Browse Source

修改bug

DESKTOP-FB72PO8\Administrator 5 months ago
parent
commit
53c0c06340
45 changed files with 1509 additions and 982 deletions
  1. 6 6
      Assets/Art/ArtHero/GuaiwuBoss01.prefab
  2. 72 0
      Assets/Art/ArtHero/GuaiwuBoss01_gpu.prefab
  3. 1 1
      Assets/Art/ArtHero/GuaiwuBoss02.prefab
  4. 2 2
      Assets/Art/ArtHero/GuaiwuBoss02_anim.controller
  5. 2 2
      Assets/Art/ArtHero/GuaiwuBoss02_gpu.prefab
  6. 110 3
      Assets/Art/GuaiWuTimeline/GuaiwuBoss02.playable
  7. 3 11
      Assets/Art/HeroTimeLine/Hero01.playable
  8. 1 0
      Assets/Art/HeroTimeLine/Hero03.playable
  9. 118 118
      Assets/Res/CombatHero/Guaiwu02.prefab
  10. 176 176
      Assets/Res/CombatHero/GuaiwuBoss01.prefab
  11. 69 0
      Assets/Res/CombatHero/GuaiwuBoss01_gpu.prefab
  12. 233 233
      Assets/Res/CombatHero/GuaiwuBoss02.prefab
  13. 2 2
      Assets/Res/CombatHero/GuaiwuBoss02_gpu.prefab
  14. 117 117
      Assets/Res/CombatHero/GuaiwuJY01.prefab
  15. 123 123
      Assets/Res/CombatHero/GuaiwuJY02.prefab
  16. 66 0
      Assets/Res/HeroAnimtion/Hero01_library.asset
  17. 48 0
      Assets/Res/HeroAnimtion/Hero02_library.asset
  18. 51 0
      Assets/Res/HeroAnimtion/Hero03_library.asset
  19. 51 0
      Assets/Res/HeroAnimtion/Hero04_library.asset
  20. 0 0
      Assets/Res/TimeLineAssets/GuaiwuBoss01_TD.txt
  21. 0 0
      Assets/Res/TimeLineAssets/GuaiwuBoss02_TD.txt
  22. 0 0
      Assets/Res/TimeLineAssets/GuaiwuJY01_TD.txt
  23. 0 0
      Assets/Res/TimeLineAssets/GuaiwuJY02_TD.txt
  24. 0 0
      Assets/Res/TimeLineAssets/Hero01_TD.txt
  25. 0 0
      Assets/Res/TimeLineAssets/Hero03_TD.txt
  26. 0 58
      Assets/Scenes/testCombat.scene
  27. 10 2
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  28. 27 2
      Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs
  29. 35 25
      Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs
  30. 28 3
      Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs
  31. 6 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  32. 5 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  33. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs
  34. 1 6
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs
  35. 52 23
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroRollingState.cs
  36. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroStateBasic.cs
  37. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S10001.cs
  38. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S110002.cs
  39. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S30001.cs
  40. 20 19
      Assets/Scripts/GameLogic/Player/AccountFileInfo.cs
  41. 2 0
      Assets/Scripts/GameTimeLine/CustomizeTime/TimeLineAlertAsset/TimeLineAlertAsset.cs
  42. 55 41
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAlertLogic.cs
  43. 1 0
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ILifeCycle.cs
  44. 3 0
      Assets/Scripts/GameTimeLine/SerializationTimeLine/TimeLineSerialization/TimeLineAlertSeriailztion.cs
  45. 6 4
      Assets/Scripts/GameUI/GameApplction.cs

+ 6 - 6
Assets/Art/ArtHero/GuaiwuBoss01.prefab

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@@ -4479,8 +4479,7 @@ Transform:
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   m_ConstrainProportionsScale: 0
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@@ -4715,6 +4714,7 @@ Transform:
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   m_ConstrainProportionsScale: 0
   m_Children:
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+ 72 - 0
Assets/Art/ArtHero/GuaiwuBoss01_gpu.prefab

@@ -66,6 +66,7 @@ Transform:
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   m_ConstrainProportionsScale: 0
   m_Children:
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@@ -177,6 +178,77 @@ MonoBehaviour:
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+ 1 - 1
Assets/Art/ArtHero/GuaiwuBoss02.prefab

@@ -1923,7 +1923,7 @@ BoxCollider:
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   m_Enabled: 1
   serializedVersion: 3
-  m_Size: {x: 6, y: 1, z: 6}
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+ 2 - 2
Assets/Art/ArtHero/GuaiwuBoss02_anim.controller

@@ -26,10 +26,10 @@ AnimatorStateMachine:
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   - serializedVersion: 1
     m_State: {fileID: -5462916905210494991}
-    m_Position: {x: 392.99704, y: -321.06543, z: 0}
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   - serializedVersion: 1
     m_State: {fileID: 3030034543484992197}
-    m_Position: {x: 375.56094, y: -436.1433, z: 0}
+    m_Position: {x: 380, y: -440, z: 0}
   m_ChildStateMachines: []
   m_AnyStateTransitions: []
   m_EntryTransitions: []

+ 2 - 2
Assets/Art/ArtHero/GuaiwuBoss02_gpu.prefab

@@ -208,7 +208,7 @@ Transform:
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   serializedVersion: 2
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: 0, y: 0, z: 4}
+  m_LocalPosition: {x: 0, y: 0, z: 5}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []
@@ -233,7 +233,7 @@ BoxCollider:
   m_ProvidesContacts: 0
   m_Enabled: 1
   serializedVersion: 3
-  m_Size: {x: 6, y: 1, z: 6}
+  m_Size: {x: 4, y: 1, z: 4}
   m_Center: {x: 0, y: 0, z: 0}
 --- !u!114 &7708574291932608004
 MonoBehaviour:

+ 110 - 3
Assets/Art/GuaiWuTimeline/GuaiwuBoss02.playable

@@ -392,7 +392,7 @@ MonoBehaviour:
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     m_ClipIn: 0
     m_Asset: {fileID: 3833359314423472300}
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     m_TimeScale: 1
     m_ParentTrack: {fileID: -6451078940464984751}
     m_EaseInDuration: 0
@@ -570,6 +570,100 @@ MonoBehaviour:
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   angle: 0
   manualClose: 0
+  isNew: 1
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@@ -680,6 +774,18 @@ MonoBehaviour:
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   m_Rotation: {x: 0, y: 0, z: 0, w: 1}
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@@ -830,7 +936,7 @@ MonoBehaviour:
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     m_Asset: {fileID: -5803858015212097894}
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@@ -922,7 +1028,7 @@ MonoBehaviour:
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@@ -2365,6 +2471,7 @@ MonoBehaviour:
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   m_Markers:
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+ 3 - 11
Assets/Art/HeroTimeLine/Hero01.playable

@@ -2314,7 +2314,7 @@ MonoBehaviour:
   m_Version: 3
   m_AnimClip: {fileID: 0}
   m_Locked: 0
-  m_Muted: 1
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   m_Parent: {fileID: 11400000}
@@ -2595,7 +2595,7 @@ MonoBehaviour:
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     m_TimeScale: 1
     m_ParentTrack: {fileID: 1763569083830606840}
     m_EaseInDuration: 0
@@ -3211,6 +3211,7 @@ MonoBehaviour:
   isFindMyHero: 0
   angle: 0
   manualClose: 0
+  isNew: 0
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 MonoBehaviour:
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@@ -3424,15 +3425,6 @@ MonoBehaviour:
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+ 1 - 0
Assets/Art/HeroTimeLine/Hero03.playable

@@ -812,6 +812,7 @@ MonoBehaviour:
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   angle: 0
   manualClose: 1
+  isNew: 0
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 MonoBehaviour:
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+ 118 - 118
Assets/Res/CombatHero/Guaiwu02.prefab

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+ 48 - 0
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+ 51 - 0
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+ 10 - 2
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -51,7 +51,7 @@ namespace GameLogic.Combat.CombatTool
             AttType attType, TriggerData triggerData,
             HarmType harmType = HarmType.Default)
         {
-            HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
+            HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
             harmReturnInfo.source = source;
             harmReturnInfo.target = target;
             harmReturnInfo.att = att;
@@ -63,12 +63,20 @@ namespace GameLogic.Combat.CombatTool
                 return harmReturnInfo;
             }
 
+            if (target.combatHeroEntity.CombatAIBasic.stateControl.CurrStateName.Equals(CombatHeroStateType.rolling))
+            {
+                harmReturnInfo.isMiss = true;
+                return harmReturnInfo;
+            }
+
+            att = att - target.combatHeroEntity.CurrCombatHeroInfo.defense.Value;
             int odd = GetOdd(0, 100);
-            if (odd <= source.CurrCombatHeroInfo.crit+5)
+            if (odd <= source.CurrCombatHeroInfo.crit + 5)
             {
                 harmReturnInfo.harmType |= HarmType.BaoJi;
                 att += GetVlaueRatioForLong(att, source.CurrCombatHeroInfo.critDamage.Value);
             }
+
             harmReturnInfo.att = att;
             target.combatHeroEntity.HeroHurt(harmReturnInfo);
 

+ 27 - 2
Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs

@@ -1,16 +1,41 @@
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using Common.Utility.CombatTimer;
+using Fort23.Core;
 using GameLogic.Combat.Hero;
+using UnityEngine;
 
 namespace GameLogic.Combat.CombatTool
 {
-    public class HarmReturnInfo
+    /// <summary>
+    /// 该类请不要缓存
+    /// </summary>
+    public class HarmReturnInfo : CObject
     {
         public CombatHeroEntity source;
         public CombatHeroHitPoint target;
         public long att;
+        public bool isMiss;
         public AttType attType;
         public TriggerData triggerData;
         public HarmType harmType = HarmType.Default;
-         
+
+        public override void Dispose()
+        {
+            Debug.Log("回收了伤害信息类");
+        }
+
+        public override void ActiveObj()
+        {
+            CombatTimerManager.Instance.AddTimer(2, delegate { CObjectPool.Instance.Recycle(this); });
+        }
+
+        public override void DormancyObj()
+        {
+            source = null;
+            target = null;
+            attType = AttType.Normal;
+            harmType = HarmType.Default;
+            triggerData = new TriggerData();
+        }
     }
 }

+ 35 - 25
Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs

@@ -213,22 +213,29 @@ namespace GameLogic.Combat.CombatType
 
         protected void BossKo()
         {
-            HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
-            harmReturnInfo.harmType = HarmType.SystemKo;
             CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
-            List<CombatHeroEntity> heroEntities = new List<CombatHeroEntity>();
-            heroEntities.AddRange(allHero);
-            for (int i = 0; i < heroEntities.Count; i++)
+            if (allHero != null)
             {
-                heroEntities[i].HeroDie(harmReturnInfo);
+                HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
+                harmReturnInfo.harmType = HarmType.SystemKo;
+
+                List<CombatHeroEntity> heroEntities = new List<CombatHeroEntity>();
+                heroEntities.AddRange(allHero);
+                for (int i = 0; i < heroEntities.Count; i++)
+                {
+                    heroEntities[i].HeroDie(harmReturnInfo);
+                }
             }
 
+
             CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
             isBossCombat = false;
             LevelBattleConfig levelBattleConfig =
                 ConfigComponent.Instance.Get<LevelBattleConfig>(_levelBattleConfig.ID + 1);
             if (levelBattleConfig.ID > 0)
             {
+                AccountFileInfo.Instance.playerData.levelBattle = levelBattleConfig.ID;
+                AccountFileInfo.Instance.SavePlayerData();
                 _levelBattleConfig = levelBattleConfig;
             }
 
@@ -251,16 +258,20 @@ namespace GameLogic.Combat.CombatType
         {
             isBossCombat = true;
             CombatController.currActiveCombat.isStopAi = true;
-            HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
-            harmReturnInfo.harmType = HarmType.SystemKo;
+
             CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
-            List<CombatHeroEntity> heroEntities = new List<CombatHeroEntity>();
-            heroEntities.AddRange(allHero);
-            for (int i = 0; i < heroEntities.Count; i++)
+            if (allHero != null)
             {
-                heroEntities[i].HeroDie(harmReturnInfo);
+                HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
+                harmReturnInfo.harmType = HarmType.SystemKo;
+                List<CombatHeroEntity> heroEntities = new List<CombatHeroEntity>();
+                heroEntities.AddRange(allHero);
+                for (int i = 0; i < heroEntities.Count; i++)
+                {
+                    heroEntities[i].HeroDie(harmReturnInfo);
+                }
             }
-            
+
             CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
             FindNextConfig();
             _currWavesConfig =
@@ -268,7 +279,7 @@ namespace GameLogic.Combat.CombatType
                     _levelBattleConfig.BossMonsterWavesId);
             _currNodeWavesIndex = -1;
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
-            CreateEnemy(cTaskAwaitBuffer, _levelBattleConfig.bossMonsterId, 
+            CreateEnemy(cTaskAwaitBuffer, _levelBattleConfig.bossMonsterId,
                 _levelBattleConfig.bossLv, _levelBattleConfig.bossStar, 0,
                 delegate(CombatHeroEntity entity)
                 {
@@ -278,11 +289,7 @@ namespace GameLogic.Combat.CombatType
                     EventManager.Instance.Dispatch(CustomEventType.StartBossBattle, null);
                 });
             CreateEnemy(cTaskAwaitBuffer);
-            CombatTimerManager.Instance.AddTimer(2, delegate
-            {
-                StartBossBattle();
-            });
-           
+            CombatTimerManager.Instance.AddTimer(2, delegate { StartBossBattle(); });
         }
 
         public void StartBossBattle()
@@ -305,7 +312,7 @@ namespace GameLogic.Combat.CombatType
         private void CreateEnemy(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
             _currNodeWavesIndex++;
-           int nodeIndex= _currNodeWavesIndex % _currWavesConfig.monsterGroupConfigId.Length;
+            int nodeIndex = _currNodeWavesIndex % _currWavesConfig.monsterGroupConfigId.Length;
             int miniCount = _currWavesConfig.miniMonsterCount[nodeIndex];
             MonsterGroupConfig monsterGroupConfig =
                 ConfigComponent.Instance.Get<MonsterGroupConfig>(
@@ -316,7 +323,8 @@ namespace GameLogic.Combat.CombatType
                 int index = i;
                 int monsterIndex = Random.Range(0, monsterGroupConfig.miniMonsterId.Length);
                 int monsterId = monsterGroupConfig.miniMonsterId[monsterIndex];
-                CreateEnemy(cTaskAwaitBuffer, monsterId, _levelBattleConfig.monsterLv, _levelBattleConfig.monsterStar, index);
+                CreateEnemy(cTaskAwaitBuffer, monsterId, _levelBattleConfig.monsterLv, _levelBattleConfig.monsterStar,
+                    index);
             }
 
             int eliteCount = _currWavesConfig.eliteMonsterCount[nodeIndex];
@@ -325,7 +333,8 @@ namespace GameLogic.Combat.CombatType
                 int index = i;
                 int monsterIndex = Random.Range(0, monsterGroupConfig.eliteMonsterId.Length);
                 int monsterId = monsterGroupConfig.eliteMonsterId[monsterIndex];
-                CreateEnemy(cTaskAwaitBuffer, monsterId, _levelBattleConfig.monsterLv, _levelBattleConfig.monsterStar, index);
+                CreateEnemy(cTaskAwaitBuffer, monsterId, _levelBattleConfig.monsterLv, _levelBattleConfig.monsterStar,
+                    index);
             }
         }
 
@@ -366,7 +375,7 @@ namespace GameLogic.Combat.CombatType
                 return;
             }
 
-            if (_currNodeWavesIndex < _currWavesConfig.monsterGroupConfigId.Length-1)
+            if (_currNodeWavesIndex < _currWavesConfig.monsterGroupConfigId.Length - 1)
             {
                 _currTime += 0.016f;
                 if (_currTime > _currWavesConfig.wavesDelay)
@@ -380,7 +389,7 @@ namespace GameLogic.Combat.CombatType
         private void InitPlayerHero(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
             int i = 0;
-            foreach (KeyValuePair<int,HeroInfo> keyValuePair in PlayerManager.Instance.heroController.heroDicInLead)
+            foreach (KeyValuePair<int, HeroInfo> keyValuePair in PlayerManager.Instance.heroController.heroDicInLead)
             {
                 int index = i;
                 CombatHeroEntity heroEntity = new CombatHeroEntity();
@@ -398,7 +407,8 @@ namespace GameLogic.Combat.CombatType
             }
 
             Vector3 p = _combatScenesConfig.heroPoint[0].position;
-            combatController.CombatCameraControllder.root.position =new Vector3(p.x,  combatController.CombatCameraControllder.root.position.y, p.z + 13);
+            combatController.CombatCameraControllder.root.position = new Vector3(p.x,
+                combatController.CombatCameraControllder.root.position.y, p.z + 13);
         }
 
         // private void TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)

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

@@ -138,9 +138,9 @@ public class CombatAIBasic : IDisposable
         stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
     }
 
-    public void ChangeState(string name)
+    public void ChangeState(string name, IStateEnterData iStateEnterData = null)
     {
-        stateControl.ChangeState(name);
+        stateControl.ChangeState(name, iStateEnterData);
     }
 
     public void Update(float t)
@@ -199,9 +199,35 @@ public class CombatAIBasic : IDisposable
             }
         }
 
+        AreaUpdate();
         ProUpdate();
     }
 
+    private void AreaUpdate()
+    {
+        GameObject[] b = _combatHeroEntity.CombatAIBasic.AreaList;
+        if (b != null && b.Length > 0)
+        {
+            float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
+            int odds = CombatCalculateTool.Instance.GetOdd();
+            if (odds < dodge)
+            {
+                CombatHeroRollingState.RollingStateData rollingStateData =
+                    CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
+                Vector3 pos = Vector3.zero;
+                for (int i = 0; i < b.Length; i++)
+                {
+                    pos += b[i].transform.position;
+                }
+
+                pos /= b.Length;
+                Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
+                rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
+                _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
+            }
+        }
+    }
+
     protected virtual void ProUpdate()
     {
     }
@@ -236,7 +262,6 @@ public class CombatAIBasic : IDisposable
         }
 
         return minDistanceHero;
-        
     }
 
     public void Dispose()

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

@@ -20,6 +20,10 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
     /// </summary>
     public int heroDieNodeId;
 
+    public string guidName
+    {
+        get { return CurrCombatHeroInfo.modelName; }
+    }
     public bool IsEnemy { get; set; }
     public bool isDie { get; set; }
     public int number;
@@ -187,6 +191,8 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
         }
     }
 
+   
+
     public T This<T>()
     {
         return (T)(object)this;

+ 5 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -38,7 +38,11 @@ public class CombatHeroInfo
     public HeroPowerUpConfig powerUpConfig;
     public HeroPromoteConfig promoteConfig;
     public HeroBasicEquipConfig basicEquipConfig;
-    
+
+    /// <summary>
+    /// 闪避 默认10%的几率
+    /// </summary>
+    public float dodge=10;
     /// <summary>
     /// 1=英雄 2=小怪 3=精英怪 4=boss
     /// </summary>

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs

@@ -6,6 +6,9 @@ namespace GameLogic.Combat.Hero
         public static readonly string att = "att";
         public static readonly string move = "move";
         public static readonly string dile = "dile";
+        /// <summary>
+        /// 翻滚
+        /// </summary>
         public static readonly string rolling = "rolling";
         public static readonly string followMove = "followMove";
         public static readonly string followIdle= "followIdle";

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

@@ -35,12 +35,7 @@ namespace GameLogic.Combat.Hero.State
             }
             else
             {
-                GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;
-                if (b != null && b.Length > 0)
-                {
-                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);
-                }
-                else
+               
                 {
                     Vector3 nextPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
                     Vector3 p = nextPos - combatHeroEntity.dotPos;

+ 52 - 23
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroRollingState.cs

@@ -1,6 +1,8 @@
 using System;
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using CombatLibrary.CombatLibrary.CombatCore.Utility;
+using Core.State;
+using Fort23.Core;
 using Fort23.UTool;
 using Unity.AI.Navigation;
 using UnityEngine;
@@ -10,20 +12,37 @@ namespace GameLogic.Combat.Hero.State
 {
     public class CombatHeroRollingState : CombatHeroStateBasic
     {
-        protected float speed = 3;
-        protected float dis = 2;
+        public class RollingStateData : CObject, IStateEnterData
+        {
+            public Vector3 dir;
+
+            public override void ActiveObj()
+            {
+            }
+
+            public override void DormancyObj()
+            {
+            }
+        }
+
+        protected float speed = 1.3f;
+        protected float dis = 3;
 
         private float _currTime;
         private Vector3 targetPos;
         private Vector3 startPos;
 
         protected ACurve ACurve;
+
+        private RollingStateData _rollingStateData;
+
         public CombatHeroRollingState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
         }
 
         protected override void ProEnter()
         {
+            _rollingStateData = iStateEnterData as RollingStateData;
             combatHeroEntity.combatHeroAnimtion.Play("idle");
 
             TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
@@ -32,10 +51,7 @@ namespace GameLogic.Combat.Hero.State
             try
             {
                 timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
-                timeLineEventLogicGroup.TimeLineUpdateEnd= delegate
-                {
-                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
-                };
+                timeLineEventLogicGroup.TimeLineUpdateEnd = delegate { };
                 combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
             }
             catch (Exception e)
@@ -43,29 +59,42 @@ namespace GameLogic.Combat.Hero.State
                 LogTool.Error(e);
             }
 
-            ACurve=   combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventACurve("fangun1", "fangun", null);
+            ACurve = combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventACurve("fangun1", "fangun",
+                null);
+
+            Vector3 dir = combatHeroEntity.faceDir;
+            if (_rollingStateData != null)
+            {
+                dir = _rollingStateData.dir;
+            }
+
+            combatHeroEntity.GameObject.transform.rotation.SetLookRotation(dir);
             startPos = combatHeroEntity.dotPos;
-            targetPos = startPos + combatHeroEntity.combatHeroGameObject.rotation * new Vector3(0, 0, -dis);
+            targetPos = startPos + dir * -dis;
             _currTime = 0;
         }
 
+        protected override void ProExit()
+        {
+            CObjectPool.Instance.Recycle(_rollingStateData);
+            _rollingStateData = null;
+        }
+
         protected override void ProUpdate(float t)
         {
-            // _currTime += t * speed;
-            // // Vector3 moveToTarget = Vector3.Lerp(startPos, targetPos, ACurve.Evaluate(_currTime));
-            // //
-            // //
-            // // combatHeroEntity.CombatAIBasic.NavMeshAgent.Raycast(moveToTarget, out NavMeshHit hit);
-            // // if (!hit.hit)
-            // // {
-            // //     combatHeroEntity.combatHeroGameObject.SetPosition(moveToTarget);
-            // // }
-            //
-            // if (_currTime >= 1)
-            // {
-            //    
-            //     return;
-            // }
+            _currTime += t * speed;
+            Vector3 moveToTarget = Vector3.Lerp(startPos, targetPos, ACurve.Evaluate(_currTime));
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.Raycast(moveToTarget, out NavMeshHit hit);
+            if (!hit.hit)
+            {
+                combatHeroEntity.combatHeroGameObject.SetPosition(moveToTarget);
+            }
+
+            if (_currTime >= 1)
+            {
+                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                return;
+            }
         }
     }
 }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroStateBasic.cs

@@ -6,7 +6,7 @@ namespace GameLogic.Combat.Hero.State
     {
         public CombatHeroEntity combatHeroEntity;
 
-        private IStateEnterData iStateEnterData;
+        protected IStateEnterData iStateEnterData;
 
         public CombatHeroStateBasic(CombatHeroEntity combatHeroEntity)
         {

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S10001.cs

@@ -16,7 +16,7 @@ namespace GameLogic.Combat.Skill
         // protected 
         protected override void ProInitSkill()
         {
-            _harm = 400;
+            _harm = SelfSkillConfig.effectValue[0];
             AddTriggerCallBack("sk1_fashe", Sk1_fasheTrigger);
         }
 

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S110002.cs

@@ -88,7 +88,7 @@ namespace GameLogic.Combat.Skill
             int odds = CombatCalculateTool.Instance.GetOdd();
             float bl = CombatHeroEntity.CurrCombatHeroInfo.hp.Value * 100.0f /
                        CombatHeroEntity.MaxCombatHeroInfo.hp.Value;
-            if (bl < 50 && odds < 50)
+            // if (bl < 50 && odds < 50)
             {
                 return true;
             }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S30001.cs

@@ -25,7 +25,7 @@ namespace GameLogic.Combat.Skill
 
         protected override void ProInitSkill()
         {
-            _harm = 200;
+            _harm = SelfSkillConfig.effectValue[0];
             _maxTime = 3;
         }
 

+ 20 - 19
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -10,10 +10,9 @@ using Utility;
 
 public class AccountFileInfo : Singleton<AccountFileInfo>
 {
-    
     public string persistentDataPath = Application.persistentDataPath + "/playerData.txt";
     public PlayerData playerData = new PlayerData();
-    
+
     [System.Serializable]
     public class PlayerData
     {
@@ -24,12 +23,16 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         /// </summary>
         public List<HeroData> HeroListData = new List<HeroData>();
 
+        /// <summary>
+        /// 关卡进度
+        /// </summary>
+        public int levelBattle = 1;
         // /// <summary>
         // /// 后备英雄(共享等级)
         // /// </summary>
         // public List<HeroData> HeroListInBackDatas = new List<HeroData>();
     }
-    
+
     public void LoadPlayerData()
     {
 // #if UNITY_EDITOR || UNITY_STANDALONE_WIN
@@ -55,25 +58,23 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
     }
 
 
-    
     private int lastHeroIdx = 0;
-    
+
     /// <summary>
     /// 保存英雄数据
     /// </summary>
     /// <param name="heroInfo"></param>
     public void SaveHeroData(HeroInfo heroInfo)
     {
-        
-        var lastHeroData= playerData.HeroListData[lastHeroIdx];
-        
+        var lastHeroData = playerData.HeroListData[lastHeroIdx];
+
         if (heroInfo.modelID == lastHeroData.heroModelId)
         {
             playerData.HeroListData[lastHeroIdx] = heroInfo.ToHeroData();
             SavePlayerData();
             return;
         }
-        
+
         for (int i = 0; i < playerData.HeroListData.Count; i++)
         {
             HeroData heroData = playerData.HeroListData[i];
@@ -87,7 +88,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             }
         }
     }
-    
+
     private int lastItemIdx = 0;
 
     /// <summary>
@@ -102,7 +103,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             SavePlayerData();
             return;
         }
-        
+
         for (int i = 0; i < playerData.ItemListData.Count; i++)
         {
             ItemData itemData = playerData.ItemListData[i];
@@ -116,7 +117,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             }
         }
     }
-    
+
     public void SavePlayerData()
     {
         if (!string.IsNullOrEmpty(persistentDataPath))
@@ -125,7 +126,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             File.WriteAllText(persistentDataPath, playerSettingJson);
         }
     }
-    
+
     public void DeleteFile(string filePath)
     {
         if (File.Exists(filePath))
@@ -161,7 +162,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             itemId = GlobalParam.Item_HeroExp_ID,
             itemCount = 100000,
         };
-        
+
         playerData.ItemListData.Add(coin);
         playerData.ItemListData.Add(diamond);
         playerData.ItemListData.Add(heroExp);
@@ -173,7 +174,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             heroPromoteId = 3,
             isLead = true,
         };
-        
+
         HeroData heroData2 = new HeroData
         {
             heroModelId = 107,
@@ -181,7 +182,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             heroPromoteId = 3,
             isLead = true,
         };
-        
+
         HeroData heroData3 = new HeroData
         {
             heroModelId = 116,
@@ -202,7 +203,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         playerData.HeroListData.Add(heroData4);
         SavePlayerData();
     }
-    
+
     [System.Serializable]
     public class HeroData
     {
@@ -226,7 +227,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         /// </summary>
         public bool isLead;
     }
-    
+
     [System.Serializable]
     public class ItemData
     {
@@ -234,4 +235,4 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         public long itemCount;
         public int guid;
     }
-}
+}

+ 2 - 0
Assets/Scripts/GameTimeLine/CustomizeTime/TimeLineAlertAsset/TimeLineAlertAsset.cs

@@ -11,5 +11,7 @@ public class TimeLineAlertAsset : CustomizePlayableAsset
 
     [Header("前方角度")] public int angle;
     [Header("手动关闭")] public bool manualClose;
+
+    [Header("创建新的碰撞区域")] public bool isNew;
     // [Header("开始点GUID(英雄上的点,可以不填)")] public string startPosGuid;
 }

+ 55 - 41
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAlertLogic.cs

@@ -1,4 +1,5 @@
 using Core.Triiger;
+using Fort23.UTool;
 using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
@@ -10,6 +11,9 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
         private IUnRegister _exitRegister;
 
         protected GameObject _gameObject;
+        private GameObjectPool _newGameObjectPool;
+        private TimeLineAlertSeriailztion timeLineAlertSeriailztion;
+
         protected override void ProSetCombatInfo()
         {
         }
@@ -20,23 +24,41 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             _exitRegister?.UnRegister();
             _enterRegister = null;
             _exitRegister = null;
-            TimeLineAlertSeriailztion timeLineAlertSeriailztion =
+            timeLineAlertSeriailztion =
                 mTimeLineAssetSerialization as TimeLineAlertSeriailztion;
             if (!string.IsNullOrEmpty(timeLineAlertSeriailztion.guid))
             {
                 SpecialDotInfo specialDotInfo = castEntity.GetMainHotPoin<ILifetCycleHitPoint>(true)
                     .GetSpecialDotInfo(timeLineAlertSeriailztion.guid);
-                _gameObject = specialDotInfo.targetTran.gameObject;
-                _gameObject.SetActive(false);
-                _enterRegister = specialDotInfo.targetTran.gameObject.OnTriggerEnterEvent(OnTriggerEnterEvent);
-                _exitRegister = specialDotInfo.targetTran.gameObject.OnTriggerExitEvent(OnTriggerExitEvent);
+
+
+                GameObject gameObject = specialDotInfo.targetTran.gameObject;
+                gameObject.SetActive(false);
+                if (timeLineAlertSeriailztion.isNew)
+                {
+                    string poolName = castEntity.guidName + timeLineAlertSeriailztion.groupName +
+                                      timeLineAlertSeriailztion.guid;
+                    _newGameObjectPool =
+                        GObjectPool.Instance.FetchAsyncForGameObject<GameObjectPool>(gameObject, poolName);
+                    _gameObject = _newGameObjectPool.own;
+                    _gameObject.transform.position = gameObject.transform.position;
+                }
+                else
+                {
+                    _gameObject = gameObject;
+                }
+
+
+                _enterRegister = _gameObject.OnTriggerEnterEvent(OnTriggerEnterEvent);
+                _exitRegister = _gameObject.OnTriggerExitEvent(OnTriggerExitEvent);
                 ITimeLineAlertTargetEnter timeLineAlertTarget =
                     _timeLineTriggerEntity as ITimeLineAlertTargetEnter;
                 if (timeLineAlertTarget != null)
                 {
-                    timeLineAlertTarget.InitAlert(timeLineAlertSeriailztion,specialDotInfo.targetTran.gameObject);
+                    timeLineAlertTarget.InitAlert(timeLineAlertSeriailztion, _gameObject);
                 }
-                specialDotInfo.targetTran.gameObject.SetActive(true);
+
+                _gameObject.SetActive(true);
             }
         }
 
@@ -48,10 +70,10 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                 _timeLineTriggerEntity as ITimeLineAlertTargetEnter;
             if (timeLineAlertTarget != null)
             {
-                ExitEventGameObject exitEventGameObject= collider.gameObject.GetOrAddComponent<ExitEventGameObject>();
+                ExitEventGameObject exitEventGameObject = collider.gameObject.GetOrAddComponent<ExitEventGameObject>();
                 exitEventGameObject.Collider = collider;
-                exitEventGameObject.OnCollisionExitEvent=(OnTriggerExitEvent);
-                timeLineAlertTarget.Enter(timeLineAlertSeriailztion, collider,_gameObject);
+                exitEventGameObject.OnCollisionExitEvent = (OnTriggerExitEvent);
+                timeLineAlertTarget.Enter(timeLineAlertSeriailztion, collider, _gameObject);
             }
         }
 
@@ -61,10 +83,10 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                 mTimeLineAssetSerialization as TimeLineAlertSeriailztion;
             ITimeLineAlertTargetEnter timeLineAlertTarget =
                 _timeLineTriggerEntity as ITimeLineAlertTargetEnter;
-            
+
             if (timeLineAlertTarget != null)
             {
-                ExitEventGameObject exitEventGameObject= collider.gameObject.GetOrAddComponent<ExitEventGameObject>();
+                ExitEventGameObject exitEventGameObject = collider.gameObject.GetOrAddComponent<ExitEventGameObject>();
                 if (exitEventGameObject.OnCollisionExitEvent == null)
                 {
                     return;
@@ -72,7 +94,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
 
                 exitEventGameObject.Collider = null;
                 exitEventGameObject.OnCollisionExitEvent = null;
-                timeLineAlertTarget.Leave(timeLineAlertSeriailztion, collider,_gameObject);
+                timeLineAlertTarget.Leave(timeLineAlertSeriailztion, collider, _gameObject);
             }
         }
 
@@ -85,58 +107,50 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                 return;
             }
 
-            if (!string.IsNullOrEmpty(timeLineAlertSeriailztion.guid))
-            {
-                SpecialDotInfo specialDotInfo = castEntity.GetMainHotPoin<ILifetCycleHitPoint>(true)
-                    .GetSpecialDotInfo(timeLineAlertSeriailztion.guid);
-                specialDotInfo.targetTran.gameObject.SetActive(false);
-                ITimeLineAlertTargetEnter timeLineAlertTarget =
-                    _timeLineTriggerEntity as ITimeLineAlertTargetEnter;
-                if (timeLineAlertTarget != null)
-                {
-                    timeLineAlertTarget.LeaveAlert(timeLineAlertSeriailztion,specialDotInfo.targetTran.gameObject);
-                }
-            }
-
-            _enterRegister?.UnRegister();
-            _exitRegister?.UnRegister();
-            _enterRegister = null;
-            _exitRegister = null;
+            ClearTrigger();
         }
 
         protected override void ProTimeUpdate()
         {
+            // if (_gameObject != null)
+            // {
+            //     if (timeLineAlertSeriailztion.isFixedPoint)
+            //     {
+            //         
+            //     }
+            // }
         }
 
         protected override void ProBreakTimeLine()
         {
-            TimeLineAlertSeriailztion timeLineAlertSeriailztion =
-                mTimeLineAssetSerialization as TimeLineAlertSeriailztion;
-            if (!string.IsNullOrEmpty(timeLineAlertSeriailztion.guid))
+            ClearTrigger();
+        }
+
+        protected void ClearTrigger()
+        {
+            if (_gameObject != null)
             {
-                SpecialDotInfo specialDotInfo = castEntity.GetMainHotPoin<ILifetCycleHitPoint>(true)
-                    .GetSpecialDotInfo(timeLineAlertSeriailztion.guid);
-                specialDotInfo.targetTran.gameObject.SetActive(false);
+                _gameObject.SetActive(false);
                 ITimeLineAlertTargetEnter timeLineAlertTarget =
                     _timeLineTriggerEntity as ITimeLineAlertTargetEnter;
                 if (timeLineAlertTarget != null)
                 {
-                    timeLineAlertTarget.LeaveAlert(timeLineAlertSeriailztion,specialDotInfo.targetTran.gameObject);
+                    timeLineAlertTarget.LeaveAlert(timeLineAlertSeriailztion, _gameObject);
                 }
             }
 
+            GObjectPool.Instance.Recycle(_newGameObjectPool);
             _enterRegister?.UnRegister();
             _exitRegister?.UnRegister();
             _enterRegister = null;
             _exitRegister = null;
+            _newGameObjectPool = null;
+            _gameObject = null;
         }
 
         protected override void ProDispose()
         {
-            _enterRegister?.UnRegister();
-            _exitRegister?.UnRegister();
-            _enterRegister = null;
-            _exitRegister = null;
+            ClearTrigger();
         }
     }
 }

+ 1 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ILifeCycle.cs

@@ -5,6 +5,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
 {
     public interface ILifeCycle
     {
+        string guidName { get; }
         T This<T>();
         T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)where T : ILifetCycleHitPoint;
         T GetMainHotPoin<T>(bool isIgnoreHind)where T : ILifetCycleHitPoint;

+ 3 - 0
Assets/Scripts/GameTimeLine/SerializationTimeLine/TimeLineSerialization/TimeLineAlertSeriailztion.cs

@@ -11,6 +11,8 @@ public class TimeLineAlertSeriailztion : TimeLineAssetSerialization
     public bool isFindMyHero;
     public TimeLineAlertType alertType;
     public bool manualClose;
+    public bool isFixedPoint;
+    public bool isNew;
     public enum TimeLineAlertType
     {
         /// <summary>
@@ -40,6 +42,7 @@ public class TimeLineAlertSeriailztion : TimeLineAssetSerialization
         isFindEnemy = audioPlayableAsset.isFindEnemy;
         isFindMyHero = audioPlayableAsset.isFindMyHero;
         manualClose = audioPlayableAsset.manualClose;
+        isNew = audioPlayableAsset.isNew;
     }
 #endif
     public override TimeLineEventLogicBasic CreateLogic()

+ 6 - 4
Assets/Scripts/GameUI/GameApplction.cs

@@ -24,7 +24,9 @@ public class GameApplction : IGameStart
     public BundleLoadType BundleLoadType;
     public string h5Url;
     private Entity _root;
+
     private Entity _scene;
+
     // public bool isTest;
     public int levelBattleId = 1;
 
@@ -84,16 +86,16 @@ public class GameApplction : IGameStart
         MainSceneController.Instance.Init();
         await CombatDrive.Instance.Init();
         StartCombatInfo startCombatInfo = new StartCombatInfo();
-        startCombatInfo.CombatType =  CombatType.LevelBattle;
+        startCombatInfo.CombatType = CombatType.LevelBattle;
 #if UNITY_EDITOR
         TestCombatHeroConfig testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();
         if (testCombatHeroConfig != null)
         {
-            startCombatInfo.CombatType =  CombatType.TestCombat;
+            startCombatInfo.CombatType = CombatType.TestCombat;
         }
 #endif
-       
-        startCombatInfo.levelBattleId = levelBattleId;
+
+        startCombatInfo.levelBattleId = AccountFileInfo.Instance.playerData.levelBattle;
         CombatDrive.Instance.AddCombatController(new CombatController());
         gameStartUIPanel.ShowMassge("loadCombat");
         gameStartUIPanel.SetSlider(0.95f);

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