Browse Source

辅助功法和可放置功法特效修改

lzx 1 week ago
parent
commit
57ec5c4735

+ 1 - 1
Assets/Art/VFX/Materials/UIMat/ui_ob_yindao_glow_add.mat

@@ -57,7 +57,7 @@ Material:
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+ 1 - 1
Assets/Art/VFX/Materials/UIMat/ui_ob_yindao_quan.mat

@@ -57,7 +57,7 @@ Material:
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+ 2 - 2
Assets/Art/VFX/Materials/UIMat/ui_renwu_lg.mat

@@ -57,13 +57,13 @@ Material:
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+ 469 - 0
Assets/Res/UI/SkillSelectPanel/SkillSelectPanel.prefab

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+ 35 - 0
Assets/Scripts/GameUI/UI/CombatPanel/SkillKongWidgetData.cs

@@ -3,6 +3,8 @@ using Fort23.UTool;
 using UnityEngine.UI;
 using UnityEngine;
 using System.Collections.Generic;
+using Coffee.UIExtensions;
+
 namespace Fort23.Mono
 {
 	public partial class SkillKongWidget 
@@ -74,6 +76,39 @@ namespace Fort23.Mono
 	      return _Icon_YingXiang;
 	     }
 	   }
+	  private UIParticle _fx_ui_gf_fz_loop;
+	  public UIParticle fx_ui_gf_fz_loop
+	   {
+	   get{
+	      if (_fx_ui_gf_fz_loop == null)
+	       {
+	         _fx_ui_gf_fz_loop  = GetUIUnit<UIParticle>("fx_ui_gf_fz_loop"); 
+	       }
+	      return _fx_ui_gf_fz_loop;
+	     }
+	   }
+	  private GameObject _fx_ui_gf_fz_xian_loop;
+	  public GameObject fx_ui_gf_fz_xian_loop
+	   {
+	   get{
+	      if (_fx_ui_gf_fz_xian_loop == null)
+	       {
+	         _fx_ui_gf_fz_xian_loop  = GetUIUnit<GameObject>("fx_ui_gf_fz_xian_loop"); 
+	       }
+	      return _fx_ui_gf_fz_xian_loop;
+	     }
+	   }
+	  private GameObject _fx_ui_gf_fangzhi_loop;
+	  public GameObject fx_ui_gf_fangzhi_loop
+	   {
+	   get{
+	      if (_fx_ui_gf_fangzhi_loop == null)
+	       {
+	         _fx_ui_gf_fangzhi_loop  = GetUIUnit<GameObject>("fx_ui_gf_fangzhi_loop"); 
+	       }
+	      return _fx_ui_gf_fangzhi_loop;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 99 - 45
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -581,7 +581,7 @@ namespace Fort23.Mono
             new List<int>() { 9, 8, 7 }, //金
             new List<int>() { 1, 0, 9 }, //木
             new List<int>() { 7, 6, 5 }, //水
-          
+
             new List<int>() { 5, 4, 3 }, //火
             new List<int>() { 7, 6, 5 }, //土
             new List<int>() { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, //辅助
@@ -959,6 +959,8 @@ namespace Fort23.Mono
 
         private bool IsCurrentPosUse(SkillInfo skillConfig, SkillKongWidget skillKongWidget)
         {
+            return true;
+
             if (PlayerManager.Instance.myHero.level > 60)
             {
                 return true;
@@ -1010,57 +1012,54 @@ namespace Fort23.Mono
             for (int i = 0; i < allKongSkill.Count; i++)
             {
                 allKongSkill[i].SelectState(false);
+                allKongSkill[i].fx_ui_gf_fangzhi_loop.gameObject.SetActive(false);
             }
 
-
-            if (!max)
+            int index = 5;
+            if (PlayerManager.Instance.myHero.level <= 60)
             {
-                int index = 5;
-                if (PlayerManager.Instance.myHero.level <= 60)
+                //金
+                if (skillConfig.skillConfig.attribute == 1)
                 {
-                    //金
-                    if (skillConfig.skillConfig.attribute == 1)
-                    {
-                        index = 0;
-                    }
-
-                    //木
-                    if (skillConfig.skillConfig.attribute == 2)
-                    {
-                        index = 1;
-                    }
+                    index = 0;
+                }
 
-                    //水
-                    if (skillConfig.skillConfig.attribute == 4)
-                    {
-                        index = 2;
-                    }
+                //木
+                if (skillConfig.skillConfig.attribute == 2)
+                {
+                    index = 1;
+                }
 
-                    //火
-                    if (skillConfig.skillConfig.attribute == 8)
-                    {
-                        index = 3;
-                    }
+                //水
+                if (skillConfig.skillConfig.attribute == 4)
+                {
+                    index = 2;
+                }
 
-                    //土
-                    if (skillConfig.skillConfig.attribute == 16)
-                    {
-                        index = 4;
-                    }
+                //火
+                if (skillConfig.skillConfig.attribute == 8)
+                {
+                    index = 3;
                 }
 
+                //土
+                if (skillConfig.skillConfig.attribute == 16)
+                {
+                    index = 4;
+                }
+            }
 
-                // //辅助
-                // if (skillConfig.skillConfig.attribute == 0)
-                //
-                //     index = 5;
-                // }
+            if (!max)
+            {
+                for (var i = 0; i < allKongSkill.Count; i++)
+                {
+                    allKongSkill[i].SelectState(true);
+                }
 
 
-                //先上对应位置
                 foreach (var i in indexList[index])
                 {
-                    allKongSkill[i].SelectState(true);
+                    allKongSkill[i].fx_ui_gf_fangzhi_loop.gameObject.SetActive(true);
                 }
 
 
@@ -1161,7 +1160,13 @@ namespace Fort23.Mono
                     if (allKongSkill[i].SkillInfo != null)
                     {
                         if (selectSkillConfig.skillConfig.SkillType == allKongSkill[i].SkillInfo.skillConfig.SkillType)
+                        {
                             allKongSkill[i].SelectState(true);
+                            if (indexList[index].Contains(allKongSkill[i].index))
+                            {
+                                allKongSkill[i].fx_ui_gf_fangzhi_loop.gameObject.SetActive(true);
+                            }
+                        }
                     }
                 }
             }
@@ -1184,6 +1189,7 @@ namespace Fort23.Mono
             for (int i = 0; i < allKongSkill.Count; i++)
             {
                 allKongSkill[i].SelectState(false);
+                allKongSkill[i].fx_ui_gf_fangzhi_loop.gameObject.SetActive(false);
             }
 
             ChangeFuZhuYingXiang();
@@ -1193,9 +1199,16 @@ namespace Fort23.Mono
         {
             yingxiang.Clear();
             float addcd = 0;
+
             for (int i = 0; i < allKongSkill.Count; i++)
             {
-                allKongSkill[i].Icon_YingXiang.gameObject.SetActive(false);
+                allKongSkill[i].fx_ui_gf_fz_loop.gameObject.SetActive(false);
+                allKongSkill[i].fx_ui_gf_fz_xian_loop.gameObject.SetActive(false);
+            }
+
+            for (int i = 0; i < allKongSkill.Count; i++)
+            {
+                // allKongSkill[i].fx_ui_gf_fz_loop.gameObject.SetActive(false);
                 if (allKongSkill[i].SkillInfo != null)
                 {
                     addcd += allKongSkill[i].SkillInfo.skillConfig.addcd;
@@ -1204,6 +1217,8 @@ namespace Fort23.Mono
                 if (allKongSkill[i].SkillInfo != null && allKongSkill[i].SkillInfo.skillConfig.SkillType == 2 &&
                     allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1 != null)
                 {
+                    allKongSkill[i].fx_ui_gf_fz_loop.gameObject.SetActive(true);
+                    allKongSkill[i].fx_ui_gf_fz_loop.Play();
                     foreach (var f in allKongSkill[i].SkillInfo.skillConfig.PromoteLanPara_1)
                     {
                         if (f != 0)
@@ -1211,9 +1226,47 @@ namespace Fort23.Mono
                             var nubs = GetNumbers(i, f);
                             foreach (var nub in nubs)
                             {
-                                if (!yingxiang.Contains(nub))
+                                // if (!yingxiang.Contains(nub))
+                                // {
+                                //     yingxiang.Add(nub);
+                                // }
+
+                                allKongSkill[nub].fx_ui_gf_fz_loop.gameObject.SetActive(true);
+                                allKongSkill[nub].fx_ui_gf_fz_loop.Play();
+                                if (allKongSkill[nub].SkillInfo != null)
                                 {
-                                    yingxiang.Add(nub);
+                                    //左边
+                                    if (f == -1)
+                                    {
+                                        // 计算从A指向B的向量
+                                        Vector2 direction = allKongSkill[nub].transform.position -
+                                                            allKongSkill[i].transform.position;
+
+                                        float angleRad = Mathf.Atan2(direction.y, direction.x);
+
+
+                                        float angleDeg = angleRad * Mathf.Rad2Deg;
+
+
+                                        allKongSkill[nub].fx_ui_gf_fz_xian_loop.transform.rotation =
+                                            Quaternion.Euler(0, 0, angleDeg + 20);
+                                        allKongSkill[nub].fx_ui_gf_fz_xian_loop.gameObject.SetActive(true);
+                                        // LogTool.Error($"角度:{angleDeg}");
+                                    }
+                                    else
+                                    {
+                                        // 计算从A指向B的向量
+                                        Vector2 direction = allKongSkill[i].transform.position -
+                                                            allKongSkill[nub].transform.position;
+
+                                        float angleRad = Mathf.Atan2(direction.y, direction.x);
+
+
+                                        float angleDeg = angleRad * Mathf.Rad2Deg;
+                                        allKongSkill[i].fx_ui_gf_fz_xian_loop.transform.rotation =
+                                            Quaternion.Euler(0, 0, angleDeg + 20);
+                                        allKongSkill[i].fx_ui_gf_fz_xian_loop.gameObject.SetActive(true);
+                                    }
                                 }
                             }
                         }
@@ -1221,10 +1274,11 @@ namespace Fort23.Mono
                 }
             }
 
-            foreach (var i in yingxiang)
-            {
-                allKongSkill[i].Icon_YingXiang.gameObject.SetActive(true);
-            }
+            // foreach (var i in yingxiang)
+            // {
+            //     allKongSkill[i].fx_ui_gf_fz_loop.gameObject.SetActive(true);
+            //     allKongSkill[i].fx_ui_gf_fz_loop.Play();
+            // }
 
             Text_Cd.text = LanguageManager.Instance.Text(10208,
                 ((PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum *