Browse Source

修改bug

DESKTOP-BGJIU14\ck 2 weeks ago
parent
commit
646ad99f76
67 changed files with 5112 additions and 2197 deletions
  1. 2 2
      .run/Attach to Unity Editor.run.xml
  2. 112 4
      Assets/Art/HeroTimeLine/gf_bingqiu_timeline.playable
  3. 125 125
      Assets/Art/HeroTimeLine/gf_bingzhui_timeline.playable
  4. 68 934
      Assets/Art/HeroTimeLine/gf_jianjue_timeline.playable
  5. 1 1
      Assets/Art/VFX/FXPrefabs/fx_gf_bingqiu.prefab
  6. 3 3
      Assets/Art/VFX/FXPrefabs/fx_gf_bingqiu_wu.prefab
  7. 2 2
      Assets/Art/VFX/FXPrefabs/fx_gf_bingzhui.prefab
  8. 3 3
      Assets/Art/VFX/FXPrefabs/fx_gf_duzhen.prefab
  9. 4 3
      Assets/Res/Config/HeroModelConfig.json
  10. 145 15
      Assets/Res/Config/SkillConfig.json
  11. 304 0
      Assets/Res/Config/SkillPowerupConfig.json
  12. 7 0
      Assets/Res/Config/SkillPowerupConfig.json.meta
  13. 0 1
      Assets/Res/TimeLineAssets/bingqiu_timeline_TD.txt
  14. 1 1
      Assets/Res/TimeLineAssets/bingzhui_timeline_TD.txt
  15. 1 1
      Assets/Res/TimeLineAssets/duzhen_timeline_TD.txt
  16. 0 0
      Assets/Res/TimeLineAssets/jianjue_timeline_TD.txt
  17. 3020 0
      Assets/Res/UI/SkillSelectPanel.prefab
  18. 7 0
      Assets/Res/UI/SkillSelectPanel.prefab.meta
  19. 410 7
      Assets/Scenes/testCombat.scene
  20. 57 0
      Assets/Scripts/Core/UI/Core/MyUIButton.cs
  21. 11 0
      Assets/Scripts/Core/UI/Core/MyUIButton.cs.meta
  22. 6 0
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  23. 38 0
      Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs
  24. 11 0
      Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs.meta
  25. 1 1
      Assets/Scripts/GameLogic/Combat/Buff/b_1004.cs
  26. 1 1
      Assets/Scripts/GameLogic/Combat/Buff/b_1005.cs
  27. 9 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  28. 14 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/HeroInjuredEventData.cs
  29. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/HeroInjuredEventData.cs.meta
  30. 10 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/StartInjuredEventData.cs
  31. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/StartInjuredEventData.cs.meta
  32. 19 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/TimelineFxLogicInitEventData.cs
  33. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/TimelineFxLogicInitEventData.cs.meta
  34. 80 13
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  35. 2 1
      Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs
  36. 4 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  37. 21 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  38. 59 63
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs
  39. 4 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs
  40. 10 0
      Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs
  41. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S1001.cs
  42. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S1101.cs
  43. 35 36
      Assets/Scripts/GameLogic/Combat/Skill/S1201.cs
  44. 48 0
      Assets/Scripts/GameLogic/Combat/Skill/S1301.cs
  45. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S1301.cs.meta
  46. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S2001.cs
  47. 44 0
      Assets/Scripts/GameLogic/Combat/Skill/S501001.cs
  48. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S501001.cs.meta
  49. 39 0
      Assets/Scripts/GameLogic/Combat/Skill/S501101.cs
  50. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S501101.cs.meta
  51. 72 0
      Assets/Scripts/GameLogic/Combat/Skill/S501201.cs
  52. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S501201.cs.meta
  53. 36 0
      Assets/Scripts/GameLogic/Combat/Skill/S501301.cs
  54. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S501301.cs.meta
  55. 65 0
      Assets/Scripts/GameLogic/Combat/Skill/S501401.cs
  56. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S501401.cs.meta
  57. 70 47
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  58. 3 0
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  59. 2 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs
  60. 22 0
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs
  61. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs.meta
  62. 4 4
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs
  63. 1 0
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs
  64. 0 0
      Assets/StreamingAssets/assetConfig.txt
  65. BIN
      Excel2Json/Excel/HeroModel.xlsx
  66. BIN
      Excel2Json/Excel/skill.xlsx
  67. 56 921
      UserSettings/Layouts/CurrentMaximizeLayout.dwlt

+ 2 - 2
.run/Attach to Unity Editor.run.xml

@@ -1,8 +1,8 @@
 <component name="ProjectRunConfigurationManager">
-  <configuration default="false" name="Attach to Unity Editor" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="Unity Debug" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost" ignored-value-for-modified-check="24900">
+  <configuration default="false" name="Attach to Unity Editor" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="Unity Debug" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost" ignored-value-for-modified-check="83320">
     <option name="allowRunningInParallel" value="false" />
     <option name="listenPortForConnections" value="false" />
-    <option name="pid" value="24900" />
+    <option name="pid" value="83320" />
     <option name="projectPathOnTarget" />
     <option name="selectedOptions">
       <list />

+ 112 - 4
Assets/Art/HeroTimeLine/gf_bingqiu_timeline.playable

@@ -1,5 +1,97 @@
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+  m_CustomPlayableFullTypename: 
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+  m_Children: []
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+  m_Markers:
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 --- !u!114 &-8138200030322583037
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   m_ObjectHideFlags: 1
@@ -30,11 +122,11 @@ MonoBehaviour:
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   isFollowTarget: 0
   isNotRotate: 0
-  isFollowRootTarget: 1
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   isAttSpeed: 0
-  isLoop: 1
-  loopAlone: 1
-  isActivityCustomTargetPos: 1
+  isLoop: 0
+  loopAlone: 0
+  isActivityCustomTargetPos: 0
   CustomTargetPosIndex: 0
   intervalTime: 0
 --- !u!114 &-8063079958822483690
@@ -221,6 +313,21 @@ MonoBehaviour:
     m_DisplayName: fx_gf_bingqiu
   m_Markers:
     m_Objects: []
+--- !u!114 &-6459206667840822796
+MonoBehaviour:
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+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 42b647dab9a3401faf84053d24574f10, type: 3}
+  m_Name: TimeLineTriggerAsset
+  m_EditorClassIdentifier: 
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+  tineLineTrigerType: 0
+  tineLineTrigerData: 
 --- !u!114 &-6433013557194802704
 MonoBehaviour:
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@@ -305,6 +412,7 @@ MonoBehaviour:
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   - {fileID: 5651971833199858375}
   - {fileID: -8063079958822483690}
+  - {fileID: -8550778822979698076}
   m_Clips: []
   m_Markers:
     m_Objects: []

+ 125 - 125
Assets/Art/HeroTimeLine/gf_bingzhui_timeline.playable

@@ -1,5 +1,97 @@
 %YAML 1.1
 %TAG !u! tag:yousandi.cn,2023:
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+  m_PrefabInstance: {fileID: 0}
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+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 15e0374501f39d54eb30235764636e0e, type: 3}
+  m_Name: Control Track (1)
+  m_EditorClassIdentifier: 
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+  m_AnimClip: {fileID: 0}
+  m_Locked: 0
+  m_Muted: 0
+  m_CustomPlayableFullTypename: 
+  m_Curves: {fileID: 0}
+  m_Parent: {fileID: 7953052947270092843}
+  m_Children: []
+  m_Clips:
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+    m_ClipIn: 0
+    m_Asset: {fileID: -2419319647844369102}
+    m_Duration: 1
+    m_TimeScale: 1
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+      m_PostInfinity: 2
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+    m_ExposedParameterNames: []
+    m_AnimationCurves: {fileID: 0}
+    m_Recordable: 0
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+    m_PreExtrapolationMode: 0
+    m_PostExtrapolationTime: 0
+    m_PreExtrapolationTime: 0
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+  m_Markers:
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 --- !u!114 &-3287993412395920561
 MonoBehaviour:
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@@ -22,8 +114,6 @@ MonoBehaviour:
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@@ -137,51 +227,7 @@ MonoBehaviour:
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   m_Rotation: {x: 0, y: 0, z: 0, w: 1}
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---- !u!114 &-2369211992482019178
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-  m_Markers:
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---- !u!114 &11400000
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-  m_Script: {fileID: 11500000, guid: bfda56da833e2384a9677cd3c976a436, type: 3}
-  m_Name: gf_bingzhui_timeline
-  m_EditorClassIdentifier: 
-  m_Version: 0
-  m_Tracks:
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-  m_EditorSettings:
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-    m_ScenePreview: 1
-  m_DurationMode: 0
-  m_MarkerTrack: {fileID: 0}
---- !u!114 &3170206750459385421
+--- !u!114 &-2419319647844369102
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@@ -191,10 +237,10 @@ MonoBehaviour:
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   m_Script: {fileID: 11500000, guid: f1fc88ca9f5b46d2929d20f65fbe5c4e, type: 3}
-  m_Name: TimeLineParticleSystemAsset
+  m_Name: TimeLineParticleSystemAsset(Clone)(Clone)
   m_EditorClassIdentifier: 
   sourceGameObject:
-    exposedName: e92d357ee84422d45a75560dcaefaf37
+    exposedName: 94c966148bd3910428d0b7c5236b7502
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   prefabGameObject: {fileID: 378169661657362411, guid: 8711d6dcd1e8a07468e661b6278995d6, type: 3}
   updateParticle: 1
@@ -215,9 +261,31 @@ MonoBehaviour:
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   isLoop: 0
   loopAlone: 0
-  isActivityCustomTargetPos: 0
+  isActivityCustomTargetPos: 1
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+--- !u!114 &11400000
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+  m_Script: {fileID: 11500000, guid: bfda56da833e2384a9677cd3c976a436, type: 3}
+  m_Name: gf_bingzhui_timeline
+  m_EditorClassIdentifier: 
+  m_Version: 0
+  m_Tracks:
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+  - {fileID: 7953052947270092843}
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@@ -347,7 +415,7 @@ MonoBehaviour:
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   m_Name: ActivationPlayableAsset
   m_EditorClassIdentifier: 
---- !u!114 &8347337737205412339
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@@ -356,8 +424,8 @@ MonoBehaviour:
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   m_EditorClassIdentifier: 
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@@ -365,77 +433,9 @@ MonoBehaviour:
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   m_Markers:
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File diff suppressed because it is too large
+ 68 - 934
Assets/Art/HeroTimeLine/gf_jianjue_timeline.playable


+ 1 - 1
Assets/Art/VFX/FXPrefabs/fx_gf_bingqiu.prefab

@@ -19883,7 +19883,7 @@ MonoBehaviour:
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   customTargetEndPosIndex: 0
   speed: 20
-  parabolaCurveType: 2
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   GroundHitFxName: 
   isUseX: 0

+ 3 - 3
Assets/Art/VFX/FXPrefabs/fx_gf_bingqiu_wu.prefab

@@ -49,7 +49,7 @@ ParticleSystem:
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   ringBufferLoopRange: {x: 0, y: 1}
   emitterVelocityMode: 1
-  looping: 1
+  looping: 0
   prewarm: 0
   playOnAwake: 1
   useUnscaledTime: 0
@@ -4951,7 +4951,7 @@ ParticleSystem:
   ringBufferMode: 0
   ringBufferLoopRange: {x: 0, y: 1}
   emitterVelocityMode: 1
-  looping: 1
+  looping: 0
   prewarm: 0
   playOnAwake: 1
   useUnscaledTime: 0
@@ -9786,7 +9786,7 @@ ParticleSystem:
   ringBufferMode: 0
   ringBufferLoopRange: {x: 0, y: 1}
   emitterVelocityMode: 1
-  looping: 1
+  looping: 0
   prewarm: 0
   playOnAwake: 1
   useUnscaledTime: 0

+ 2 - 2
Assets/Art/VFX/FXPrefabs/fx_gf_bingzhui.prefab

@@ -4931,14 +4931,14 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   delayTime: 0
-  multipleTargetDelayTime: 0
+  multipleTargetDelayTime: 0.1
   hitFxName: fx_gf_bingzhui_hit
   hitAudioName: 
   isPenetrate: 0
   isUseCustomTargetEndPos: 0
   customTargetEndPosIndex: 0
   speed: 20
-  parabolaCurveType: 2
+  parabolaCurveType: 1
   isTriggerGroundEnd: 0
   GroundHitFxName: 
   isUseX: 0

+ 3 - 3
Assets/Art/VFX/FXPrefabs/fx_gf_duzhen.prefab

@@ -5017,15 +5017,15 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: ced634dc38e34b2196415a552336d24c, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  delayTime: 0
-  multipleTargetDelayTime: 0
+  delayTime: 0.2
+  multipleTargetDelayTime: 0.04
   hitFxName: fx_gf_duzhen_hit
   hitAudioName: 
   isPenetrate: 0
   isUseCustomTargetEndPos: 0
   customTargetEndPosIndex: 0
   speed: 20
-  parabolaCurveType: 2
+  parabolaCurveType: 0
   isTriggerGroundEnd: 0
   GroundHitFxName: 
   isUseX: 0

+ 4 - 3
Assets/Res/Config/HeroModelConfig.json

@@ -23,10 +23,11 @@
       "range_atk": 3,
       "skillID": [
         1001,
+        501401,
+        1201,
         2001,
-        3001,
-        4001,
-        5001
+        1101,
+        1301
       ],
       "heroStory": null
     },

+ 145 - 15
Assets/Res/Config/SkillConfig.json

@@ -14,6 +14,9 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
@@ -30,15 +33,18 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
-      "ID": 30011,
-      "attribute": 4,
+      "ID": 11011,
+      "attribute": 1,
       "icon": "",
-      "scriptName": "S1001",
-      "IDGroup": 3001,
-      "timelineName": "jianjue_timeline_TD",
+      "scriptName": "S1101",
+      "IDGroup": 1101,
+      "timelineName": "duzhen_timeline_TD",
       "cd": null,
       "SkillType": 1,
       "level": 1,
@@ -46,15 +52,18 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
-      "ID": 40011,
-      "attribute": 1,
+      "ID": 12011,
+      "attribute": 4,
       "icon": "",
-      "scriptName": "S1001",
-      "IDGroup": 4001,
-      "timelineName": "jianjue_timeline_TD",
+      "scriptName": "S1201",
+      "IDGroup": 1201,
+      "timelineName": "bingqiu_timeline_TD",
       "cd": null,
       "SkillType": 1,
       "level": 1,
@@ -62,15 +71,18 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
-      "ID": 50011,
-      "attribute": 2,
+      "ID": 13011,
+      "attribute": 4,
       "icon": "",
-      "scriptName": "S2001",
-      "IDGroup": 5001,
-      "timelineName": "lieyanjian_timeline_TD",
+      "scriptName": "S1301",
+      "IDGroup": 1301,
+      "timelineName": "bingzhui_timeline_TD",
       "cd": null,
       "SkillType": 1,
       "level": 1,
@@ -78,6 +90,106 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 5010011,
+      "attribute": 1,
+      "icon": "",
+      "scriptName": "S501001",
+      "IDGroup": 501001,
+      "timelineName": "",
+      "cd": null,
+      "SkillType": 2,
+      "level": 1,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        0.1
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 5011011,
+      "attribute": 1,
+      "icon": "",
+      "scriptName": "S501101",
+      "IDGroup": 501101,
+      "timelineName": "",
+      "cd": null,
+      "SkillType": 2,
+      "level": 1,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        10.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 5012011,
+      "attribute": 1,
+      "icon": "",
+      "scriptName": "S501201",
+      "IDGroup": 501201,
+      "timelineName": "",
+      "cd": null,
+      "SkillType": 2,
+      "level": 1,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        1.0,
+        20.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 5013011,
+      "attribute": 1,
+      "icon": "",
+      "scriptName": "S501301",
+      "IDGroup": 501301,
+      "timelineName": "",
+      "cd": null,
+      "SkillType": 2,
+      "level": 1,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        20.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 5014011,
+      "attribute": 1,
+      "icon": "",
+      "scriptName": "S501401",
+      "IDGroup": 501401,
+      "timelineName": "",
+      "cd": null,
+      "SkillType": 2,
+      "level": 1,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        10.0,
+        2.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
@@ -94,6 +206,9 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
@@ -110,6 +225,9 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
@@ -126,6 +244,9 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
@@ -142,6 +263,9 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
@@ -158,6 +282,9 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     },
     {
@@ -174,6 +301,9 @@
       "desc": null,
       "effectValue": [
         100.0
+      ],
+      "intensifierIndex": [
+        0
       ]
     }
   ]

+ 304 - 0
Assets/Res/Config/SkillPowerupConfig.json

@@ -0,0 +1,304 @@
+{
+  "configList": [
+    {
+      "ID": 1,
+      "SkillPower1": 100,
+      "SkillPower2": 100.0
+    },
+    {
+      "ID": 2,
+      "SkillPower1": 110,
+      "SkillPower2": 110.0
+    },
+    {
+      "ID": 3,
+      "SkillPower1": 120,
+      "SkillPower2": 120.0
+    },
+    {
+      "ID": 4,
+      "SkillPower1": 130,
+      "SkillPower2": 130.0
+    },
+    {
+      "ID": 5,
+      "SkillPower1": 140,
+      "SkillPower2": 140.0
+    },
+    {
+      "ID": 6,
+      "SkillPower1": 150,
+      "SkillPower2": 150.0
+    },
+    {
+      "ID": 7,
+      "SkillPower1": 160,
+      "SkillPower2": 160.0
+    },
+    {
+      "ID": 8,
+      "SkillPower1": 170,
+      "SkillPower2": 170.0
+    },
+    {
+      "ID": 9,
+      "SkillPower1": 180,
+      "SkillPower2": 180.0
+    },
+    {
+      "ID": 10,
+      "SkillPower1": 190,
+      "SkillPower2": 190.0
+    },
+    {
+      "ID": 11,
+      "SkillPower1": 200,
+      "SkillPower2": 200.0
+    },
+    {
+      "ID": 12,
+      "SkillPower1": 210,
+      "SkillPower2": 210.0
+    },
+    {
+      "ID": 13,
+      "SkillPower1": 220,
+      "SkillPower2": 220.0
+    },
+    {
+      "ID": 14,
+      "SkillPower1": 230,
+      "SkillPower2": 230.0
+    },
+    {
+      "ID": 15,
+      "SkillPower1": 240,
+      "SkillPower2": 240.0
+    },
+    {
+      "ID": 16,
+      "SkillPower1": 250,
+      "SkillPower2": 250.0
+    },
+    {
+      "ID": 17,
+      "SkillPower1": 260,
+      "SkillPower2": 260.0
+    },
+    {
+      "ID": 18,
+      "SkillPower1": 270,
+      "SkillPower2": 270.0
+    },
+    {
+      "ID": 19,
+      "SkillPower1": 280,
+      "SkillPower2": 280.0
+    },
+    {
+      "ID": 20,
+      "SkillPower1": 290,
+      "SkillPower2": 290.0
+    },
+    {
+      "ID": 21,
+      "SkillPower1": 300,
+      "SkillPower2": 300.0
+    },
+    {
+      "ID": 22,
+      "SkillPower1": 310,
+      "SkillPower2": 310.0
+    },
+    {
+      "ID": 23,
+      "SkillPower1": 320,
+      "SkillPower2": 320.0
+    },
+    {
+      "ID": 24,
+      "SkillPower1": 330,
+      "SkillPower2": 330.0
+    },
+    {
+      "ID": 25,
+      "SkillPower1": 340,
+      "SkillPower2": 340.0
+    },
+    {
+      "ID": 26,
+      "SkillPower1": 350,
+      "SkillPower2": 350.0
+    },
+    {
+      "ID": 27,
+      "SkillPower1": 360,
+      "SkillPower2": 360.0
+    },
+    {
+      "ID": 28,
+      "SkillPower1": 370,
+      "SkillPower2": 370.0
+    },
+    {
+      "ID": 29,
+      "SkillPower1": 380,
+      "SkillPower2": 380.0
+    },
+    {
+      "ID": 30,
+      "SkillPower1": 390,
+      "SkillPower2": 390.0
+    },
+    {
+      "ID": 31,
+      "SkillPower1": 400,
+      "SkillPower2": 400.0
+    },
+    {
+      "ID": 32,
+      "SkillPower1": 410,
+      "SkillPower2": 410.0
+    },
+    {
+      "ID": 33,
+      "SkillPower1": 420,
+      "SkillPower2": 420.0
+    },
+    {
+      "ID": 34,
+      "SkillPower1": 430,
+      "SkillPower2": 430.0
+    },
+    {
+      "ID": 35,
+      "SkillPower1": 440,
+      "SkillPower2": 440.0
+    },
+    {
+      "ID": 36,
+      "SkillPower1": 450,
+      "SkillPower2": 450.0
+    },
+    {
+      "ID": 37,
+      "SkillPower1": 460,
+      "SkillPower2": 460.0
+    },
+    {
+      "ID": 38,
+      "SkillPower1": 470,
+      "SkillPower2": 470.0
+    },
+    {
+      "ID": 39,
+      "SkillPower1": 480,
+      "SkillPower2": 480.0
+    },
+    {
+      "ID": 40,
+      "SkillPower1": 490,
+      "SkillPower2": 490.0
+    },
+    {
+      "ID": 41,
+      "SkillPower1": 500,
+      "SkillPower2": 500.0
+    },
+    {
+      "ID": 42,
+      "SkillPower1": 510,
+      "SkillPower2": 510.0
+    },
+    {
+      "ID": 43,
+      "SkillPower1": 520,
+      "SkillPower2": 520.0
+    },
+    {
+      "ID": 44,
+      "SkillPower1": 530,
+      "SkillPower2": 530.0
+    },
+    {
+      "ID": 45,
+      "SkillPower1": 540,
+      "SkillPower2": 540.0
+    },
+    {
+      "ID": 46,
+      "SkillPower1": 550,
+      "SkillPower2": 550.0
+    },
+    {
+      "ID": 47,
+      "SkillPower1": 560,
+      "SkillPower2": 560.0
+    },
+    {
+      "ID": 48,
+      "SkillPower1": 570,
+      "SkillPower2": 570.0
+    },
+    {
+      "ID": 49,
+      "SkillPower1": 580,
+      "SkillPower2": 580.0
+    },
+    {
+      "ID": 50,
+      "SkillPower1": 590,
+      "SkillPower2": 590.0
+    },
+    {
+      "ID": 51,
+      "SkillPower1": 600,
+      "SkillPower2": 600.0
+    },
+    {
+      "ID": 52,
+      "SkillPower1": 610,
+      "SkillPower2": 610.0
+    },
+    {
+      "ID": 53,
+      "SkillPower1": 620,
+      "SkillPower2": 620.0
+    },
+    {
+      "ID": 54,
+      "SkillPower1": 630,
+      "SkillPower2": 630.0
+    },
+    {
+      "ID": 55,
+      "SkillPower1": 640,
+      "SkillPower2": 640.0
+    },
+    {
+      "ID": 56,
+      "SkillPower1": 650,
+      "SkillPower2": 650.0
+    },
+    {
+      "ID": 57,
+      "SkillPower1": 660,
+      "SkillPower2": 660.0
+    },
+    {
+      "ID": 58,
+      "SkillPower1": 670,
+      "SkillPower2": 670.0
+    },
+    {
+      "ID": 59,
+      "SkillPower1": 680,
+      "SkillPower2": 680.0
+    },
+    {
+      "ID": 60,
+      "SkillPower1": 690,
+      "SkillPower2": 690.0
+    }
+  ]
+}

+ 7 - 0
Assets/Res/Config/SkillPowerupConfig.json.meta

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File diff suppressed because it is too large
+ 0 - 1
Assets/Res/TimeLineAssets/bingqiu_timeline_TD.txt


+ 1 - 1
Assets/Res/TimeLineAssets/bingzhui_timeline_TD.txt

@@ -1 +1 @@
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+{"timeLineName":"bingzhui_timeline","key":["TineLineAnimationPlayableSerialization","TimeLineMaxTimeSerializtion","TimeLinePlayFxSerializtion"],"value":["{\"animName\":\"attack2\",\"loopMode\":0,\"isRunPlay\":false,\"layerId\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"bingzhui\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.8,\"continuedTime\":0.8,\"targetEntityType\":0,\"totalTime\":0}","{\"isEquip\":false,\"equipId\":0,\"groupName\":\"bingzhui\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.8,\"continuedTime\":0.8,\"targetEntityType\":0,\"totalTime\":0}","{\"fxName\":\"fx_gf_bingzhui\",\"randomSeed\":518,\"locationType\":5,\"targetSpecialDotName\":\"zdpos1\",\"hitPointGroupName\":\"\",\"isGround\":false,\"isFollowTarget\":false,\"isFollowRootTarget\":false,\"isNotRotate\":false,\"isAttSpeed\":false,\"CustomTargetPosIndex\":0,\"isActivityCustomTargetPos\":true,\"isLoop\":false,\"loopAlone\":false,\"intervalTime\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"bingzhui_fashe\",\"isActivity\":false,\"startTime\":0,\"endTime\":1,\"continuedTime\":1,\"targetEntityType\":2,\"totalTime\":0}"],"heroName":"bingzhui_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}

+ 1 - 1
Assets/Res/TimeLineAssets/duzhen_timeline_TD.txt

@@ -1 +1 @@
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+{"timeLineName":"duzhen_timeline","key":["TineLineAnimationPlayableSerialization","TimeLineMaxTimeSerializtion","TimeLinePlayFxSerializtion"],"value":["{\"animName\":\"attack2\",\"loopMode\":0,\"isRunPlay\":false,\"layerId\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"duzhen\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.8,\"continuedTime\":0.8,\"targetEntityType\":0,\"totalTime\":0}","{\"isEquip\":false,\"equipId\":0,\"groupName\":\"duzhen\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.8,\"continuedTime\":0.8,\"targetEntityType\":0,\"totalTime\":0}","{\"fxName\":\"fx_gf_duzhen\",\"randomSeed\":518,\"locationType\":5,\"targetSpecialDotName\":\"0\",\"hitPointGroupName\":\"\",\"isGround\":false,\"isFollowTarget\":false,\"isFollowRootTarget\":false,\"isNotRotate\":false,\"isAttSpeed\":false,\"CustomTargetPosIndex\":0,\"isActivityCustomTargetPos\":true,\"isLoop\":false,\"loopAlone\":false,\"intervalTime\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"duzhen_fashe\",\"isActivity\":false,\"startTime\":0,\"endTime\":1,\"continuedTime\":1,\"targetEntityType\":2,\"totalTime\":0}"],"heroName":"duzhen_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}

File diff suppressed because it is too large
+ 0 - 0
Assets/Res/TimeLineAssets/jianjue_timeline_TD.txt


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 GameObject:
   m_ObjectHideFlags: 0
@@ -4173,6 +4561,18 @@ PrefabInstance:
       propertyPath: m_Name
       value: ZhuanPanPanel
       objectReference: {fileID: 0}
+    - target: {fileID: 3529685096879894903, guid: e5e908d8e878cd04098dc957e054e88c, type: 3}
+      propertyPath: data.Array.size
+      value: 14
+      objectReference: {fileID: 0}
+    - target: {fileID: 3529685096879894903, guid: e5e908d8e878cd04098dc957e054e88c, type: 3}
+      propertyPath: data.Array.data[13].key
+      value: lanLiang
+      objectReference: {fileID: 0}
+    - target: {fileID: 3529685096879894903, guid: e5e908d8e878cd04098dc957e054e88c, type: 3}
+      propertyPath: data.Array.data[13].gameObject
+      value: 
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     - target: {fileID: 8510026615150398487, guid: e5e908d8e878cd04098dc957e054e88c, type: 3}
       propertyPath: m_Pivot.x
       value: 0.5
@@ -4256,7 +4656,10 @@ PrefabInstance:
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     m_RemovedGameObjects: []
     m_AddedGameObjects: []
-    m_AddedComponents: []
+    m_AddedComponents:
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+      insertIndex: -1
+      addedObject: {fileID: 288711693}
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+ 57 - 0
Assets/Scripts/Core/UI/Core/MyUIButton.cs

@@ -0,0 +1,57 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UIElements;
+
+public class MyUIButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
+{
+    public System.Action onClick;
+    
+    public System.Action OnPressAndHold;
+    public bool isUsePressAndHold;
+    public float holdTime;
+    private bool isPointerDown = false; // 是否按下
+    private float pointerDownTimer = 0f; // 按下计时器
+    public void OnPointerDown(PointerEventData eventData)
+    {
+        isPointerDown = true;
+        pointerDownTimer = 0;
+    }
+
+    public void OnPointerUp(PointerEventData eventData)
+    {
+        if (isUsePressAndHold)
+        {
+            if (pointerDownTimer < holdTime)
+            {
+                onClick?.Invoke();
+            }
+        }
+        else
+        {
+            onClick?.Invoke();
+        }
+
+        isPointerDown = false;
+    }
+
+    private void FixedUpdate()
+    {
+        if (!isUsePressAndHold)
+        {
+            return;
+        }
+
+        if (isPointerDown)
+        {
+            pointerDownTimer += Time.deltaTime; // 计时
+            if (pointerDownTimer >= holdTime) // 达到长按时间
+            {
+                OnPressAndHold?.Invoke(); // 触发长按事件
+                isPointerDown = false; // 重置状态,避免重复触发
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/Core/UI/Core/MyUIButton.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CXwf5H6vWn5V0jsj3K57+Et706pv/D7KhmMHVrdHxaoBjiQJBiOUE6/Kdskj
+MonoImporter:
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+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -87,6 +87,12 @@ public int desc;
 public float[] effectValue;
 
 
+		/// <summary>
+		///允许被加强的效果下表
+		/// </summary>
+public int[] intensifierIndex;
+
+
 		/// <summary>
 		///1=生命百分比 2=攻击百分比 3=防御百分比 
 		/// </summary>

+ 38 - 0
Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs

@@ -0,0 +1,38 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\skill.xlsx. SheetName: SkillPowerupConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "SkillPowerupConfig.json")]
+	public partial class SkillPowerupConfigHolder : ConfigHolder<SkillPowerupConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct SkillPowerupConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///等级
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///标准强度固定值
+		/// </summary>
+public int SkillPower1;
+
+
+		/// <summary>
+		///标准强度百分比
+		/// </summary>
+public float SkillPower2;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CCgd4X+qVS3zomUCch3SsEeKr7YsV+4QYVJW4/UZTyj1DLoaW5kMrYckzCP2
+MonoImporter:
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Buff/b_1004.cs

@@ -20,7 +20,7 @@ namespace GameLogic.Combat.Buff
             AddUseGongFaEventData data = (AddUseGongFaEventData)eventData;
             if (data.SkillBasic.CombatHeroEntity == combatHeroEntity)
             {
-                switch (data.SkillBasic.WuXingType)
+                switch (data.SkillBasic.wuXingType)
                 {
                     case WuXingType.Gold:
                         combatHeroEntity.CurrCombatHeroInfo.Metal_Injury += 1;

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Buff/b_1005.cs

@@ -37,7 +37,7 @@ namespace GameLogic.Combat.Buff
             AddUseGongFaEventData data = (AddUseGongFaEventData)eventData;
             if (data.SkillBasic.CombatHeroEntity == combatHeroEntity)
             {
-                switch (data.SkillBasic.WuXingType)
+                switch (data.SkillBasic.wuXingType)
                 {
                     case WuXingType.Water:
                         ReduceCount(1);

+ 9 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -52,5 +52,14 @@
         /// 删除随机事件
         /// </summary>
         RemoveRandomEvent,
+        /// <summary>
+        /// 英雄受伤
+        /// </summary>
+        HeroInjured,
+        StartInjured,
+        /// <summary>
+        /// 特效逻辑初始化
+        /// </summary>
+        TimelineFxLogicInit,
     }
 }

+ 14 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/HeroInjuredEventData.cs

@@ -0,0 +1,14 @@
+using Core.Utility.Event;
+using GameLogic.Combat.CombatTool;
+
+namespace Common.Utility.CombatEvent
+{
+    public class HeroInjuredEventData: EventDataBasic<HeroInjuredEventData>
+    {
+        public HarmReturnInfo HarmReturnInfo;
+        protected override void ProDispose()
+        {
+            HarmReturnInfo = null;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/HeroInjuredEventData.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 9cbfa537c3c34acdae7b531d42961e91
+timeCreated: 1743561081

+ 10 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/StartInjuredEventData.cs

@@ -0,0 +1,10 @@
+using Core.Utility.Event;
+using GameLogic.Combat.CombatTool;
+
+namespace Common.Utility.CombatEvent
+{
+    public class StartInjuredEventData: EventDataBasic<StartInjuredEventData>
+    {
+        public HarmReturnInfo HarmReturnInfo;
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/StartInjuredEventData.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 08f4c209a21b49bda713875f4cc171f6
+timeCreated: 1743564815

+ 19 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/TimelineFxLogicInitEventData.cs

@@ -0,0 +1,19 @@
+using Common.Combat.FxAILogic;
+using Core.Utility.Event;
+using GameLogic.Combat.Skill;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace Common.Utility.CombatEvent
+{
+    public class TimelineFxLogicInitEventData : EventDataBasic<TimelineFxLogicInitEventData>
+    {
+        public SkillBasic SkillBasic;
+        public FxAILogicBasic timelineFxLogic;
+
+        protected override void ProDispose()
+        {
+            SkillBasic = null;
+            timelineFxLogic = null;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/TimelineFxLogicInitEventData.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: d89f6a9c614541dd8bfd700a6b237ec4
+timeCreated: 1743574238

+ 80 - 13
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -1,6 +1,7 @@
 using System;
 using System.Collections.Generic;
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using Common.Utility.CombatEvent;
 using Excel2Json;
 using Fort23.Core;
 using GameLogic.Combat.Hero;
@@ -14,6 +15,25 @@ namespace GameLogic.Combat.CombatTool
     {
         public Random Random = new Random();
 
+        static readonly WuXingType[] Symbiosis = new WuXingType[5]
+        {
+            WuXingType.Water, // 金生水
+            WuXingType.Fire, // 木生火
+            WuXingType.Gold, // 水生金
+            WuXingType.Earth, // 火生土
+            WuXingType.Wood // 土生木
+        };
+
+        // 相克关系表(用位表示)
+        static readonly WuXingType[] Restrain = new WuXingType[5]
+        {
+            WuXingType.Wood, // 金克木
+            WuXingType.Earth, // 木克土
+            WuXingType.Fire, // 水克火
+            WuXingType.Gold, // 火克金
+            WuXingType.Water // 土克水
+        };
+
         public CombatCalculateTool()
         {
             Random = new Random(System.DateTime.Now.Millisecond);
@@ -34,6 +54,13 @@ namespace GameLogic.Combat.CombatTool
             long v = (value * (long)(ration * 100)) / 10000;
             return v;
         }
+
+        public float GetVlaueRatioForFloat(float value, float ration)
+        {
+            float v = (value * ration) / 100f;
+            return v;
+        }
+
         public int GetVlaueRatioForInt(int value, float ration)
         {
             int v = (value * (int)(ration * 100)) / 10000;
@@ -41,10 +68,10 @@ namespace GameLogic.Combat.CombatTool
         }
 
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroEntity target, long att, AttType attType,
-            TriggerData triggerData,WuXingType WuXingType, HarmType harmType = HarmType.Null)
+            TriggerData triggerData, WuXingType WuXingType, HarmType harmType = HarmType.Null)
         {
             return Harm(source, target.GetMainHotPoin<CombatHeroHitPoint>(), att,
-                attType, triggerData,WuXingType, harmType);
+                attType, triggerData, WuXingType, harmType);
         }
 
 
@@ -55,36 +82,33 @@ namespace GameLogic.Combat.CombatTool
         /// <param name="target">被攻击方</param>
         /// <param name="att">伤害值</param>
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att,
-            AttType attType, TriggerData triggerData,WuXingType WuXingType,
+            AttType attType, TriggerData triggerData, WuXingType WuXingType,
             HarmType harmType = HarmType.Default)
         {
-           
             HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
             harmReturnInfo.source = source;
             harmReturnInfo.target = target;
             harmReturnInfo.att = att;
             harmReturnInfo.attType = attType;
-            harmReturnInfo.WuXingType= WuXingType;
+            harmReturnInfo.WuXingType = WuXingType;
             harmReturnInfo.harmType = harmType;
             harmReturnInfo.triggerData = triggerData;
             if (target.combatHeroEntity.isDie)
             {
                 return harmReturnInfo;
             }
+
+
             if (CombatController.currActiveCombat.IsGameOver)
             {
                 return harmReturnInfo;
             }
-            if (target.combatHeroEntity.CombatAIBasic.stateControl.CurrStateName.Equals(CombatHeroStateType.rolling))
-            {
-                harmReturnInfo.isMiss = true;
-                return harmReturnInfo;
-            }
 
-           
-         
+            StartInjuredEventData startInjuredEventData = StartInjuredEventData.Create();
+            startInjuredEventData.HarmReturnInfo = harmReturnInfo;
+            CombatEventManager.Instance.Dispatch(CombatEventType.StartInjured, startInjuredEventData);
+
 
-            harmReturnInfo.att = att;
             target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
 
 
@@ -173,5 +197,48 @@ namespace GameLogic.Combat.CombatTool
 
             return minHpHero;
         }
+
+        private int GeWuXingTypeIndex(WuXingType e)
+        {
+            switch (e)
+            {
+                case WuXingType.Gold: return 0;
+                case WuXingType.Wood: return 1;
+                case WuXingType.Water: return 2;
+                case WuXingType.Fire: return 3;
+                case WuXingType.Earth: return 4;
+                default: return -1; // 无效元素
+            }
+        }
+
+        /// <summary>
+        /// 是否相生
+        /// </summary>
+        /// <returns></returns>
+        public bool IsSymbiosis(WuXingType a, WuXingType b)
+        {
+            int index = GeWuXingTypeIndex(a);
+            if (index < 0)
+            {
+                return false;
+            }
+
+            return (b & Symbiosis[index]) != 0;
+        }
+
+        /// <summary>
+        /// 是否相生
+        /// </summary>
+        /// <returns></returns>
+        public bool IsRestrain(WuXingType a, WuXingType b)
+        {
+            int index = GeWuXingTypeIndex(a);
+            if (index < 0)
+            {
+                return false;
+            }
+
+            return (b & Restrain[index]) != 0;
+        }
     }
 }

+ 2 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs

@@ -20,6 +20,7 @@ namespace GameLogic.Combat.CombatTool
         public TriggerData triggerData;
         public HarmType harmType = HarmType.Default;
         public WuXingType WuXingType;
+
         public override void Dispose()
         {
             Debug.Log("回收了伤害信息类");
@@ -37,7 +38,7 @@ namespace GameLogic.Combat.CombatTool
             attType = AttType.Normal;
             harmType = HarmType.Default;
             triggerData = new TriggerData();
-            WuXingType= WuXingType.Null;
+            WuXingType = WuXingType.Null;
         }
     }
 }

+ 4 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -358,7 +358,10 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
             combatHeroGameObject.HeroGPUMono.injuriedStrength = 0;
             _isAddinjuriedShow = true;
         }
-
+        HeroInjuredEventData heroInjured = HeroInjuredEventData.Create();
+        heroInjured.HarmReturnInfo = harmReturnInfo;
+        CombatEventManager.Instance.Dispatch(CombatEventType.HeroInjured, heroInjured);
+        
         HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
         heroHpUpdateEventData.combatHeroEntity = this;
         CombatEventManager.Instance.Dispatch(CombatEventType.HeroHpUpdate, heroHpUpdateEventData);

+ 21 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -37,26 +37,32 @@ public class CombatHeroInfo
     public MonsterPowerUpConfig MonsterPowerUpConfig;
     public HeroPromoteConfig promoteConfig;
     public EncryptionLong Shield;
+
     /// <summary>
     /// 添加的攻击速度比例%
     /// </summary>
-    public float addAttSpeed_bl = (float)2;
+    public float addAttSpeed_bl  ;
+
     /// <summary>
     /// 金
     /// </summary>
     public float Metal;
+
     /// <summary>
     /// 木
     /// </summary>
     public float Wood;
+
     /// <summary>
     /// 水
     /// </summary>
     public float Water;
+
     /// <summary>
     /// 火
     /// </summary>
     public float Fire;
+
     /// <summary>
     /// 土
     /// </summary>
@@ -66,22 +72,27 @@ public class CombatHeroInfo
     /// 金
     /// </summary>
     public float Metal_Injury;
+
     /// <summary>
     /// 木
     /// </summary>
     public float Wood_Injury;
+
     /// <summary>
     /// 水
     /// </summary>
     public float Water_Injury;
+
     /// <summary>
     /// 火
     /// </summary>
     public float Fire_Injury;
+
     /// <summary>
     /// 土
     /// </summary>
     public float Earth_Injury;
+
     /// <summary>
     /// 1=英雄 2=小怪 3=精英怪 4=boss
     /// </summary>
@@ -104,6 +115,15 @@ public class CombatHeroInfo
 
     public List<int> MagicWeaponID;
 
+    public float GetAttSpeed
+    {
+        get
+        {
+            return CombatCalculateTool.Instance.GetVlaueRatioForFloat(attSpeed.Value,
+                addAttSpeed_bl + 100);
+        }
+    }
+
     public CombatHeroInfo()
     {
     }

+ 59 - 63
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -34,16 +34,10 @@ namespace GameLogic.Combat.Hero
 
 
         public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
-        public float skillQueueTime = 5f;
+       
+    
 
-        // private BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
-        private int _currUseQueueIndex = 0;
-
-        public float allMagic = 500;
-        protected float addMaicSpeed = 5000;
-        public float addChongNeng;
-        public bool isKuoLiQuanKai;
-        protected float qiankaiTime;
+       
 
         protected override async CTask ProInit()
         {
@@ -61,7 +55,7 @@ namespace GameLogic.Combat.Hero
                     {
                         continue;
                     }
-
+                    skillBasic.index = i;
                     _skillQueue.Add(skillBasic);
                     if (!string.IsNullOrEmpty(skillConfig.scriptName))
                     {
@@ -85,12 +79,24 @@ namespace GameLogic.Combat.Hero
             await cTaskAwaitBuffer.WaitAll();
             for (int i = 0; i < _skillQueue.Count; i++)
             {
-                _skillQueue[i].angle -= i * 25;
+               SkillBasic skillBasic= _skillQueue[i];
+               skillBasic.ActiveSkill();
+               skillBasic.angle -= i * 36;
+             
             }
 
             CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
         }
 
+        public SkillBasic GetSkillQueueForIndex(int index)
+        {
+            if (index<0||index >= _skillQueue.Count)
+            {
+                return null;
+            }
+
+            return _skillQueue[index];
+        }
 
         public void UpdateSkill(List<int> skillIDs)
         {
@@ -166,51 +172,41 @@ namespace GameLogic.Combat.Hero
             return skillBasic;
         }
 
-        public void StartPolling()
-        {
-            for (int i = 0; i < _skillQueue.size; i++)
-            {
-                SkillBasic skillBasic = allSkill[i];
-                skillBasic.PollingInitBefore(_skillQueue);
-            }
-
-            for (int i = 0; i < _skillQueue.size; i++)
-            {
-                SkillBasic skillBasic = allSkill[i];
-                skillBasic.PollingInit(_skillQueue);
-            }
-
-            _currUseQueueIndex = 0;
-        }
 
         protected override void ProUpdate(float t)
         {
             if (CombatController.currActiveCombat.IsFightState)
             {
-                float speed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value * (isKuoLiQuanKai ? 3 : 1f);
+
+                float speed = _combatHeroEntity.CurrCombatHeroInfo.GetAttSpeed;
                 for (int i = 0; i < _skillQueue.Count; i++)
                 {
                     SkillBasic skillBasic = _skillQueue[i];
                     skillBasic.angle += 1 * speed;
+                    if (skillBasic.SelfSkillConfig.SkillType == 2)
+                    {
+                        continue;
+                    }
+
                     float jd = skillBasic.angle % 360;
                     if (jd > skillBasic.useAngle && skillBasic.angle > skillBasic.lasetAngle)
                     {
                         skillBasic.lasetAngle += 360;
-                        if (allMagic > 30)
-                        {
-                            allMagic -= 30;
-                            skillBasic.useCount++;
-                            if (!isKuoLiQuanKai)
-                            {
-                                addChongNeng += 10;
-                                if (addChongNeng >= 150)
-                                {
-                                    isKuoLiQuanKai = true;
-                                }
-                            }
-
-                         
-                            if (skillBasic.WuXingType.HasFlag(WuXingType.Gold))
+                        // if (allMagic > 30)
+                        // {
+                        //     allMagic -= 30;
+                        //     skillBasic.useCount++;
+                        //     if (!isKuoLiQuanKai)
+                        //     {
+                        //         addChongNeng += 10;
+                        //         if (addChongNeng >= 150)
+                        //         {
+                        //             isKuoLiQuanKai = true;
+                        //         }
+                        //     }
+
+
+                            if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
                             {
                                 int odds = Random.Range(0, 100);
                                 if (odds < 50)
@@ -223,7 +219,7 @@ namespace GameLogic.Combat.Hero
                                 }
                             }
 
-                            if (skillBasic.WuXingType.HasFlag(WuXingType.Wood))
+                            if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
                             {
                                 int odds = Random.Range(0, 100);
                                 if (odds < 50)
@@ -236,7 +232,7 @@ namespace GameLogic.Combat.Hero
                                 }
                             }
 
-                            if (skillBasic.WuXingType.HasFlag(WuXingType.Water))
+                            if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
                             {
                                 int odds = Random.Range(0, 100);
                                 if (odds < 50)
@@ -249,7 +245,7 @@ namespace GameLogic.Combat.Hero
                                 }
                             }
 
-                            if (skillBasic.WuXingType.HasFlag(WuXingType.Fire))
+                            if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
                             {
                                 int odds = Random.Range(0, 100);
                                 if (odds < 50)
@@ -262,7 +258,7 @@ namespace GameLogic.Combat.Hero
                                 }
                             }
 
-                            if (skillBasic.WuXingType.HasFlag(WuXingType.Earth))
+                            if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
                             {
                                 int odds = Random.Range(0, 100);
                                 if (odds < 50)
@@ -280,27 +276,27 @@ namespace GameLogic.Combat.Hero
                             addUseGongFaEventData.SkillBasic = skillBasic;
                             CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
                             // Debug.Log("旋转一圈");
-                        }
+                        // }
                     }
                 }
             }
 
-            if (isKuoLiQuanKai)
-            {
-                qiankaiTime += t;
-                if (qiankaiTime > 3)
-                {
-                    isKuoLiQuanKai = false;
-                    qiankaiTime = 0;
-                    addChongNeng = 0;
-                }
-            }
+            // if (isKuoLiQuanKai)
+            // {
+            //     qiankaiTime += t;
+            //     if (qiankaiTime > 3)
+            //     {
+            //         isKuoLiQuanKai = false;
+            //         qiankaiTime = 0;
+            //         addChongNeng = 0;
+            //     }
+            // }
 
-            allMagic += t * addMaicSpeed;
-            if (allMagic > 500)
-            {
-                allMagic = 500;
-            }
+            // allMagic += t * addMaicSpeed;
+            // if (allMagic > 500)
+            // {
+            //     allMagic = 500;
+            // }
 
             // if (currUseSkill == null && SkillCommands.Count <= 0)
             // {

+ 4 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs

@@ -50,6 +50,10 @@ namespace GameLogic.Combat.Hero
 
         private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
 
+        public float MaxCd
+        {
+            get { return magicWeaponConfig.cd; }
+        }
         private MagicWeaponConfig magicWeaponConfig;
 
         public void ReduceHp(float value)

+ 10 - 0
Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs

@@ -51,6 +51,16 @@ namespace GameLogic.Combat.Hero
             CombatController.currActiveCombat.MagicWeaponCombatSence.AddMagicWeaponToSence(combatMagicWeaponEntity);
         }
 
+        public void ReduceMagicCd(float cdBl)
+        {
+            for (int i = 0; i < _allMagicWeapon.Count; i++)
+            {
+                CombatMagicWeaponEntity combatMagicWeaponEntity = _allMagicWeapon[i];
+                float v = combatMagicWeaponEntity.MaxCd * cdBl*0.01f;
+                combatMagicWeaponEntity.cd -= v;
+            }
+        }
+
         public void Update(float t)
         {
             for (int i = 0; i < _allMagicWeapon.Count; i++)

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S1001.cs

@@ -8,7 +8,7 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 namespace GameLogic.Combat.Skill
 {
     /// <summary>
-    /// 剑诀
+    /// 太虚幻剑经:身体周围幻化出多柄细剑,每柄细剑对敌人照成伤害,如果敌人有debuf状态,则虚剑伤害提升10%
     /// </summary>
     public class S1001 : SkillBasic
     {
@@ -34,7 +34,7 @@ namespace GameLogic.Combat.Skill
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
-            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,WuXingType,
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,wuXingType,
                 HarmType.Default);
         }
     }

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S1101.cs

@@ -31,7 +31,7 @@ namespace GameLogic.Combat.Skill
                 BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
                 currTarget.Add(combatHeroHitPoint);
                 Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
-                    Random.Range(2f, 3f), Random.Range(1f, 2f)));
+                    Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
 
                 ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
                     customizePos: new Vector3[] { p }, indexCount: i);
@@ -60,7 +60,7 @@ namespace GameLogic.Combat.Skill
             TriggerData triggerData)
         {
             CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,
-                WuXingType,
+                wuXingType,
                 HarmType.Default);
         }
     }

+ 35 - 36
Assets/Scripts/GameLogic/Combat/Skill/S1201.cs

@@ -1,4 +1,5 @@
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using Common.Utility.CombatTimer;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using UnityEngine;
@@ -9,55 +10,53 @@ namespace GameLogic.Combat.Skill
     /// <summary>
     /// 雾隐千流法:身体散发出一团迷雾。从迷雾中飞出多个冰球,每个冰球对敌人照成伤害,施加1层寒气。并让水伤势+1
     /// </summary>
-    public class S1201: SkillBasic
+    public class S1201 : SkillBasic
     {
-       protected override void ProUseSkill()
-        {
-            
-
-            // Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(0, 2, -1));
-            // Vector3 p2 = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(0, 0, -1));
-            // startPos = p2;
-            // fangXiang = (p - p2).normalized;
-            for (int i = 0; i < 20; i++)
-            {
-                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
-                    .GetThis<CombatHeroEntity>()
-                    .GetMainHotPoin<CombatHeroHitPoint>();
-                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
-                currTarget.Add(combatHeroHitPoint);
-                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
-                    Random.Range(2f, 3f), Random.Range(1f, 2f)));
+        private int currCount;
 
-                ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
-                    customizePos: new Vector3[] { p }, indexCount: i);
-            }
+        protected override void ProUseSkill()
+        {
+            ActivationTimeLineData("bingqiu");
+            currCount = 0;
         }
 
-        // private void Launch()
-        // {
-        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
-        //         .GetThis<CombatHeroEntity>()
-        //         .GetMainHotPoin<CombatHeroHitPoint>();
-        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
-        //     currTarget.Add(combatHeroHitPoint);
-        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
-        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
-        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
-        // }
-
         protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
         }
 
+        protected void FaShe()
+        {
+            if (currCount > 3)
+            {
+                return;
+            }
+
+            currCount++;
+            CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                .GetThis<CombatHeroEntity>()
+                .GetMainHotPoin<CombatHeroHitPoint>();
+            BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+            currTarget.Add(combatHeroHitPoint);
+            Vector3 p = CombatHeroEntity.dotPos;
+            ActivationTimeLineData("bingqiu_fashe", currTarget: currTarget, customizePos: new Vector3[] { p });
+            CombatTimerManager.Instance.AddTimer(0.2f, FaShe);
+        }
+
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
-            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,
-                WuXingType,
-                HarmType.Default);
+            if (groupName.Equals("bingqiu"))
+            {
+                FaShe();
+            }
+            else
+            {
+                CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,
+                    wuXingType,
+                    HarmType.Default);
+            }
         }
     }
 }

+ 48 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1301.cs

@@ -0,0 +1,48 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using Common.Utility.CombatTimer;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 碧落幽冥劲:发出多道寒气冰锥,对敌人照成伤害,每到冰锥对敌人施加1层寒气
+    /// </summary>
+    public class S1301: SkillBasic
+    {
+        private int currCount;
+
+        protected override void ProUseSkill()
+        {
+            ActivationTimeLineData("bingzhui");
+            for (int i = 0; i < 4; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint=    CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+                ActivationTimeLineData("bingzhui_fashe",currTarget:currTarget,customizePos:new Vector3[]{specialDotInfo.GetWorlPos()},indexCount:i);
+            }
+            // currCount = 0;
+        }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,
+                wuXingType,
+                HarmType.Default);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1301.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 062405f3396a4442b594c71623b1ad72
+timeCreated: 1743555341

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs

@@ -23,7 +23,7 @@ namespace GameLogic.Combat.Skill
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
-            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,WuXingType,
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,wuXingType,
                 HarmType.Default);
         }
     }

+ 44 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501001.cs

@@ -0,0 +1,44 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 法宝秘籍:后方槽位第一个技能在击中目前时为法宝提供0.1%充能
+    /// </summary>
+    public class S501001 : SkillBasic
+    {
+        protected override void ProInitSkill()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjuredEventData);
+        }
+
+        protected override void ProDispose()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjuredEventData);
+        }
+
+        protected override void ProUseSkill()
+        {
+            // CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjuredEventData);
+        }
+
+        private void HeroInjuredEventData(IEventData iEventData)
+        {
+            HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
+            if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)
+            {
+                SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
+                if (skillBasic == null) 
+                {
+                    return;
+                }
+
+                if (skillBasic.index - 1 == index)
+                {
+                    CombatHeroEntity.MagicWeaponControl.ReduceMagicCd(SelfSkillConfig.effectValue[0]);
+                }
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501001.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: aaec52109a0243889ebd955391ebf2d4
+timeCreated: 1743560361

+ 39 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501101.cs

@@ -0,0 +1,39 @@
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 双生面具 前后方法宝如果相生则双发效果增强(10%),(具体效果值取决于技能)
+    /// </summary>
+    public class S501101 : SkillBasic
+    {
+        protected override void ProUseSkill()
+        {
+        }
+
+        protected override void ProActiveSkill()
+        {
+            if (index <= 0)
+            {
+                return; 
+            }
+
+            SkillBasic a = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
+                .GetSkillQueueForIndex(index - 1);
+            SkillBasic b = CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>()
+                .GetSkillQueueForIndex(index + 1);
+            if (a == null || b == null)
+            {
+                return;
+            }
+
+            bool isSymbiosis = CombatCalculateTool.Instance.IsSymbiosis(a.wuXingType, b.wuXingType);
+            if (isSymbiosis)
+            {
+                a.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
+                b.IntensifyingEffect(SelfSkillConfig.effectValue[0]);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501101.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: ee113e47f6f84bfaa1cc3ed7cf5407c8
+timeCreated: 1743562029

+ 72 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501201.cs

@@ -0,0 +1,72 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Player;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 火灵丹 每层经过火经脉时使火系功法伤害提升1%,最多叠加20层
+    /// </summary>
+    public class S501201 : SkillBasic
+    {
+        private int _currAddCount;
+
+        private int hd = 216;
+        private int lastJingGuo;
+
+        protected override void ProUseSkill()
+        {
+        }
+
+        protected override void ProDispose()
+        {
+            _currAddCount = 0;
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.StartInjured, StartInjured);
+        }
+
+        protected override void ProActiveSkill()
+        {
+            if (angle > hd)
+            {
+                lastJingGuo += 360;
+            }
+            else
+            {
+                lastJingGuo = hd;
+            }
+
+            CombatEventManager.Instance.AddEventListener(CombatEventType.StartInjured, StartInjured);
+        }
+
+        protected override void ProCombatUpdate(float time)
+        {
+            // float jd = angle % 360;
+            if (angle >= lastJingGuo)
+            {
+                lastJingGuo += 360;
+                if (_currAddCount < SelfSkillConfig.effectValue[1])
+                {
+                    _currAddCount++;
+                }
+            }
+        }
+
+        private void StartInjured(IEventData iEventData)
+        {
+            HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
+            if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)
+            {
+                SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
+                if (skillBasic == null || !skillBasic.wuXingType.HasFlag(WuXingType.Fire))
+                {
+                    return;
+                }
+
+                long addAtt = CombatCalculateTool.Instance.GetVlaueRatioForLong(heroInjuredEventData.HarmReturnInfo.att,
+                    SelfSkillConfig.effectValue[0] * _currAddCount);
+                heroInjuredEventData.HarmReturnInfo.att += addAtt;
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501201.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 19458ee80a80473a884e4eb625006c72
+timeCreated: 1743564701

+ 36 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501301.cs

@@ -0,0 +1,36 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 巨大化 后方槽位第一个技能体型巨大化,且在对碰中受到伤害减少20%
+    /// </summary>
+    public class S501301 : SkillBasic
+    {
+        protected override void ProUseSkill()
+        {
+        }
+
+        protected override void ProDispose()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.TimelineFxLogicInit, TimelineFxLogicInit);
+        }
+
+        protected override void ProActiveSkill()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.TimelineFxLogicInit, TimelineFxLogicInit);
+        }
+
+        private void TimelineFxLogicInit(IEventData iEventData)
+        {
+            TimelineFxLogicInitEventData timelineFxLogicInitEventData = iEventData as TimelineFxLogicInitEventData;
+            if (timelineFxLogicInitEventData.SkillBasic.CombatHeroEntity == CombatHeroEntity &&
+                timelineFxLogicInitEventData.SkillBasic.index - 1 == index)
+            {
+                timelineFxLogicInitEventData.timelineFxLogic.size *= 2;
+                // timelineFxLogicInitEventData.timelineFxLogic.SkillFeaturesData.
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501301.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: a91a54e085bd4867a5bfc32a4b69e828
+timeCreated: 1743565322

+ 65 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501401.cs

@@ -0,0 +1,65 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 极速齿轮 后槽位技能在催动时获得转盘加速10%,持续2秒
+    /// </summary>
+    public class S501401 : SkillBasic
+    {
+        private float _addSpeed;
+        private bool _isUpdate;
+        private float _addTime;
+
+        protected override void ProUseSkill()
+        {
+        }
+
+        protected override void ProDispose()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            Finish();
+        }
+
+        protected override void ProActiveSkill()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+        }
+
+
+        protected override void ProCombatUpdate(float time)
+        {
+            if (_isUpdate)
+            {
+                _addTime += time;
+                if (_addTime > SelfSkillConfig.effectValue[1])
+                {
+                    Finish();
+                }
+            }
+        }
+
+        private void Finish()
+        {
+            CombatHeroEntity.CurrCombatHeroInfo.addAttSpeed_bl -= _addSpeed;
+            _addSpeed = 0;
+            _isUpdate = false;
+        }
+
+        private void AddUseGongFa(IEventData iEventData)
+        {
+            AddUseGongFaEventData addUseGongFaEventData = iEventData as AddUseGongFaEventData;
+            if (addUseGongFaEventData.SkillBasic.CombatHeroEntity == CombatHeroEntity &&
+                addUseGongFaEventData.SkillBasic.index - 1 == index)
+            {
+                _addTime = 0;
+                _isUpdate = true;
+                Finish();
+                _addSpeed = SelfSkillConfig.effectValue[0];
+                CombatHeroEntity.CurrCombatHeroInfo.addAttSpeed_bl += _addSpeed;
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S501401.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 33160a8b00ff46018729c95be4c7730a
+timeCreated: 1743580361

+ 70 - 47
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -3,6 +3,7 @@ using System.Collections.Generic;
 using CombatCore.SerializationTimeLine;
 using CombatLibrary.CombatLibrary.CombatCore;
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using Common.Combat.FxAILogic;
 using Common.Utility.CombatEvent;
 using Excel2Json;
 using Fort23.Common;
@@ -45,12 +46,18 @@ namespace GameLogic.Combat.Skill
             get { return _combatHeroEntity; }
         }
 
+        /// <summary>
+        /// 转盘中的下表
+        /// </summary>
+        public int index;
+
         private bool _isDis;
-     
-        public float angle=180;
+
+        public float angle = 180;
         public float useAngle;
-        public float lasetAngle=360;
+        public float lasetAngle = 360;
         public int useCount;
+
         /// <summary>
         /// 当前激活技能的TimeLine数据
         /// </summary>
@@ -65,7 +72,7 @@ namespace GameLogic.Combat.Skill
         public SkillConfig SelfSkillConfig;
 
 
-        public SkillIntensifierData SkillIntensifierData;
+        // public SkillIntensifierData SkillIntensifierData;
 
         /// <summary>
         /// 释放技能的时候当前焦点的目标
@@ -73,6 +80,7 @@ namespace GameLogic.Combat.Skill
         public CombatHeroEntity currFocusTarget;
 
         private SkillFeaturesData SkillFeaturesData;
+
         /// <summary>
         /// 激活的timelinegoup名字
         /// </summary>
@@ -93,7 +101,8 @@ namespace GameLogic.Combat.Skill
         /// 是否使用技能目标里的缓存池子
         /// </summary>
         protected bool _useSkillTargetPool = true;
-        public WuXingType WuXingType;
+
+        public WuXingType wuXingType;
 
         public TriggerData triggerData
         {
@@ -130,15 +139,38 @@ namespace GameLogic.Combat.Skill
 
         public void InitSkill(CombatHeroEntity combatHeroEntity)
         {
-            WuXingType = (WuXingType)SelfSkillConfig.attribute;
+            wuXingType = (WuXingType)SelfSkillConfig.attribute;
             SkillFeaturesData = new SkillFeaturesData();
-            SkillFeaturesData.WuXingType =WuXingType;
-            SkillFeaturesData.hp = Random.Range(100,200);
-            SkillFeaturesData.isEnemy= combatHeroEntity.IsEnemy;
+            SkillFeaturesData.WuXingType = wuXingType;
+            SkillFeaturesData.hp = Random.Range(100, 200);
+            SkillFeaturesData.isEnemy = combatHeroEntity.IsEnemy;
             _combatHeroEntity = combatHeroEntity;
             ProInitSkill();
         }
 
+        public void IntensifyingEffect(float bl)
+        {
+            if (SelfSkillConfig.intensifierIndex == null)
+            {
+                return;
+            }
+
+            float[] effectValue = SelfSkillConfig.effectValue;
+            float[] newEffectValue = new float[effectValue.Length];
+            for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
+            {
+                int index = SelfSkillConfig.intensifierIndex[i];
+                if (index >= effectValue.Length)
+                {
+                    continue;
+                }
+
+                newEffectValue[index] = effectValue[index] * (1 + (bl * 0.01f));
+            }
+
+            SelfSkillConfig.effectValue = newEffectValue;
+        }
+
         public SkillFeaturesData GetSkillFeaturesData()
         {
             return SkillFeaturesData.CapyFeaturesData();
@@ -148,31 +180,19 @@ namespace GameLogic.Combat.Skill
         {
         }
 
+
         /// <summary>
         /// 激活技能,准备使用技能
         /// </summary>
         public void ActiveSkill()
         {
+            ProActiveSkill();
         }
 
-        protected void ProActiveSkill()
+        protected virtual void ProActiveSkill()
         {
         }
 
-        /// <summary>
-        /// 轮询前的初始化
-        /// </summary>
-        public void PollingInitBefore(BetterList<SkillBasic> skillQueue)
-        {
-      
-            SkillIntensifierData.DormancyObj();
-            
-            ProPollingnInitBefore(skillQueue);
-        }
-
-        protected virtual void ProPollingnInitBefore(BetterList<SkillBasic> skillQueue)
-        {
-        }
 
         /// <summary>
         /// 轮询的初始化
@@ -239,10 +259,10 @@ namespace GameLogic.Combat.Skill
 
             UseCount = skillConfig.SkillType * 100000;
             skillGuid = skillConfig.ID;
-            if (SkillIntensifierData == null)
-            {
-                SkillIntensifierData = new SkillIntensifierData();
-            }
+            // if (SkillIntensifierData == null)
+            // {
+            //     SkillIntensifierData = new SkillIntensifierData();
+            // }
 
             switch (skillConfig.attribute)
             {
@@ -261,8 +281,8 @@ namespace GameLogic.Combat.Skill
                 case 16:
                     useAngle = 288;
                     break;
-                
             }
+
             ProInitSkillConfig();
             // LogTool.Log("初始化技能"+skillConfig.scriptName);
         }
@@ -293,7 +313,7 @@ namespace GameLogic.Combat.Skill
                 return null;
             }
 
-            return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData,WuXingType,
+            return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
                 harmType);
         }
 
@@ -315,11 +335,13 @@ namespace GameLogic.Combat.Skill
         /// </summary>
         public void UseSkill()
         {
-            BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList=SkillIntensifierData.currIntensifierEffectBasicList;
-            for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
-            {
-                currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
-            }
+            // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
+            //     SkillIntensifierData.currIntensifierEffectBasicList;
+            // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
+            // {
+            //     currIntensifierEffectBasicList[i].IntensifierSkillUseBefore(this);
+            // }
+
             SkillCd = SkillMaxCd;
             _enterAlertTarget.Clear();
             UseCount++;
@@ -426,7 +448,7 @@ namespace GameLogic.Combat.Skill
         public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
             BetterList<ILifetCycleHitPoint> currTarget = null,
             Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
-            object extraData = null,int indexCount=0)
+            object extraData = null, int indexCount = 0)
         {
             bool isNoAnim = false;
             if (groupName.Contains("noAnim"))
@@ -444,7 +466,7 @@ namespace GameLogic.Combat.Skill
                 {
                     timeLineEventLogicGroup.extraData = extraData;
                     timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
-                        customizePos,indexCount);
+                        customizePos, indexCount);
                     timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
                     timeLineEventLogicGroup.timeLineTime = startTime;
                     _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
@@ -526,11 +548,13 @@ namespace GameLogic.Combat.Skill
                 GObjectPool.Instance.Recycle(_earlyWarningFx);
                 _earlyWarningFx = null;
             }
-            BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList=SkillIntensifierData.currIntensifierEffectBasicList;
-            for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
-            {
-                currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
-            }
+
+            // BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList =
+            //     SkillIntensifierData.currIntensifierEffectBasicList;
+            // for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
+            // {
+            //     currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicUseFinish(this);
+            // }
         }
 
         /// <summary>
@@ -710,11 +734,10 @@ namespace GameLogic.Combat.Skill
         public void TimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
         {
             ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
-            BetterList<IntensifierEffectBasic> currIntensifierEffectBasicList=SkillIntensifierData.currIntensifierEffectBasicList;
-            for (int i = 0; i < currIntensifierEffectBasicList.Count; i++)
-            {
-                currIntensifierEffectBasicList[i].IntensifierSkillTimelineFxLogicInitBefore(this,groupName, timelineFxLogic, triggerData);
-            }
+            TimelineFxLogicInitEventData eventData = TimelineFxLogicInitEventData.Create();
+            eventData.SkillBasic = this;
+            eventData.timelineFxLogic = timelineFxLogic as FxAILogicBasic;
+            CombatEventManager.Instance.Dispatch(CombatEventType.TimelineFxLogicInit, eventData);
         }
 
         /// <summary>

+ 3 - 0
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -57,6 +57,7 @@ namespace Common.Combat.FxAILogic
         /// </summary>
         protected Vector3 startPos;
 
+        public float size=1;
         public Vector3 CurrPos
         {
             get { return _currPos; }
@@ -90,6 +91,7 @@ namespace Common.Combat.FxAILogic
                 return;
             }
 
+            size = 1;
             _currAllDelayTime= delayTime+timeLineEventParticleLogicBasic.indexCount*multipleTargetDelayTime;
             _currDelayTime = 0;
             _currPos = startPos;
@@ -115,6 +117,7 @@ namespace Common.Combat.FxAILogic
             triggerData.TrggerObject = this;
             currTime = 0;
             _isUpdateBasic = true;
+            ObjectPoolInterface.own.transform.localScale = Vector3.one * size;
             ProInit();
         }
 

+ 2 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -17,6 +17,7 @@ namespace Common.Combat.FxAILogic
         public float speed;
         private IUnRegister UnRegister = null;
 
+         
         public enum CurveType
         {
             DynamicCurve,
@@ -110,7 +111,7 @@ namespace Common.Combat.FxAILogic
                     }
 
 
-                    moveBezierPath.controlPoints.Add(gameObject.transform.TransformPoint(p));
+                    moveBezierPath.controlPoints.Add(gameObject.transform.TransformPoint(p/(size*size)));
                 }
 
 

+ 22 - 0
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -0,0 +1,22 @@
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "SkillSelectPanel")]
+    public partial class SkillSelectPanel : UIPanel
+    {
+        private void Init()
+        {
+        }
+
+        protected override void AddEvent()
+        {
+        }
+
+        protected override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Wi9Jtn6lUH+LgwCiSZl3emeJlyejjZsWf+Qzhy1GR8+23XUkOAmkcGhfNKxy
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 4 - 4
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -94,10 +94,10 @@ namespace Fort23.Mono
             CombatHeroSkillControl combatHeroSkillControl = CombatController.currActiveCombat.CombatHeroController
                 .playerHeroEntity.CombatHeroSkillControl
                 .This<CombatHeroSkillControl>();
-            lanLiang.fillAmount = combatHeroSkillControl.addChongNeng / 150f;
-            lanLiang.color = !combatHeroSkillControl.isKuoLiQuanKai
-                ? new Color(1f, 0.96f, 0f)
-                : new Color(0.96f, 0f, 1f);
+            // lanLiang.fillAmount = combatHeroSkillControl.addChongNeng / 150f;
+            // lanLiang.color = !combatHeroSkillControl.isKuoLiQuanKai
+            //     ? new Color(1f, 0.96f, 0f)
+            //     : new Color(0.96f, 0f, 1f);
             for (int i = 0; i < _gfWidgets.Count; i++)
             {
                 gf_widget gfWidget = _gfWidgets[i];

+ 1 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs

@@ -33,6 +33,7 @@ namespace Fort23.Mono
 	     }
 	   }
 	  private UITweenController _jin;
+	  
 	  public UITweenController jin
 	   {
 	   get{

File diff suppressed because it is too large
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/HeroModel.xlsx


BIN
Excel2Json/Excel/skill.xlsx


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+ 56 - 921
UserSettings/Layouts/CurrentMaximizeLayout.dwlt


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