DESKTOP-FB72PO8\Administrator hai 12 horas
pai
achega
5128f354a7

+ 11 - 11
Assets/Res/AnimtionCurveLibrary/GameAnimationCurveLibrary.asset

@@ -171,22 +171,22 @@ MonoBehaviour:
     m_Curve:
     - serializedVersion: 3
       time: 0
-      value: 0.0023498535
-      inSlope: 4.124285
-      outSlope: 4.124285
+      value: 0
+      inSlope: 4.5283017
+      outSlope: 4.5283017
       tangentMode: 0
       weightedMode: 0
       inWeight: 0
-      outWeight: 0.14285661
+      outWeight: 0.025
     - serializedVersion: 3
-      time: 0.20416743
-      value: 0.69938993
-      inSlope: 1.1459941
-      outSlope: 1.1459941
+      time: 0.09564546
+      value: 0.6698388
+      inSlope: 1.2479327
+      outSlope: 1.2479327
       tangentMode: 0
       weightedMode: 0
-      inWeight: 0.44898164
-      outWeight: 0.09178557
+      inWeight: 0.33333334
+      outWeight: 0.08774716
     - serializedVersion: 3
       time: 1
       value: 1
@@ -194,7 +194,7 @@ MonoBehaviour:
       outSlope: -0
       tangentMode: 0
       weightedMode: 0
-      inWeight: 0.44444534
+      inWeight: 0.33749998
       outWeight: 0
     m_PreInfinity: 2
     m_PostInfinity: 2

+ 1 - 1
Assets/Scenes/testCombat.scene

@@ -1450,7 +1450,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 3076136778433984314, guid: a6adfd04f86f10044bca8a08a63f3b8a, type: 3}
       propertyPath: m_IsActive
-      value: 1
+      value: 0
       objectReference: {fileID: 0}
     - target: {fileID: 5226940908611843665, guid: a6adfd04f86f10044bca8a08a63f3b8a, type: 3}
       propertyPath: m_LocalPosition.x

+ 1 - 5
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -56,11 +56,7 @@ namespace GameLogic.Combat.CombatTool
         public System.Action<bool> combatFinish;
         public float combatTime;
 
-        public CombatHeroEntity playerHeroEntity
-        {
-            get { return CombatHeroController.playerHeroEntity; }
-        }
-
+        public CombatHeroEntity playerHeroEntity;
         public bool isWin;
 
 

+ 24 - 10
Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs

@@ -22,11 +22,14 @@ namespace GameLogic.Combat.CombatTool
         protected CombatController combatController;
 
         private BetterList<CombatHeroEntity> heroDie = new BetterList<CombatHeroEntity>();
+
         private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
-        public CombatHeroEntity playerHeroEntity;
+
+        // public CombatHeroEntity playerHeroEntity;
         public Vector3 moveDir = Vector3.forward;
-        public float moveSpeed = 5f;
+        public float moveSpeed = 2f;
         public bool isFlight;
+        private bool _isFlightCameraFinish;
         private float _flightTime;
         private float _flightAddTime;
         private float _flightCurrTime;
@@ -116,24 +119,24 @@ namespace GameLogic.Combat.CombatTool
 
         public Vector3 GetTarget(float d)
         {
-            if (playerHeroEntity == null)
+            if (CombatController.currActiveCombat.playerHeroEntity == null)
             {
                 return new Vector3(0, 20, 0);
             }
 
-            return playerHeroEntity.dotPos + moveDir * d;
+            return CombatController.currActiveCombat.playerHeroEntity.dotPos + moveDir * d;
         }
 
         public void Update(float t)
         {
             if (Input.GetKeyDown(KeyCode.A))
             {
-               CombatController.currActiveCombat.CombatHeroController. Flight(5, -90, 10);
+                CombatController.currActiveCombat.CombatHeroController.Flight(5, -90, 15);
             }
 
             if (Input.GetKeyDown(KeyCode.D))
             {
-                Flight(5, 90, 10);
+                Flight(5, 90, 15);
             }
 
 
@@ -159,13 +162,21 @@ namespace GameLogic.Combat.CombatTool
                 float flightSpeedCur =
                     AnimationCurveManager.Instance.AnimationCurveLibrary.flightSpeedCurve.Evaluate(_flightCurrTime);
                 moveSpeed = Mathf.Lerp(_flightStartSpeed, _flightSpeed, flightSpeedCur);
+                if (_flightCurrTime > 0.95f&&!_isFlightCameraFinish)
+                {
+                    _isFlightCameraFinish= true;
+                    CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70, 1);
+                }
+
                 if (_flightCurrTime >= 1)
                 {
                     moveDir = _flightDir;
                     isFlight = false;
+                    moveSpeed = 2;
                     GObjectPool.Instance.Recycle(_flightFx1);
                     GObjectPool.Instance.Recycle(_flightFx2);
-                    CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70, 1);
+                    
+                    CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle", true, 0, false, 1);
                 }
             }
         }
@@ -192,18 +203,21 @@ namespace GameLogic.Combat.CombatTool
             _flightTime = time;
             _flightAddTime = 1.0f / time;
             isFlight = true;
+            _isFlightCameraFinish = false;
             Quaternion quaternion = Quaternion.Euler(0, jiaoDu, 0);
             _flightDir = quaternion * moveDir;
             _flightStartDir = moveDir;
             _flightStartSpeed = moveSpeed;
             _flightSpeed = speed;
-            CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(80, 1);
+            CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle2", true, 0, false, 1);
+            CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(90, 0.5f);
             GObjectPool.Instance.Recycle(_flightFx1);
             GObjectPool.Instance.Recycle(_flightFx2);
             GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx fly qi", delegate(ParticleSystemPool pool)
             {
                 _flightFx1 = pool;
-                SpecialDotInfo specialDotInfo = playerHeroEntity.GetSpecialDotInfo("hitpos");
+                SpecialDotInfo specialDotInfo =
+                    CombatController.currActiveCombat.playerHeroEntity.GetSpecialDotInfo("hitpos");
                 pool.own.transform.SetParent(specialDotInfo.targetTran);
                 pool.own.transform.localPosition = Vector3.zero;
             });
@@ -211,7 +225,7 @@ namespace GameLogic.Combat.CombatTool
             {
                 _flightFx2 = pool;
 
-                pool.own.transform.SetParent(playerHeroEntity.GameObject.transform);
+                pool.own.transform.SetParent(CombatController.currActiveCombat.playerHeroEntity.GameObject.transform);
                 pool.own.transform.localPosition = Vector3.zero;
             });
         }

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

@@ -186,6 +186,7 @@ namespace GameLogic.Combat.CombatTool
 
         public void Update(float t)
         {
+            moveRoot.transform.position = CombatController.currActiveCombat.CombatHeroController.GetTarget(0);
             SceneMonoConfig?.UpdateScene();
             // if (currBesselPath != null)
             // {

+ 7 - 7
Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs

@@ -63,7 +63,7 @@ namespace GameLogic.Combat.CombatType
         protected override async CTask ProStartGame()
         {
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
-            TestCombat(cTaskAwaitBuffer);
+            await TestCombat(cTaskAwaitBuffer);
 
             await cTaskAwaitBuffer.WaitAll();
             CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
@@ -140,7 +140,7 @@ namespace GameLogic.Combat.CombatType
         {
             // return;
             _currBoChi += 1;
-          
+
             Vector3 startPos =
                 CombatController.currActiveCombat.CombatHeroController.GetTarget(20) + new Vector3(0, 1, 0);
             Vector3 startPos2 =
@@ -165,7 +165,7 @@ namespace GameLogic.Combat.CombatType
             }
         }
 
-        private void TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)
+        private async CTask TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
             // TestCombatHeroConfig testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();
             // if (testCombatHeroConfig != null)
@@ -186,14 +186,14 @@ namespace GameLogic.Combat.CombatType
                 GameObjectPool gameObjectPool = CombatController.currActiveCombat.playerHeroEntity.combatHeroGameObject
                     .GameObjectPool;
                 Vector3 pos = gameObjectPool.own.transform.position;
-                cTaskAwaitBuffer.AddTask(heroEntity.InitForObject(gameObjectPool, new CombatHeroAi(),
+                await (heroEntity.InitForObject(gameObjectPool, new CombatHeroAi(),
                     PlayerManager.Instance.myHero, pos,
                     delegate(CombatHeroEntity entity)
                     {
                         // entity.CurrCombatHeroInfo.hp = (EncryptionLong)(20000);
                         // entity.MaxCombatHeroInfo.hp = (EncryptionLong)(20000);
                         combatController.CombatHeroController.AddHero(entity);
-                        CombatController.currActiveCombat.CombatHeroController.playerHeroEntity = heroEntity;
+                        CombatController.currActiveCombat.playerHeroEntity = heroEntity;
                     }, isPlayer: true));
             }
             else
@@ -202,13 +202,13 @@ namespace GameLogic.Combat.CombatType
                 CombatController.currActiveCombat.MagicWeaponCombatSence.SetMagicWeaponCombatSence(heroPoint,
                     Vector3.forward);
                 Vector3 pos = heroPoint;
-                cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatHeroAi(), PlayerManager.Instance.myHero, pos,
+                await (heroEntity.Init(new CombatHeroAi(), PlayerManager.Instance.myHero, pos,
                     delegate(CombatHeroEntity entity)
                     {
                         // entity.CurrCombatHeroInfo.hp = (EncryptionLong)(20000);
                         // entity.MaxCombatHeroInfo.hp = (EncryptionLong)(20000);
                         combatController.CombatHeroController.AddHero(entity);
-                        CombatController.currActiveCombat.CombatHeroController.playerHeroEntity = heroEntity;
+                        CombatController.currActiveCombat.playerHeroEntity = heroEntity;
                     }, isPlayer: true));
             }
         }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -228,7 +228,7 @@ namespace GameLogic.Combat.CombatType
 
 
                 CombatHeroEntity heroEntity = new CombatHeroEntity();
-                CombatController.currActiveCombat.CombatHeroController.playerHeroEntity = heroEntity;
+                CombatController.currActiveCombat.playerHeroEntity = heroEntity;
                 heroEntity.IsEnemy = false;
                 heroEntity.number = 0;
 

A diferenza do arquivo foi suprimida porque é demasiado grande
+ 514 - 144
UserSettings/Layouts/default-2022.dwlt


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