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Merge branch 'master' of http://192.168.123.2:3000/fort23/XY001

# Conflicts:
#	Assets/StreamingAssets/assetConfig.txt   resolved by master version
#	UserSettings/Layouts/default-2022.dwlt   resolved by master version
DESKTOP-FB72PO8\Administrator 4 mesi fa
parent
commit
62e64b86e5
36 ha cambiato i file con 6589 aggiunte e 921 eliminazioni
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  10. 144 56
      Assets/Layer Lab/GUI Pro-SuperCasual/Scene/DemoScene_SuperCasual.unity
  11. 112 0
      Assets/Res/Config/LanguageChineseConfig.json
  12. 58 17
      Assets/Res/Config/SkillConfig.json
  13. 353 252
      Assets/Res/UI/SkillUIComponent.prefab
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      Assets/Res/UIAtlas/all.spriteatlasv2
  15. 5220 537
      Assets/Scenes/UIBuild.scene
  16. 7 1
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  17. 39 18
      Assets/Scripts/GameLogic/Hero/HeroController.cs
  18. 27 11
      Assets/Scripts/GameLogic/Hero/SkillData.cs
  19. 9 3
      Assets/Scripts/GameLogic/Hero/SkillInfo.cs
  20. 1 1
      Assets/Scripts/GameLogic/Player/AccountFileInfo.cs
  21. 4 4
      Assets/Scripts/GameLogic/Player/PlayerManager.cs
  22. 67 17
      Assets/Scripts/GameUI/UI/Hero/SkillUIComponent.cs
  23. 6 1
      Assets/Scripts/GameUI/UI/Hero/WidgetHero.cs
  24. 5 2
      Assets/Scripts/GameUI/UI/Hero/WidgetIconSkill.cs
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      Excel2Json/Excel/Language.xlsx
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      Excel2Json/Excel/skill.xlsx
  27. 1 1
      UGUIPack/uguiconfig.db
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      美术/art_use_ui/all/dec_Close02.png
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      美术/unity_use_ui/Button/btn_Round06_Red.png
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      美术/unity_use_ui/decorate/dec_Close01_Border.png
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      美术/unity_use_ui/decorate/dec_Close02.png

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+ 112 - 0
Assets/Res/Config/LanguageChineseConfig.json

@@ -127,6 +127,118 @@
     {
       "ID": 32,
       "txt": "精英"
+    },
+    {
+      "ID": 33,
+      "txt": "向周围释放多道剑气,造成<color=#7AC180>{0}%</color>攻击力的伤害。"
+    },
+    {
+      "ID": 34,
+      "txt": "造成的伤害提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 35,
+      "txt": "造成的伤害提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 36,
+      "txt": "造成的伤害提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 37,
+      "txt": "英雄提升至{0}级强化该技能"
+    },
+    {
+      "ID": 38,
+      "txt": "英雄提升至{0}级解锁该技能"
+    },
+    {
+      "ID": 39,
+      "txt": "英雄提升至{0}星强化该技能"
+    },
+    {
+      "ID": 40,
+      "txt": "英雄提升至{0}星解锁该技能"
+    },
+    {
+      "ID": 41,
+      "txt": "{0}级:"
+    },
+    {
+      "ID": 42,
+      "txt": "({0}级解锁)"
+    },
+    {
+      "ID": 43,
+      "txt": "({0}星解锁)"
+    },
+    {
+      "ID": 44,
+      "txt": "技能已达最高等级"
+    },
+    {
+      "ID": 45,
+      "txt": "旋风斩"
+    },
+    {
+      "ID": 46,
+      "txt": "对前方范围释放火焰,对范围内的敌人进行多次灼烧,每次造成<color=#7AC180>{0}%</color>攻击力的伤害,持续<color=#7AC180>{1}秒</color>"
+    },
+    {
+      "ID": 47,
+      "txt": "每次造成的伤害提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 48,
+      "txt": "每次造成的伤害提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 49,
+      "txt": "持续时间提升至<color=#7AC180>{1}秒</color>。"
+    },
+    {
+      "ID": 50,
+      "txt": "火焰烧烤"
+    },
+    {
+      "ID": 51,
+      "txt": "对全体英雄进行治疗,恢复<color=#7AC180>{0}%</color>攻击力的血量。"
+    },
+    {
+      "ID": 52,
+      "txt": "恢复的血量提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 53,
+      "txt": "恢复的血量提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 54,
+      "txt": "恢复的血量提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 55,
+      "txt": "全体治疗"
+    },
+    {
+      "ID": 56,
+      "txt": "向前方连续射出多支魔法箭,造成<color=#7AC180>{0}%</color>攻击力的伤害。"
+    },
+    {
+      "ID": 57,
+      "txt": "造成的伤害提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 58,
+      "txt": "造成的伤害提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 59,
+      "txt": "造成的伤害提升至<color=#7AC180>{0}%</color>。"
+    },
+    {
+      "ID": 60,
+      "txt": "万箭齐发"
     }
   ]
 }

+ 58 - 17
Assets/Res/Config/SkillConfig.json

@@ -9,6 +9,7 @@
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@@ -73,7 +78,8 @@
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+      "name": 55,
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+      "name": 55,
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+      m_Calls: []
+  m_Sprite: {fileID: 0}
+  m_Type: 1
+  m_PreserveAspect: 0
+  m_FillCenter: 1
+  m_FillMethod: 4
+  m_FillAmount: 1
+  m_FillClockwise: 1
+  m_FillOrigin: 0
+  m_UseSpriteMesh: 0
+  m_PixelsPerUnitMultiplier: 1
+  _icon_name: btn_Round06_Red
+  isNotLoadDeftIcon: 0
+  CurrSpriteAtlas: {fileID: 100100200, guid: 7b02f32fa59cd4e3085208946b112537, type: 3}
+  packInfo:
+    packName: all
+    packgJsonPath: /Art/UIAssets/TextrueJson/all.txt
+    packgSpritePath: Assets/Res/UIAtlas/all.spriteatlasv2
+    lasetJsonGUID: ace5466faa841bb7b9046587aae54d38
 --- !u!1001 &2249487104835043702
 PrefabInstance:
   m_ObjectHideFlags: 0

+ 4 - 0
Assets/Res/UIAtlas/all.spriteatlasv2

@@ -27,6 +27,7 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: 137d66878d81240e08b1f9e634dd03e5, type: 3}
     - {fileID: 2800000, guid: c9076402f3d8e4f14b590c121f9c99d0, type: 3}
     - {fileID: 2800000, guid: 620836cccebfa47d69f3604400cda9d1, type: 3}
+    - {fileID: 2800000, guid: 7c8926e9485cb44518cbd710f654f4c3, type: 3}
     - {fileID: 2800000, guid: dd5f2c8c6196c4f2da80fb80e8d302c1, type: 3}
     - {fileID: 2800000, guid: 036dc8ba1666442588bd4900d7967f74, type: 3}
     - {fileID: 2800000, guid: df1cd931072aa4a118088d9e27a0a603, type: 3}
@@ -54,13 +55,16 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: 644d6a9935ab8468f91bccdf0e81217e, type: 3}
     - {fileID: 2800000, guid: 0107877e5f4474feeb6c3a48ddbd0181, type: 3}
     - {fileID: 2800000, guid: e6614d7880f624bebb9eb042438465e7, type: 3}
+    - {fileID: 2800000, guid: 513aeb74bd03e47a89e20193a6ed1b19, type: 3}
     - {fileID: 2800000, guid: 11f8939ed19d74afd9f1ec5c2cd1ed40, type: 3}
     - {fileID: 2800000, guid: 58233a1daedbb4a24b2ddca6bcb864fd, type: 3}
     - {fileID: 2800000, guid: 03108c847a5054b63971245729018c27, type: 3}
+    - {fileID: 2800000, guid: eb5a004d027914b13abea711a54675e5, type: 3}
     - {fileID: 2800000, guid: e4a00da9d5759447c948b8fa241afc3e, type: 3}
     - {fileID: 2800000, guid: dd87b4353a45646fbbeaafe8c13a4632, type: 3}
     - {fileID: 2800000, guid: 7c661cddbbc49467d8441a35766809e1, type: 3}
     - {fileID: 2800000, guid: 0e2733676e1be451a8519a89c49798c1, type: 3}
+    - {fileID: 2800000, guid: b2e467ec8826146c494188b3c7fbdef7, type: 3}
     - {fileID: 2800000, guid: 7529bbf4240db4e31a7b6f4df456a36a, type: 3}
     - {fileID: 2800000, guid: 082c2d0dec6374c548992e3de4c3cc17, type: 3}
     - {fileID: 2800000, guid: ab7ed8048d1084deca39266a82de2fbc, type: 3}

File diff suppressed because it is too large
+ 5220 - 537
Assets/Scenes/UIBuild.scene


+ 7 - 1
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -58,11 +58,17 @@ public int level;
 
 
 		/// <summary>
-		///名称语言表ID
+		///技能名 语言表ID
 		/// </summary>
 public int name;
 
 
+		/// <summary>
+		///技能描述 语言表ID
+		/// </summary>
+public int desc;
+
+
 		/// <summary>
 		///效果值
 		/// </summary>

+ 39 - 18
Assets/Scripts/GameLogic/Hero/HeroController.cs

@@ -122,7 +122,13 @@ namespace GameLogic.Hero
                 SkillUpConfig upConfig = PlayerManager.Instance.heroController
                     .IsLevelUpGetNewSkill(heroInfo.level.Value);
                 
-                data.isSkillUp = upConfig.ID > 0;
+                
+                if (upConfig.ID > 0)
+                {
+                    heroInfo.SkillData.UpdateSkills();
+                    data.isSkillUp = true;
+                }
+                
                 EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
             }
             else if (upType == HeroUpType.Promote)
@@ -130,7 +136,14 @@ namespace GameLogic.Hero
                 SkillUpConfig upConfig = PlayerManager.Instance.heroController
                     .IsStarUpGetNewSkill(heroInfo.star.Value);
                 
-                data.isSkillUp = upConfig.ID > 0;
+                // data.isSkillUp = upConfig.ID > 0;
+                
+                if (upConfig.ID > 0)
+                {
+                    heroInfo.SkillData.UpdateSkills();
+                    data.isSkillUp = true;
+                }
+                
                 EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
             }
         }
@@ -268,9 +281,9 @@ namespace GameLogic.Hero
             SkillConfig skillConfig = new SkillConfig();
             
             int lv = 0;
-            for(int i = 0; i <  PlayerManager.Instance.groupSkillDIc[groupID].Count; i++)
+            for(int i = 0; i <  PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
             {
-                SkillConfig config = PlayerManager.Instance.groupSkillDIc[groupID][i];
+                SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
 
                 if (i == 0 && !onlyUnLock)
                 {
@@ -305,45 +318,45 @@ namespace GameLogic.Hero
             {
                 //整体可能有点绕,后面再看优化不
                 
-                //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能是否解锁,以及还差多少差解锁
+                //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能技能的解锁情况
                 int skillUpID = skillID % 100;
-                SkillUpConfig skillUpConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
+                SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
 
                 //取个位
                 int gw = skillUpID % 10;
                 
-                int skillUpID1 = -1;
-                //当个位>1时,需要额外判断一下,技能的1级是否已经解锁(可能1级是星级解锁)
+                int skillUpIDLevel1 = -1;
+                //当个位>1时(表示技能等级>1),需要额外判断一下,技能的1级是否已经解锁(可能1级是星级解锁)
                 //避免出现,技能是5星解锁解锁1级,200级解锁2级,但玩家现在4星,201级,就不该解锁2级,因为星级不够
                 if (gw > 1)
                 {
                     //技能1级的解锁ID,例如: 33 - 3 + 1 = 31, 31就是技能1级的解锁条件id
-                    skillUpID1 = skillUpID - gw + 1;
+                    skillUpIDLevel1 = skillUpID - gw + 1;
                 }
                 
                 //等级解锁
-                if (skillUpConfig.upType == 1)
+                if (upConfig.upType == 1)
                 {
-                    SkillUpConfig skillUpConfig1 = new SkillUpConfig();
+                    SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
                     //准备判断,该技能1级时,是否为星级解锁
-                    if (skillUpID1 > 0)
+                    if (skillUpIDLevel1 > 0)
                     {
-                        skillUpConfig1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID1);
+                        skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
                     }
 
                     //如果技能的第一级需要星级解锁,需额外判断一下星级是否达到
-                    bool isStarOk = skillUpConfig1.upType != 2 || star > skillUpConfig1.upValue;
+                    bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
                     
 
-                    if (level >= skillUpConfig.upValue && isStarOk)
+                    if (level >= upConfig.upValue && isStarEnough)
                     {
                         isUnLock = true;
                     }
                 }
                 //星级解锁
-                else if (skillUpConfig.upType == 2)
+                else if (upConfig.upType == 2)
                 {
-                    if (star >= skillUpConfig.upValue)
+                    if (star >= upConfig.upValue)
                     {
                         isUnLock = true;
                     }
@@ -354,6 +367,14 @@ namespace GameLogic.Hero
         }
 
 
+        public SkillUpConfig GetSkillUpConfig(int skillID)
+        {
+            //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能技能的解锁情况
+            int skillUpID = skillID % 100;
+            SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
+            return upConfig;
+        }
+
         /// <summary>
         /// 判断【等级】是否可以解锁新技能
         /// </summary>
@@ -366,7 +387,7 @@ namespace GameLogic.Hero
             {
                 if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
                 {
-                    return upConfig;
+                    return skillUpConfig;
                 }
             }
             return upConfig;

+ 27 - 11
Assets/Scripts/GameLogic/Hero/SkillData.cs

@@ -7,22 +7,22 @@ namespace GameLogic.Hero
 {
     public class SkillData
     {
-        public SkillConfig skillConfig;
+        // public SkillConfig skillConfig;
 
         /// <summary>
         /// 所有技能
         /// </summary>
-        public List<SkillInfo> allSkills = new List<SkillInfo>();
+        // public List<SkillInfo> allSkills = new List<SkillInfo>();
 
         /// <summary>
         /// 已解锁的技能
         /// </summary>
-        public List<SkillInfo> allUnLockSkill = new List<SkillInfo>();
+        // public List<SkillInfo> allUnLockSkill = new List<SkillInfo>();
         
         /// <summary>
         /// 战斗中的技能数据
         /// </summary>
-        public List<SkillInfo> allSkill4Combat = new List<SkillInfo>();
+        // public List<SkillInfo> allSkill4Combat = new List<SkillInfo>();
         
         public Dictionary<int, List<SkillInfo>> mySkillDic = new Dictionary<int, List<SkillInfo>>();
 
@@ -64,6 +64,22 @@ namespace GameLogic.Hero
         // {
         //     this.heroInfo = heroInfo;
         // }
+
+
+        public void UpdateSkills()
+        {
+            // foreach (SkillInfo skillInfo in mySkillDic[groupID])
+            // {
+            //     skillInfo.UpdateInfo();
+            // }
+            foreach (KeyValuePair<int,List<SkillInfo>> keyValuePair in mySkillDic)
+            {
+                foreach (SkillInfo skillInfo in keyValuePair.Value)
+                {
+                    skillInfo.UpdateInfo();
+                }
+            }
+        }
         
         public void InitSkills()
         {
@@ -71,16 +87,16 @@ namespace GameLogic.Hero
             {
                 int skillGroup = heroInfo.modelConfig.skillID[i];
 
-                foreach (SkillConfig config in PlayerManager.Instance.groupSkillDIc[skillGroup])
+                foreach (SkillConfig config in PlayerManager.Instance.groupSkillDic[skillGroup])
                 {
                     SkillInfo skillInfo = new SkillInfo();
                     skillInfo.Init(this, config);
-                    allSkills.Add(skillInfo);
-
-                    if (skillInfo.isUnLock)
-                    {
-                        allUnLockSkill.Add(skillInfo);
-                    }
+                    // allSkills.Add(skillInfo);
+                    //
+                    // if (skillInfo.isUnLock)
+                    // {
+                    //     allUnLockSkill.Add(skillInfo);
+                    // }
 
                     if (mySkillDic.ContainsKey(skillGroup))
                     { 

+ 9 - 3
Assets/Scripts/GameLogic/Hero/SkillInfo.cs

@@ -13,12 +13,18 @@ namespace GameLogic.Hero
         /// </summary>
         public bool isUnLock;
 
-        public SkillUpConfig skillUpConfig;
+        // public SkillUpConfig skillUpConfig;
 
-        private SkillData _skillData;
+        // private SkillData _skillData;
+
+        public void UpdateInfo()
+        {
+            isUnLock = PlayerManager.Instance.heroController.IsUnLockSkill(heroInfo.level.Value, heroInfo.star.Value, skillConfig.ID);
+        }
+        
         public void Init(SkillData skillData, SkillConfig skillConfig)
         {
-            this._skillData = skillData;
+            // this._skillData = skillData;
             this.skillConfig = skillConfig;
             heroInfo = skillData.heroInfo;
             

+ 1 - 1
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -160,7 +160,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         ItemData heroExp = new ItemData()
         {
             itemId = GlobalParam.Item_HeroExp_ID,
-            itemCount = 100000,
+            itemCount = 99000000,
         };
 
         playerData.ItemListData.Add(coin);

+ 4 - 4
Assets/Scripts/GameLogic/Player/PlayerManager.cs

@@ -18,7 +18,7 @@ public class PlayerManager : Singleton<PlayerManager>
     public SkillUpConfig[] skillUpConfigs;
     public SkillConfig[] SkillConfigs;
     
-    public Dictionary<int, List<SkillConfig>> groupSkillDIc = new Dictionary<int, List<SkillConfig>>();
+    public Dictionary<int, List<SkillConfig>> groupSkillDic = new Dictionary<int, List<SkillConfig>>();
 
     public long coin;
     public long diamond;
@@ -44,13 +44,13 @@ public class PlayerManager : Singleton<PlayerManager>
 
         foreach (var skillConfig in SkillConfigs)
         {
-            if (groupSkillDIc.ContainsKey(skillConfig.IDGroup))
+            if (groupSkillDic.ContainsKey(skillConfig.IDGroup))
             {
-                groupSkillDIc[skillConfig.IDGroup].Add(skillConfig);
+                groupSkillDic[skillConfig.IDGroup].Add(skillConfig);
             }
             else
             {
-                groupSkillDIc.Add(skillConfig.IDGroup, new List<SkillConfig> { skillConfig });
+                groupSkillDic.Add(skillConfig.IDGroup, new List<SkillConfig> { skillConfig });
             }
         }
     }

+ 67 - 17
Assets/Scripts/GameUI/UI/Hero/SkillUIComponent.cs

@@ -1,6 +1,8 @@
 using System.Collections.Generic;
+using System.Linq;
 using Core.Language;
 using Core.Utility;
+using Excel2Json;
 using GameLogic.Hero;
 using UnityEngine;
 using UnityEngine.UI;
@@ -88,11 +90,12 @@ namespace Fort23.Mono
             // SkillInfo skillInfo = heroInfo.skillComponent.GetHighestLevel(groupID);
 
             
-            //最高解锁的SkillInfo
+            //最高解锁的Skill
             SkillInfo maxSkillUnLock = skillInfos[0];
-            //第一个锁的SkillInfo
+            //第一个未解锁的Skill
             SkillInfo firstSkillLock = null;
-            bool once = true;
+            bool maxLv = false;
+            bool oneSet = true;
             int tmpLv = 0;
 
             for (int i = 0; i < skillInfos.Count; i++)
@@ -106,29 +109,66 @@ namespace Fort23.Mono
                         tmpLv = skillInfos[i].skillConfig.level;
                         maxSkillUnLock = skillInfos[i];
                     }
+                    //最后一个技能也解锁了
+                    if (i >= skillInfos.Count - 1)
+                    {
+                        maxLv = true;
+                    }
                 }
                 else
                 {
-                    if (skillInfos[i].skillUpConfig.upType == 1)
+                    //if (skillInfos[i].skillUpConfig.upType == 1)
+                    SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig(skillInfos[i].skillConfig.ID);
+                    if (upConfig.upType == 1)
                     {
-                        unLockConditionStr = skillInfos[i].skillUpConfig.upValue + "级解锁";
+                        unLockConditionStr = LanguageManager.Instance.Text(42, upConfig.upValue);
+                        //if (i > 0 && oneSet) 的意思是:没有解锁的且不是1级的技能,这样的技能,只设置一次txtTips
+                        //只设置一次txtTips是满足需求的,给玩家说,下一级什么时候解锁,不限制的话,会提示最后一级什么时候解锁
+                        if (i > 0 && oneSet)
+                        {
+                            // txtTips.text = "等级达到" + firstSkillUpConfig.upValue + "级后解锁";
+                            oneSet = false;
+                            txtTips.text = LanguageManager.Instance.Text(37, upConfig.upValue);
+                        }
+                        
                     }
-                    else
+                    else if(upConfig.upType == 2)
                     {
-                        unLockConditionStr = "星级达到" + skillInfos[i].skillUpConfig.upValue + "星后解锁";
+                        unLockConditionStr = LanguageManager.Instance.Text(43, upConfig.upValue);
+                        //if (i > 0 && oneSet) 的意思是:没有解锁的且不是1级的技能,这样的技能,只设置一次txtTips
+                        //只设置一次txtTips是满足需求的,给玩家说,下一级什么时候解锁,不限制的话,会提示最后一级什么时候解锁
+                        if (i > 0 && oneSet)
+                        {
+                            // txtTips.text = "等级达到" + firstSkillUpConfig.upValue + "级后解锁";
+                            oneSet = false;
+                            txtTips.text = LanguageManager.Instance.Text(39, upConfig.upValue);
+                        }
                     }
 
                     color = new Color(0.65f, 0.65f, 0.65f);
 
-                    if (once)
+                    if (i == 0)
                     {
-                        once = false;
+                        // once = false;
                         firstSkillLock = skillInfos[i];
                     }
                 }
                 
                 GameObject go = skillDesc[i] as GameObject;
-                go.GetComponent<Text>().text = LanguageManager.Instance.Text(skillInfos[i].skillConfig.name, skillInfos[i].skillConfig.effectValue) + unLockConditionStr;
+                object[] data = new object[skillInfos[i].skillConfig.effectValue.Length];
+                for (int j = 0; j < skillInfos[i].skillConfig.effectValue.Length; j++)
+                {
+                    data[j] = skillInfos[i].skillConfig.effectValue[j];
+                }
+                
+                string lvTxt = "";
+                //1级技能直接显示技能效果,从2级开始,UI上要显示 2级:技能效果描述
+                if (i > 0)
+                {
+                    lvTxt = LanguageManager.Instance.Text(41, skillInfos[i].skillConfig.level);
+                }
+                
+                go.GetComponent<Text>().text = lvTxt + LanguageManager.Instance.Text(skillInfos[i].skillConfig.desc, data) + unLockConditionStr;
                 go.GetComponent<Text>().color = color;
                 go.SetActive(true);
             }
@@ -139,25 +179,35 @@ namespace Fort23.Mono
             txtLv.text = maxSkillUnLock.skillConfig.level.ToString();
             txtCD.text = "冷却" + maxSkillUnLock.skillConfig.cd + "秒";
 
+            //第一个技能就没有解锁时
             if (firstSkillLock != null)
             {
-                if (firstSkillLock.skillUpConfig.upType == 1)
+                SkillUpConfig firstSkillUpConfig = PlayerManager.Instance.heroController.GetSkillUpConfig(firstSkillLock.skillConfig.ID);
+                if (firstSkillUpConfig.upType == 1)
                 {
-                    txtTips.text = "等级达到" + firstSkillLock.skillUpConfig.upValue + "级后解锁";
+                    // txtTips.text = "等级达到" + firstSkillUpConfig.upValue + "级后解锁";
+                    txtTips.text = LanguageManager.Instance.Text(38, firstSkillUpConfig.upValue);
                 }
-                else
+                else if (firstSkillUpConfig.upType == 2)
                 {
-                    txtTips.text = "星级达到" + firstSkillLock.skillUpConfig.upValue + "星后解锁";
+                    // txtTips.text = "星级达到" + firstSkillUpConfig.upValue + "星后解锁";
+                    txtTips.text = LanguageManager.Instance.Text(40, firstSkillUpConfig.upValue);
                 }
             }
-            else
+            // else
+            // {
+            //     txtTips.text = "技能已达最高等级";
+            // }
+
+            if (maxLv)
             {
-                txtTips.text = "技能已达最高等级";
+                txtTips.text = LanguageManager.Instance.Text(44);
             }
 
 
-            layoutGroup.enabled = true;
+            // layoutGroup.enabled = true;
             // layoutGroup.enabled = false;
+            LayoutRebuilder.ForceRebuildLayoutImmediate(layoutGroup.GetComponent<RectTransform>());
         }
 
     }

+ 6 - 1
Assets/Scripts/GameUI/UI/Hero/WidgetHero.cs

@@ -64,6 +64,12 @@ namespace Fort23.Mono
             heroClickEventData.heroId = heroInfo.modelID;
             EventManager.Instance.Dispatch(CustomEventType.HeroClick, heroClickEventData);
 
+            // OffsetPos();
+            await OpenHeroDetailPanel();
+        }
+
+        private void OffsetPos()
+        {
             Vector3 curPos = transform.parent.localPosition;
             Vector3 newPos;
             if (curPos.y == 0)
@@ -88,7 +94,6 @@ namespace Fort23.Mono
             }
             transform.parent.localPosition = newPos;
             MainSceneController.Instance.mainUI?.RestWidgetHeroPos(this);
-            
         }
 
         private async Task OpenHeroDetailPanel()

+ 5 - 2
Assets/Scripts/GameUI/UI/Hero/WidgetIconSkill.cs

@@ -1,3 +1,4 @@
+using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Hero;
 using UnityEngine;
@@ -55,7 +56,9 @@ namespace Fort23.Mono
                 lockImgObj.SetActive(true);
                 unLockObj.SetActive(false);
                 //等级解锁: 只留锁,其他都隐藏
-                if (skillInfo.skillUpConfig.upType == 1)
+                SkillUpConfig upConfig =
+                    PlayerManager.Instance.heroController.GetSkillUpConfig(skillInfo.skillConfig.ID);
+                if (upConfig.upType == 1)
                 {
                     lockObj.SetActive(false);
                 }
@@ -63,7 +66,7 @@ namespace Fort23.Mono
                 else
                 {
                     lockObj.SetActive(true);
-                    HeroUITools.SetStarShow(stars, skillInfo.skillUpConfig.upValue);
+                    HeroUITools.SetStarShow(stars, upConfig.upValue);
                 }
                 
                 

BIN
Excel2Json/Excel/Language.xlsx


BIN
Excel2Json/Excel/skill.xlsx


+ 1 - 1
UGUIPack/uguiconfig.db

@@ -1 +1 @@
-{"allPackgInfos":[{"packName":"all","packgJsonPath":"/Art/UIAssets/TextrueJson/all.txt","packgSpritePath":"Assets/Res/UIAtlas/all.spriteatlasv2","lasetJsonGUID":"8fbc3902b8b4a448719eb520746784cf"},{"packName":"heroIcon","packgJsonPath":"/Art/UIAssets/TextrueJson/heroIcon.txt","packgSpritePath":"Assets/Res/UIAtlas/heroIcon.spriteatlasv2","lasetJsonGUID":"e21daa5d31e00b95876c58a9ce604a30"},{"packName":"skillIcon","packgJsonPath":"/Art/UIAssets/TextrueJson/skillIcon.txt","packgSpritePath":"Assets/Res/UIAtlas/skillIcon.spriteatlasv2","lasetJsonGUID":"94128d0dbe9cd8207418b750524ba469"}],"isJiaoYan":true}
+{"allPackgInfos":[{"packName":"all","packgJsonPath":"/Art/UIAssets/TextrueJson/all.txt","packgSpritePath":"Assets/Res/UIAtlas/all.spriteatlasv2","lasetJsonGUID":"d3b0b107e23be62afc308a429404810b"},{"packName":"heroIcon","packgJsonPath":"/Art/UIAssets/TextrueJson/heroIcon.txt","packgSpritePath":"Assets/Res/UIAtlas/heroIcon.spriteatlasv2","lasetJsonGUID":"e21daa5d31e00b95876c58a9ce604a30"},{"packName":"skillIcon","packgJsonPath":"/Art/UIAssets/TextrueJson/skillIcon.txt","packgSpritePath":"Assets/Res/UIAtlas/skillIcon.spriteatlasv2","lasetJsonGUID":"94128d0dbe9cd8207418b750524ba469"}],"isJiaoYan":true}

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美术/art_use_ui/all/dec_Close01_Border.png


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美术/unity_use_ui/TextrueJson/all.txt


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