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Merge branch 'master' of http://192.168.123.2:3000/ck/XiuXianGame

# Conflicts:
#	Assets/Art/VFX/Materials/UIMat/ui_renwu_lg.mat   resolved by origin/master(远端) version
lzx 5 days ago
parent
commit
5810f9ba76
100 changed files with 2728 additions and 1090 deletions
  1. 1 1
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  2. 1 1
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Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -106,7 +106,7 @@ namespace GameLogic.Combat.CombatTool
                 {
                     GameObject gameObject = assetHandle.AssetObject<GameObject>();
                     SceneMonoConfig = gameObject.GetComponent<SceneMonoConfigBasic>();
-                    Shader.SetGlobalFloat(Ran, 0.1f);
+                    Shader.SetGlobalFloat(Ran,100f);
                     // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);
                 });
             cTaskAwaitBuffer.AddTask(task_a);
@@ -176,7 +176,7 @@ namespace GameLogic.Combat.CombatTool
 
         public void StartPayShengShi(Transform root)
         {
-            shengShiRan = 1;
+            shengShiRan = 0;
             Shader.SetGlobalFloat(Ran, shengShiRan);
             // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);
             Vector3 pos = CombatController.currActiveCombat.playerHeroEntity.dotPos - CombatController.currActiveCombat
@@ -200,14 +200,14 @@ namespace GameLogic.Combat.CombatTool
             if (_isUpdateShengShi)
             {
                 // _shengShiAddTime += t * 1f;
-                shengShiRan += t * 150;
+                shengShiRan += t*0.5f ;
                 Shader.SetGlobalFloat(Ran, shengShiRan);
                 // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, shengShiRan);
                 // float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);
                 // ShengShiQiuTi.own.transform.localScale = Vector3.one * v;
-                if (shengShiRan >= 200)
+                if (shengShiRan >= 0.4)
                 {
-                    Shader.SetGlobalFloat(Ran, 0.1f);
+                    Shader.SetGlobalFloat(Ran, 100);
                     // SceneMonoConfig.shengShiMaterial.SetFloat(Ran, 0.1f);
 
                     _isUpdateShengShi = false;

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