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修改bug

DESKTOP-FB72PO8\Administrator 5 月之前
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652107d268
共有 40 個文件被更改,包括 18217 次插入456 次删除
  1. 1 0
      Assets/Art/ArtHero/Guaiwu01.prefab
  2. 260 0
      Assets/Art/GuaiWuTimeline/Guaiwu01.playable
  3. 260 0
      Assets/Art/GuaiWuTimeline/Guaiwu02.playable
  4. 260 0
      Assets/Art/GuaiWuTimeline/Guaiwu03.playable
  5. 260 0
      Assets/Art/GuaiWuTimeline/Guaiwu04.playable
  6. 260 0
      Assets/Art/GuaiWuTimeline/Guaiwu05.playable
  7. 260 0
      Assets/Art/GuaiWuTimeline/GuaiwuBoss01.playable
  8. 260 0
      Assets/Art/GuaiWuTimeline/GuaiwuBoss02.playable
  9. 260 0
      Assets/Art/GuaiWuTimeline/GuaiwuJY01.playable
  10. 260 0
      Assets/Art/GuaiWuTimeline/GuaiwuJY02.playable
  11. 14619 0
      Assets/Art/VFX/FXPrefabs/fx_gw_chuxian_smoke_gw03_big.prefab
  12. 7 0
      Assets/Art/VFX/FXPrefabs/fx_gw_chuxian_smoke_gw03_big.prefab.meta
  13. 2 1
      Assets/Art/VFX/FXPrefabs/fx_shouDong.prefab
  14. 112 112
      Assets/Res/Config/HeroPowerUpConfig.json
  15. 16 0
      Assets/Res/Config/LanguageChineseConfig.json
  16. 212 212
      Assets/Res/Config/LevelBattleConfig.json
  17. 267 123
      Assets/Res/Config/MonsterWavesConfig.json
  18. 0 0
      Assets/Res/TimeLineAssets/Guaiwu01_TD.txt
  19. 0 0
      Assets/Res/TimeLineAssets/Guaiwu02_TD.txt
  20. 0 0
      Assets/Res/TimeLineAssets/Guaiwu03_TD.txt
  21. 0 0
      Assets/Res/TimeLineAssets/Guaiwu04_TD.txt
  22. 0 0
      Assets/Res/TimeLineAssets/Guaiwu05_TD.txt
  23. 0 0
      Assets/Res/TimeLineAssets/GuaiwuBoss01_TD.txt
  24. 0 0
      Assets/Res/TimeLineAssets/GuaiwuBoss02_TD.txt
  25. 0 0
      Assets/Res/TimeLineAssets/GuaiwuJY01_TD.txt
  26. 0 0
      Assets/Res/TimeLineAssets/GuaiwuJY02_TD.txt
  27. 513 0
      Assets/Res/UI/MainUIPanel.prefab
  28. 58 0
      Assets/Scenes/testCombat.scene
  29. 4 5
      Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs
  30. 2 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs
  31. 1 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs
  32. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/PlayerHeroEntity.cs
  33. 54 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroDisappearState.cs
  34. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroDisappearState.cs.meta
  35. 4 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs
  36. 1 1
      Assets/Scripts/GameUI/UI/Hero/WidgetHero.cs
  37. 0 0
      Assets/StreamingAssets/assetConfig.txt
  38. 二進制
      Excel2Json/Excel/HeroPowerUp.xlsx
  39. 二進制
      Excel2Json/Excel/LevelBattle.xlsx
  40. 二進制
      Excel2Json/Excel/TreasureChests.xlsx

+ 1 - 0
Assets/Art/ArtHero/Guaiwu01.prefab

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+ 260 - 0
Assets/Art/GuaiWuTimeline/Guaiwu01.playable

@@ -235,6 +235,18 @@ MonoBehaviour:
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   m_Markers:
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@@ -1370,6 +1500,43 @@ MonoBehaviour:
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@@ -1528,6 +1695,99 @@ MonoBehaviour:
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+  m_CustomPlayableFullTypename: 
+  m_Curves: {fileID: 0}
+  m_Parent: {fileID: 997565687175579892}
+  m_Children: []
+  m_Clips:
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+    m_Asset: {fileID: -6495825823573570785}
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+    m_TimeScale: 1
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+ 260 - 0
Assets/Art/GuaiWuTimeline/Guaiwu02.playable

@@ -368,6 +368,99 @@ MonoBehaviour:
     m_DisplayName: fx_gw_chuxian_smoke
   m_Markers:
     m_Objects: []
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+  m_CustomPlayableFullTypename: 
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+  m_Parent: {fileID: 3027159886304681145}
+  m_Children: []
+  m_Clips:
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+    m_Asset: {fileID: 6338055244776545223}
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@@ -1134,6 +1265,31 @@ MonoBehaviour:
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@@ -1470,6 +1626,110 @@ MonoBehaviour:
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Assets/Scenes/testCombat.scene

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@@ -1271,3 +1328,4 @@ SceneRoots:
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   - {fileID: 5342889083889272969}
+  - {fileID: 1513297671842084741}

+ 4 - 5
Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs

@@ -120,7 +120,7 @@ namespace GameLogic.Combat.CombatType
 
         protected override void ProHeroDie(CombatHeroEntity combatHeroEntity, HarmReturnInfo harmReturnInfo)
         {
-            if (harmReturnInfo.harmType == HarmType.SystemKo)
+            if (harmReturnInfo==null||harmReturnInfo.harmType == HarmType.SystemKo)
             {
                 return;
             }
@@ -150,7 +150,7 @@ namespace GameLogic.Combat.CombatType
                     heroEntities.AddRange(allHero);
                     for (int i = 0; i < heroEntities.Count; i++)
                     {
-                        heroEntities[i].HeroDie(newharm);
+                        heroEntities[i].CombatAIBasic.ChangeState(CombatHeroStateType.Disappear);
                     }
 
                     Debug.Log("英雄死完了,等待全部英雄复活,这个版本等待2秒全体复活");
@@ -357,13 +357,12 @@ namespace GameLogic.Combat.CombatType
             CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
             if (allHero != null)
             {
-                HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
-                harmReturnInfo.harmType = HarmType.SystemKo;
+              
                 List<CombatHeroEntity> heroEntities = new List<CombatHeroEntity>();
                 heroEntities.AddRange(allHero);
                 for (int i = 0; i < heroEntities.Count; i++)
                 {
-                    heroEntities[i].HeroDie(harmReturnInfo);
+                    heroEntities[i].CombatAIBasic.ChangeState(CombatHeroStateType.Disappear);
                 }
             }
 

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs

@@ -138,6 +138,8 @@ public class CombatAIBasic : IDisposable
         stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
         stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
         stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
+        stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
+        
     }
 
     public void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs

@@ -17,6 +17,7 @@ namespace GameLogic.Combat.Hero
         public static readonly string XiuMian= "xiumian";
         public static readonly string Resurrection= "resurrection";//复活
         public static readonly string PickUp= "PickUp";//拾取状态
+        public static readonly string Disappear= "disappear";//消失状态
         
     }
 }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/PlayerHeroEntity.cs

@@ -80,7 +80,7 @@ namespace GameLogic.Combat.Hero
 
 
                 endPos = lasetHeroPos + new Vector3(CombatCalculateTool.Instance.GetOdd(-5, 5), 0,
-                    CombatCalculateTool.Instance.GetOdd(-5, 5));
+                    CombatCalculateTool.Instance.GetOdd(-7, 4));
 
 
                 startPos = endPos + new Vector3(5, 20, 5);

+ 54 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroDisappearState.cs

@@ -0,0 +1,54 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.CombatTool;
+
+namespace GameLogic.Combat.Hero.State
+{
+    public class CombatHeroDisappearState : CombatHeroStateBasic
+    {
+   
+        protected bool isSwitch = false;
+
+        private TimeLineEventLogicGroupBasic _timeLineEventLogicGroupBasic;
+
+        public CombatHeroDisappearState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+        }
+
+        public override bool IsSwitch(IState nextState)
+        {
+            return isSwitch;
+        }
+
+
+        protected override void ProEnter()
+        {
+            isSwitch = false;
+            HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
+            harmReturnInfo.harmType = HarmType.SystemKo;
+            combatHeroEntity.HeroDie(harmReturnInfo);
+            TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
+                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("xiaoshi");
+
+            if (timeLineEventLogicGroup != null)
+            {
+                timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
+                {
+                    CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
+                };
+            }
+            else
+            {
+               
+                CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
+            }
+
+
+            // combatHeroEntity.Dispose();
+        }
+
+        protected override void ProExit()
+        {
+            _timeLineEventLogicGroupBasic?.BreakTimeLine(combatHeroEntity);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroDisappearState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 86531e4a4230406f8f34a972f4139ec7
+timeCreated: 1735111901

+ 4 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs

@@ -18,9 +18,12 @@ namespace Common.Combat.FxAILogic
         [Header("碰撞到地面时的特效")] public string GroundHitFxName;
         private Vector3 endPos;
         private Vector3 dir;
+        public float maxDis = 20;
 
+        protected float maxDisSpr;
         protected override void ProInit()
         {
+            maxDisSpr= maxDis* maxDis;
             UnRegister = gameObject.OnTriggerEnterEvent(OnTriggerEnterEvent);
             if (isUseCustomTargetEndPos)
             {
@@ -120,7 +123,7 @@ namespace Common.Combat.FxAILogic
 
             if (!isTriggerGroundEnd)
             {
-                if (Vector3.SqrMagnitude(_currPos - startPos) > 200)
+                if (Vector3.SqrMagnitude(_currPos - startPos) >maxDisSpr)
                 {
                     Dispose();
                 }

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

@@ -211,7 +211,7 @@ namespace Fort23.Mono
             this.heroInfo = heroInfo;
             SetBasicData();
             SetDynamicData();
-            Button_came_icon.gameObject.SetActive(false);
+            // Button_came_icon.gameObject.SetActive(false);
         }
 
         private void SetBasicData()

文件差異過大導致無法顯示
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


二進制
Excel2Json/Excel/HeroPowerUp.xlsx


二進制
Excel2Json/Excel/LevelBattle.xlsx


二進制
Excel2Json/Excel/TreasureChests.xlsx


部分文件因文件數量過多而無法顯示