SkillBasic;
+        public FxAILogicBasic FxAILogicBasic;
 
         public SkillFeaturesData CapyFeaturesData()
         {
             SkillFeaturesData skillFeaturesData = CObjectPool.Instance.Fetch<SkillFeaturesData>();
             skillFeaturesData.hp = hp;
-
+            skillFeaturesData.SkillBasic=SkillBasic;
             skillFeaturesData.isEnemy = isEnemy;
             skillFeaturesData.WuXingType = WuXingType;
             return skillFeaturesData;
@@ -38,6 +39,8 @@ namespace GameLogic.Combat.Skill
 
         public override void DormancyObj()
         {
+            SkillBasic = null;
+            FxAILogicBasic = null;
         }
     }
 }

+ 10 - 0
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -5,6 +5,7 @@ using Fort23.Common;
 using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
 using GameLogic.Combat.Skill;
 
 #if !COMBAT_SERVER
@@ -27,11 +28,18 @@ namespace Common.Combat.FxAILogic
         [Header("碰撞时的特效")] public string hitFxName;
         [Header("碰撞音效")] public string hitAudioName;
 
+        public BarrierTriggerData BarrierTriggerData;
+
         /// <summary>
         /// 额外移动速度 <0 减速 >0加速
         /// </summary>
         [HideInInspector] public float extraMoveSpeed;
 
+        /// <summary>
+        /// 不能移动
+        /// </summary>
+        public bool isNotMove;
+
         public ILifetCycleHitPoint AttTarget
         {
             get { return _attTarget; }
@@ -98,6 +106,7 @@ namespace Common.Combat.FxAILogic
                 return;
             }
 
+            isNotMove = false;
             extraMoveSpeed = 0;
             size = 1;
             _currAllDelayTime = delayTime + timeLineEventParticleLogicBasic.indexCount * multipleTargetDelayTime;
@@ -118,6 +127,7 @@ namespace Common.Combat.FxAILogic
                     triggerData);
                 SkillBasic skillBasic = trigger as SkillBasic;
                 SkillFeaturesData = skillBasic.GetSkillFeaturesData();
+                SkillFeaturesData.FxAILogicBasic = this;
             }
 
 

+ 28 - 19
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -244,10 +244,15 @@ namespace Common.Combat.FxAILogic
                 return;
             }
 
+
             bool isOk = barrierEntityMono.Barrier.CollideTriiger(this);
+
             if (!isOk) //被主档
             {
+                BarrierTriggerData.isPenetrate = false;
+                barrierEntityMono.Barrier.BarrierTriggerData = BarrierTriggerData;
                 triggerData.IBarrier = barrierEntityMono.Barrier;
+
                 ITimeLineTriggerEvent timeLineTriggerEvent =
                     TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
                 if (timeLineTriggerEvent != null)
@@ -255,17 +260,19 @@ namespace Common.Combat.FxAILogic
                     timeLineTriggerEvent.TimeLineTrigger(
                         TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
                         target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData);
-
-                    if (!string.IsNullOrEmpty(hitFxName))
+                    if (!BarrierTriggerData.isPenetrate)
                     {
-                        FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
-                    }
+                        if (!string.IsNullOrEmpty(hitFxName))
+                        {
+                            FinishHit(collision.ClosestPoint(gameObject.transform.position), hitFxName);
+                        }
 
-                    AudioManager.Instance.PlayAudio(hitAudioName, false);
+                        AudioManager.Instance.PlayAudio(hitAudioName, false);
 
-                    if (!isPenetrate)
-                    {
-                        Dispose();
+                        if (!isPenetrate)
+                        {
+                            Dispose();
+                        }
                     }
                 }
             }
@@ -321,19 +328,21 @@ namespace Common.Combat.FxAILogic
 
         protected override void ProCombatUpdate(float time)
         {
-            switch (parabolaCurveType)
+            if (!isNotMove)
             {
-                case CurveType.Beeline:
-                    Beeline(time);
-                    break;
-                case CurveType.DynamicCurve:
-                    DynamicCurve(time);
-                    break;
-                case CurveType.CustomizeCurve:
-                    CustomizeCurve(time);
-                    break;
+                switch (parabolaCurveType)
+                {
+                    case CurveType.Beeline:
+                        Beeline(time);
+                        break;
+                    case CurveType.DynamicCurve:
+                        DynamicCurve(time);
+                        break;
+                    case CurveType.CustomizeCurve:
+                        CustomizeCurve(time);
+                        break;
+                }
             }
-
             // if (Vector3.Distance(endPos, _currPos) < 0.5f)
             // {
             //     Dispose();

BIN
Excel2Json/Excel/Buff.xlsx


+ 329 - 221
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