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

# Conflicts:
#	Assets/Res/UIAtlas/all.spriteatlasv2   resolved by origin/master(远端) version
#	UserSettings/Layouts/default-2022.dwlt   resolved by master version
DESKTOP-FB72PO8\Administrator 5 mesiacov pred
rodič
commit
69d69cb164
82 zmenil súbory, kde vykonal 4111 pridanie a 2212 odobranie
  1. 0 0
      Assets/Art/UIAssets/TextrueJson/all.txt
  2. 1 0
      Assets/Art/UIAssets/TextrueJson/heroIcon.txt
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  26. 205 43
      Assets/Art/VFX/FXPrefabs/fx_down_zb_gold.prefab
  27. 122 122
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  28. 6 6
      Assets/Art/VFX/FXPrefabs/fx_down_zb_gz_orange.prefab
  29. 126 126
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  30. 23 0
      Assets/Res/Config/HeroModelConfig.json
  31. 126 0
      Assets/Res/Config/HeroPowerUpConfig.json
  32. 12 0
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  33. 255 15
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  40. 8 0
      Assets/Scripts/Core/Event/Event/CustomEventType.cs
  41. 6 0
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  42. 6 0
      Assets/Scripts/GameData/ExcelConfig/HeroPowerUpConfig.cs
  43. 9 0
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  44. 3 0
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  45. 21 8
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  46. 1 1
      Assets/Scripts/GameLogic/CombatScenesTool/TestCombatHeroConfig.cs
  47. 39 17
      Assets/Scripts/GameLogic/Hero/HeroInfo.cs
  48. 59 5
      Assets/Scripts/GameLogic/Player/PlayerManager.cs
  49. 53 2
      Assets/Scripts/GameUI/UI/Hero/HeroDetailPanel.cs
  50. 172 5
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  53. 8 47
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  54. 10 10
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  56. BIN
      Excel2Json/Excel/HeroModel.xlsx
  57. BIN
      Excel2Json/Excel/HeroPowerUp.xlsx
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  60. 2 2
      UserSettings/EditorUserSettings.asset
  61. 645 1058
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  62. BIN
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  81. BIN
      美术/unity_use_ui/icon/icon_tx116.png
  82. 5 5
      美术/工具/imgui.ini

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
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       "shanbi": 10,
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       "move_speed": 8,
       "speed_atk": 1.0,
       "range_atk": 4,
@@ -340,6 +355,7 @@
       "crit": null,
       "attack": 10,
       "shanbi": 10,
+      "expGain": 100,
       "move_speed": 8,
       "speed_atk": 1.0,
       "range_atk": 2,
@@ -361,6 +377,7 @@
       "crit": null,
       "attack": 11,
       "shanbi": 10,
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       "move_speed": 8,
       "speed_atk": 1.0,
       "range_atk": 3,
@@ -382,6 +399,7 @@
       "crit": null,
       "attack": 12,
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       "speed_atk": 1.0,
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@@ -403,6 +421,7 @@
       "crit": null,
       "attack": 11,
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@@ -424,6 +443,7 @@
       "crit": null,
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       "shanbi": 10,
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       "range_atk": 4,
@@ -445,6 +465,7 @@
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       "attack": 13,
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       "speed_atk": 1.0,
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@@ -469,6 +490,7 @@
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       "attack": 14,
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@@ -495,6 +517,7 @@
       "crit": null,
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Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 126 - 0
Assets/Res/Config/HeroPowerUpConfig.json


+ 12 - 0
Assets/Res/Config/LanguageChineseConfig.json

@@ -115,6 +115,18 @@
     {
       "ID": 29,
       "txt": "吸血"
+    },
+    {
+      "ID": 30,
+      "txt": "传说"
+    },
+    {
+      "ID": 31,
+      "txt": "史诗"
+    },
+    {
+      "ID": 32,
+      "txt": "精英"
     }
   ]
 }

+ 255 - 15
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   - component: {fileID: 3309520447706144299}
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     packgSpritePath: Assets/Res/UIAtlas/all.spriteatlasv2
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+  m_OnClick:
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@@ -3200,7 +3245,7 @@ GameObject:
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-  m_AnchorMin: {x: 0, y: 1}
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   m_Layer: 0
   m_HasEditorInfo: 1
-  m_Name: Text (TMP)
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     packgSpritePath: Assets/Res/UIAtlas/all.spriteatlasv2
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 GameObject:
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@@ -8925,7 +9015,7 @@ MonoBehaviour:
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     isList: 0
     ListCollectorDatas: []
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+  - key: heroRarity
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     isList: 0
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+    gameObject: {fileID: 598579539906994872}
+    isAssetBundle: 0
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+    ListCollectorDatas:
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+    - gameObject: {fileID: 7900421520403642917}
+    - gameObject: {fileID: 1181932463234986561}
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+    ListCollectorDatas:
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+    - gameObject: {fileID: 7900421520403642917}
+    - gameObject: {fileID: 1181932463234986561}
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+    isList: 0
+    ListCollectorDatas:
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+    - gameObject: {fileID: 7900421520403642917}
+    - gameObject: {fileID: 1181932463234986561}
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+ 27 - 194
Assets/Res/UI/MainUIPanel.prefab

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@@ -61,5 +295,58 @@ SpriteAtlasAsset:
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   m_IsVariant: 0
   m_IsPlaceholder: 0

+ 19 - 0
Assets/Res/UIAtlas/heroIcon.spriteatlasv2

@@ -0,0 +1,19 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
+--- !u!612988286 &1
+SpriteAtlasAsset:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_Name: 
+  serializedVersion: 3
+  m_MasterAtlas: {fileID: 0}
+  m_ImporterData:
+    packables:
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+    - {fileID: 2800000, guid: ff7f553a76e6f4322a64fbb61d20f9ba, type: 3}
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+  m_IsVariant: 0
+  m_IsPlaceholder: 0

+ 31 - 0
Assets/Res/UIAtlas/heroIcon.spriteatlasv2.meta

@@ -0,0 +1,31 @@
+fileFormatVersion: 2
+guid: DisdsCP4ASpJWW+yv3WvThwzL8/T0WZJOugmuodBPeyqpmMFuc7HiE0=
+SpriteAtlasImporter:
+  externalObjects: {}
+  textureSettings:
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+    anisoLevel: 1
+    compressionQuality: 50
+    maxTextureSize: 2048
+    textureCompression: 0
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+  assetBundleVariant: 

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 184 - 448
Assets/Scenes/UITest.scene


+ 8 - 0
Assets/Scripts/Core/Event/Event/CustomEventType.cs

@@ -12,5 +12,13 @@ namespace Fort23.Core
       /// 战斗道具飞行
       /// </summary>
       Combat_EquipFall,
+      /// <summary>
+      /// 英雄升级
+      /// </summary>
+      HeroUpgrade,
+      /// <summary>
+      /// 英雄升星
+      /// </summary>
+      HeroPromote,
     }
 }

+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/HeroModelConfig.cs

@@ -104,6 +104,12 @@ public int attack;
 public int shanbi;
 
 
+		/// <summary>
+		///经验产出
+		/// </summary>
+public long expGain;
+
+
 		/// <summary>
 		///移动速度
 		/// </summary>

+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/HeroPowerUpConfig.cs

@@ -50,6 +50,12 @@ public float DEFFactor;
 public float SHANBIFactor;
 
 
+		/// <summary>
+		///经验产出倍率
+		/// </summary>
+public float EXPFactor;
+
+
 		/// <summary>
 		///升级所需经验值 (0代表最大等级)
 		/// </summary>

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

@@ -0,0 +1,9 @@
+using Core.Utility.Event;
+
+namespace Common.Utility.CombatEvent
+{
+    public class HeroLvUpgradeEventData : EventDataBasic<HeroLvUpgradeEventData>
+    {
+        public int heroModelID;
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 0402f8e7dca441fdace61cb0c172ffcf
+timeCreated: 1732699300

+ 21 - 8
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -18,13 +18,18 @@ public class CombatHeroInfo
     /// </summary>
     public EncryptionInt shanbi = new EncryptionInt(); 
     
+    /// <summary>
+    /// 经验产出
+    /// </summary>
+    public EncryptionLong expGain = new EncryptionLong();
+    
     public EncryptionFloat attSpeed = new EncryptionFloat();
     public EncryptionFloat crit =new EncryptionFloat();
     public EncryptionFloat critDamage =new EncryptionFloat();
-    public EncryptionFloat dodge = new EncryptionFloat();
+    // public EncryptionFloat dodge = new EncryptionFloat();
 
-    public int level;
-    public int star;
+    public EncryptionInt level;
+    public EncryptionInt star;
     
     public HeroModelConfig modelConfig;
 
@@ -76,13 +81,19 @@ public class CombatHeroInfo
         factor = rarityFactor * starFactor;
     }
 
-    protected void CalAttribute()
+
+    protected void CalBasicAttribute()
     {
         hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor * factor);
         defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor * factor);
         attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor * factor);
-        
-        shanbi = (EncryptionInt)(modelConfig.shanbi * powerUpConfig.SHANBIFactor);
+        shanbi = (EncryptionInt)(modelConfig.shanbi * powerUpConfig.SHANBIFactor * factor);
+        expGain = (EncryptionLong)(modelConfig.expGain * powerUpConfig.EXPFactor * factor);
+    }
+    
+    protected void CalAttribute()
+    {
+        CalBasicAttribute();
 
         attSpeed = (EncryptionFloat)modelConfig.speed_atk;
         crit = (EncryptionFloat)modelConfig.crit;
@@ -94,11 +105,13 @@ public class CombatHeroInfo
         heroType = modelConfig.heroType;
     }
 
-    protected void SetDataConfig(int id,int level, int star)
+    protected void SetDataConfig(int modelID,int level, int star)
     {
-        modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(id);
+        modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
         powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
         promoteConfig = ConfigComponent.Instance.Get<HeroPromoteConfig>(star);
+        this.level = (EncryptionInt)level;
+        this.star = (EncryptionInt)star;
     }
     
     public void InitMonster(int modelID,int level, int star = 1)

+ 1 - 1
Assets/Scripts/GameLogic/CombatScenesTool/TestCombatHeroConfig.cs

@@ -24,7 +24,7 @@ namespace GameLogic.CombatScenesTool
                 combatHeroInfo.attack.Value = (att);
                 combatHeroInfo.crit.Value = (0);
                 combatHeroInfo.critDamage.Value = (0);
-                combatHeroInfo.dodge.Value = (0);
+                combatHeroInfo.shanbi.Value = (0);
                 combatHeroInfo.maxDis = attDis;
                 combatHeroInfo.maxDisTo = attDis * attDis;
                 combatHeroInfo.skillId = skillId;

+ 39 - 17
Assets/Scripts/GameLogic/Hero/HeroInfo.cs

@@ -32,31 +32,53 @@ namespace GameLogic.Hero
                 return _iconZhiYe;
             }
         }
-        
-        //
-        // public int level;
-        // public int star;
-        
-        
+
+        public int modelID;
+
+        /// <summary>
+        /// 是否为上阵英雄
+        /// </summary>
+        public bool isLead;
+
         public void InitHero(AccountFileInfo.HeroData heroData)
         {
+            modelID = heroData.heroModelId;
             SetDataConfig(heroData.heroModelId, 
                 heroData.heroPowerId, 
                 heroData.heroPromoteId);
             CalFactor();
             CalAttribute();
         }
-        
-        // public HeroInfo(AccountFileInfo.HeroData heroData)
-        // {
-        //     modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(heroData.heroModelId);
-        //     promoteConfig = ConfigComponent.Instance.Get<HeroPromoteConfig>(heroData.heroPromoteId);
-        //     powerConfig = ConfigComponent.Instance.Get<HeroPowerConfig>(heroData.heroPowerId);
-        //     
-        //     lv = powerConfig.heroLevel;
-        //     star = promoteConfig.starGrade;
-        // }
 
-        
+        public HeroInfo Upgrade()
+        {
+            level.Value++;
+            powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level.Value);
+            CalFactor();
+            CalBasicAttribute();
+            PlayerManager.Instance.SaveHeroData(this);
+
+            return this;
+        }
+
+        public void Promote()
+        {
+            star.Value++;
+            promoteConfig = ConfigComponent.Instance.Get<HeroPromoteConfig>(star.Value);
+            CalFactor();
+            CalBasicAttribute();
+            PlayerManager.Instance.SaveHeroData(this);
+        }
+
+        public AccountFileInfo.HeroData ToHeroData()
+        {
+            AccountFileInfo.HeroData heroData = new AccountFileInfo.HeroData
+            {
+                heroModelId = modelConfig.ID,
+                heroPowerId = powerUpConfig.ID,
+                heroPromoteId = promoteConfig.ID
+            };
+            return heroData;
+        }
     }
 }

+ 59 - 5
Assets/Scripts/GameLogic/Player/PlayerManager.cs

@@ -1,6 +1,5 @@
 using System.Collections;
 using System.Collections.Generic;
-using Common.Utility.CombatEvent;
 using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Hero;
@@ -10,7 +9,6 @@ using Utility;
 public class PlayerManager : Singleton<PlayerManager>
 {
     public List<HeroInfo> heroList = new List<HeroInfo>();
-
     /// <summary>
     /// 上阵的英雄,也可以叫主力,替补英雄等级=主力英雄的最低等级(和afk一样的)
     /// </summary>
@@ -18,8 +16,6 @@ public class PlayerManager : Singleton<PlayerManager>
 
     public GameConstantConfig gameConstantConfig;
 
-    
-
     public void Init()
     {
         gameConstantConfig = ConfigComponent.Instance.Get<GameConstantConfig>(1);
@@ -37,4 +33,62 @@ public class PlayerManager : Singleton<PlayerManager>
             heroListInLead.Add(heroInfo);
         }
     }
-}
+
+    public HeroInfo GetHeroInfo(int modelID)
+    {
+        for (int i = 0; i < heroListInLead.Count; i++)
+        {
+            HeroInfo info = heroListInLead[i];
+            if (info.modelID == modelID)
+            {
+                return info;
+            }
+        }
+
+        return null;
+    }
+
+    private int leadHeroIdx = 0;
+
+    /// <summary>
+    /// 快速保存英雄数据
+    /// 反复升级统一英雄时,就不用反复遍历列表了
+    /// </summary>
+    /// <param name="heroInfo"></param>
+    /// <returns>ture=升级的是同一个英雄</returns>
+    private bool QuickSaveHeroData(HeroInfo heroInfo)
+    {
+        var lastHeroData= AccountFileInfo.Instance.playerData.HeroListInLeadDatas[leadHeroIdx];
+        
+        if (heroInfo.modelID == lastHeroData.heroModelId)
+        {
+            AccountFileInfo.Instance.playerData.HeroListInLeadDatas[leadHeroIdx] = heroInfo.ToHeroData();
+            AccountFileInfo.Instance.SavePlayerData();
+            return true;
+        }
+
+        return false;
+    }
+    
+    /// <summary>
+    /// 保存英雄数据
+    /// </summary>
+    /// <param name="heroInfo"></param>
+    public void SaveHeroData(HeroInfo heroInfo)
+    {
+        if (!QuickSaveHeroData(heroInfo))
+        {
+            for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListInLeadDatas.Count; i++)
+            {
+                AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListInLeadDatas[i];
+                if (heroData.heroModelId == heroInfo.modelID)
+                {
+                    AccountFileInfo.Instance.playerData.HeroListInLeadDatas[i] = heroInfo.ToHeroData();
+                    //存下来,用于快速查找
+                    leadHeroIdx = i;
+                    return;
+                }
+            }
+        }
+    }
+}

+ 53 - 2
Assets/Scripts/GameUI/UI/Hero/HeroDetailPanel.cs

@@ -1,4 +1,7 @@
+using Common.Utility.CombatEvent;
+using Core.Language;
 using Excel2Json;
+using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Hero;
 using UnityEngine.UI;
@@ -8,6 +11,9 @@ namespace Fort23.Mono
     [UIBinding(prefab = "HeroDetailPanel"  )]
     public partial class HeroDetailPanel : UIPanel
     {
+        
+        private HeroInfo heroInfo;
+        
         private void Init()
         {
             // InitHeroDetailPanel();
@@ -21,8 +27,24 @@ namespace Fort23.Mono
         public override void AddButtonEvent()
         {
             btnBack.onClick.AddListener(OnClickClose);
+            btnUpgrade.onClick.AddListener(OnClickUpgrade);
+            btnPromote.onClick.AddListener(OnClickPromote);
         }
 
+
+        private void OnClickPromote()
+        {
+            
+        }
+        
+        private void OnClickUpgrade()
+        {
+            heroInfo = heroInfo.Upgrade();
+            UpdateAttributeUI();
+            HeroLvUpgradeEventData data = new HeroLvUpgradeEventData();
+            data.heroModelID = heroInfo.modelID;
+            EventManager.Instance.Dispatch(CustomEventType.HeroUpgrade, data);
+        }
         private void OnClickClose()
         {
             UIManager.Instance.HideUIUIPanel(this);
@@ -30,9 +52,38 @@ namespace Fort23.Mono
 
         public void InitHeroDetailPanel(HeroInfo heroInfo)
         {
+            this.heroInfo = heroInfo;
             iconZhiYe.icon_name = heroInfo.iconZhiYe;
-            
-            LogTool.Log(heroInfo);
+            heroName.text = LanguageManager.Instance.Text(heroInfo.modelConfig.name);
+            HeroUITools.SetStarShow(stars, heroInfo.star.Value);
+
+            switch (heroInfo.modelConfig.rarity)
+            {
+                case 1:
+                    heroRarity.text = LanguageManager.Instance.Text(32);
+                    break;
+                case 2:
+                    heroRarity.text = LanguageManager.Instance.Text(31);
+                    break;
+                case 3:
+                    heroRarity.text = LanguageManager.Instance.Text(30);
+                    break;
+                default:
+                    LogTool.Error("找不到hero的稀有度:" + heroInfo.modelConfig.ID);
+                    break;
+            }
+
+            UpdateAttributeUI();
+        }
+
+        public void UpdateAttributeUI()
+        {
+            txtHP.text = heroInfo.hp.Value.ToString();
+            txtATK.text = heroInfo.attack.Value.ToString();
+            txtDEF.text = heroInfo.defense.Value.ToString();
+            txtSHANBI.text = heroInfo.shanbi.Value.ToString();
+            txtLv.text = heroInfo.level.Value.ToString();
+            txtExpGain.text = heroInfo.expGain.Value.ToString();
         }
 
     }

+ 172 - 5
Assets/Scripts/GameUI/UI/Hero/HeroDetailPanelData.cs

@@ -3,6 +3,8 @@ using Fort23.UTool;
 using UnityEngine.UI;
 using UnityEngine;
 using System.Collections.Generic;
+using TMPro;
+
 namespace Fort23.Mono
 {
 	public partial class HeroDetailPanel 
@@ -19,15 +21,15 @@ namespace Fort23.Mono
 	      return _btnBack;
 	     }
 	   }
-	  private Text _heroGrade;
-	  public Text heroGrade
+	  private Text _heroRarity;
+	  public Text heroRarity
 	   {
 	   get{
-	      if (_heroGrade == null)
+	      if (_heroRarity == null)
 	       {
-	         _heroGrade  = GetUIUnit<Text>("heroGrade"); 
+	         _heroRarity  = GetUIUnit<Text>("heroRarity"); 
 	       }
-	      return _heroGrade;
+	      return _heroRarity;
 	     }
 	   }
 	  private Text _heroName;
@@ -63,6 +65,171 @@ namespace Fort23.Mono
 	      return _iconZhiYe;
 	     }
 	   }
+	  private TextMeshProUGUI _txtHP;
+	  public TextMeshProUGUI txtHP
+	   {
+	   get{
+	      if (_txtHP == null)
+	       {
+	         _txtHP  = GetUIUnit<TextMeshProUGUI>("txtHP"); 
+	       }
+	      return _txtHP;
+	     }
+	   }
+	  private TextMeshProUGUI _txtATK;
+	  public TextMeshProUGUI txtATK
+	   {
+	   get{
+	      if (_txtATK == null)
+	       {
+	         _txtATK  = GetUIUnit<TextMeshProUGUI>("txtATK"); 
+	       }
+	      return _txtATK;
+	     }
+	   }
+	  private TextMeshProUGUI _txtDEF;
+	  public TextMeshProUGUI txtDEF
+	   {
+	   get{
+	      if (_txtDEF == null)
+	       {
+	         _txtDEF  = GetUIUnit<TextMeshProUGUI>("txtDEF"); 
+	       }
+	      return _txtDEF;
+	     }
+	   }
+	  private TextMeshProUGUI _txtSHANBI;
+	  public TextMeshProUGUI txtSHANBI
+	   {
+	   get{
+	      if (_txtSHANBI == null)
+	       {
+	         _txtSHANBI  = GetUIUnit<TextMeshProUGUI>("txtSHANBI"); 
+	       }
+	      return _txtSHANBI;
+	     }
+	   }
+	  private TextMeshProUGUI _txtLv;
+	  public TextMeshProUGUI txtLv
+	   {
+	   get{
+	      if (_txtLv == null)
+	       {
+	         _txtLv  = GetUIUnit<TextMeshProUGUI>("txtLv"); 
+	       }
+	      return _txtLv;
+	     }
+	   }
+	  private TextMeshProUGUI _txtExpGain;
+	  public TextMeshProUGUI txtExpGain
+	   {
+	   get{
+	      if (_txtExpGain == null)
+	       {
+	         _txtExpGain  = GetUIUnit<TextMeshProUGUI>("txtExpGain"); 
+	       }
+	      return _txtExpGain;
+	     }
+	   }
+	  private TextMeshProUGUI _txtUpgrade;
+	  public TextMeshProUGUI txtUpgrade
+	   {
+	   get{
+	      if (_txtUpgrade == null)
+	       {
+	         _txtUpgrade  = GetUIUnit<TextMeshProUGUI>("txtUpgrade"); 
+	       }
+	      return _txtUpgrade;
+	     }
+	   }
+	  private TextMeshProUGUI _txtPromote;
+	  public TextMeshProUGUI txtPromote
+	   {
+	   get{
+	      if (_txtPromote == null)
+	       {
+	         _txtPromote  = GetUIUnit<TextMeshProUGUI>("txtPromote"); 
+	       }
+	      return _txtPromote;
+	     }
+	   }
+	  private MyImage _heroShards;
+	  public MyImage heroShards
+	   {
+	   get{
+	      if (_heroShards == null)
+	       {
+	         _heroShards  = GetUIUnit<MyImage>("heroShards"); 
+	       }
+	      return _heroShards;
+	     }
+	   }
+	  private TextMeshProUGUI _txtBasicEquipLv;
+	  public TextMeshProUGUI txtBasicEquipLv
+	   {
+	   get{
+	      if (_txtBasicEquipLv == null)
+	       {
+	         _txtBasicEquipLv  = GetUIUnit<TextMeshProUGUI>("txtBasicEquipLv"); 
+	       }
+	      return _txtBasicEquipLv;
+	     }
+	   }
+	  private MyImage _iconCommonEquip;
+	  public MyImage iconCommonEquip
+	   {
+	   get{
+	      if (_iconCommonEquip == null)
+	       {
+	         _iconCommonEquip  = GetUIUnit<MyImage>("iconCommonEquip"); 
+	       }
+	      return _iconCommonEquip;
+	     }
+	   }
+	  private MyImage _iconSpecailEquip;
+	  public MyImage iconSpecailEquip
+	   {
+	   get{
+	      if (_iconSpecailEquip == null)
+	       {
+	         _iconSpecailEquip  = GetUIUnit<MyImage>("iconSpecailEquip"); 
+	       }
+	      return _iconSpecailEquip;
+	     }
+	   }
+	  private GameObject _lockObj;
+	  public GameObject lockObj
+	   {
+	   get{
+	      if (_lockObj == null)
+	       {
+	         _lockObj  = GetUIUnit<GameObject>("lockObj"); 
+	       }
+	      return _lockObj;
+	     }
+	   }
+	  private Button _btnUpgrade;
+	  public Button btnUpgrade
+	   {
+	   get{
+	      if (_btnUpgrade == null)
+	       {
+	         _btnUpgrade  = GetUIUnit<Button>("btnUpgrade"); 
+	       }
+	      return _btnUpgrade;
+	     }
+	   }
+	  private Button _btnPromote;
+	  public Button btnPromote
+	   {
+	   get{
+	      if (_btnPromote == null)
+	       {
+	         _btnPromote  = GetUIUnit<Button>("btnPromote"); 
+	       }
+	      return _btnPromote;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 58 - 0
Assets/Scripts/GameUI/UI/Hero/HeroUITools.cs

@@ -0,0 +1,58 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Fort23.Mono
+{
+    public static class HeroUITools
+    {
+        /// <summary>
+        /// 根据星级,显示不同的数量的星星和样子
+        /// </summary>
+        /// <param name="stars"></param>
+        /// <param name="starGrade"></param>
+        public static void SetStarShow(List<object> stars, int starGrade)
+        {
+            // 最大星级展示个数(6星,只显示一颗星星,换颜色)
+            int maxShowStar = 5;
+
+            // 计算 当前星级 应该用什么星星的表现
+            int group = (starGrade - 1) / maxShowStar;
+            
+            int i = 1;
+            foreach (GameObject star in stars)
+            {
+                SetStarImg(group, star);
+                // 根据星级显示星星
+                if (starGrade >= i)
+                {
+                    star.SetActive(true);
+                }
+                else
+                {
+                    star.SetActive(false);
+                }
+                i++;
+            }
+        }
+        
+        private static void SetStarImg(int group, GameObject starObj)
+        {
+            MyImage image = starObj.GetComponent<MyImage>();
+            // 执行对应的逻辑  (0)GradeIcon_Star_s_Yellow  (1)GradeIcon_Star_s_Premium
+            switch (group)
+            {
+                case 0: // n = 1~5
+                    image.icon_name = "dec_star";
+                    break;
+                case 1: // n = 6~10
+                    image.icon_name = "dec_star";    
+                    break;
+                default: // 其他情况
+                    image.icon_name = "dec_star";
+                    break;
+            }
+        }
+        
+    }
+}

+ 3 - 0
Assets/Scripts/GameUI/UI/Hero/HeroUITools.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5540bab530cf4f1cbd86c91d8c0c2d02
+timeCreated: 1732690520

+ 8 - 47
Assets/Scripts/GameUI/UI/Hero/WidgetHero.cs

@@ -55,55 +55,16 @@ namespace Fort23.Mono
         /// <param name="heroInfo"></param>
         public void InitHero(HeroInfo heroInfo)
         {
-            // GetComponent<RectTransform>().anchorMin = new Vector2(0.5f, 0.5f);
-            // GetComponent<RectTransform>().anchorMax = new Vector2(0.5f, 0.5f);
             this.heroInfo = heroInfo;
-            lv.text = heroInfo.level.ToString();
+            lv.text = heroInfo.level.Value.ToString();
+            iconHero.icon_name = heroInfo.modelConfig.headicon;
+            iconHero.SetNativeSize();
+            iconZhiYe.icon_name = heroInfo.iconZhiYe;
+            
+            HeroUITools.SetStarShow(stars, heroInfo.star.Value);
+            
             
-            // 最大星级展示个数(6星,只显示一颗星星,换颜色)
-            int maxShowStar = 5;
-
-            // 计算 当前星级 应该用什么星星的表现
-            int group = (heroInfo.star - 1) / maxShowStar;
-
-
-
-            int i = 1;
-            foreach (GameObject star in stars)
-            {
-                // Image image = star.GetComponent<Image>();
-
-                SetStarImg(group, star);
-                
-                if (heroInfo.star >= i)
-                {
-                    star.SetActive(true);
-                }
-                else
-                {
-                    star.SetActive(false);
-                }
-                i++;
-            }
-        }
-
-        private void SetStarImg(int group, GameObject starObj)
-        {
-            Image image = starObj.GetComponent<Image>();
-            // 执行对应的逻辑  (0)GradeIcon_Star_s_Yellow  (1)GradeIcon_Star_s_Premium
-            switch (group)
-            {
-                case 0: // n = 1~5
-                    image.name = "GradeIcon_Star_s_Yellow";
-                    break;
-                case 1: // n = 6~10
-                    image.name = "GradeIcon_Star_s_Premium";    
-                    break;
-                default: // 其他情况
-                    image.name = "GradeIcon_Star_s_Yellow";
-                    break;
-            }
         }
-
+        
     }
 }

+ 10 - 10
Assets/Scripts/GameUI/UI/Hero/WidgetHeroData.cs

@@ -21,15 +21,15 @@ namespace Fort23.Mono
 	      return _bgImg;
 	     }
 	   }
-	  private Image _headIcon;
-	  public Image headIcon
+	  private MyImage _iconHero;
+	  public MyImage iconHero
 	   {
 	   get{
-	      if (_headIcon == null)
+	      if (_iconHero == null)
 	       {
-	         _headIcon  = GetUIUnit<Image>("headIcon"); 
+	         _iconHero  = GetUIUnit<MyImage>("iconHero"); 
 	       }
-	      return _headIcon;
+	      return _iconHero;
 	     }
 	   }
 	  private List<object> _stars;
@@ -54,15 +54,15 @@ namespace Fort23.Mono
 	      return _lv;
 	     }
 	   }
-	  private Image _zhiyeIcon;
-	  public Image zhiyeIcon
+	  private MyImage _iconZhiYe;
+	  public MyImage iconZhiYe
 	   {
 	   get{
-	      if (_zhiyeIcon == null)
+	      if (_iconZhiYe == null)
 	       {
-	         _zhiyeIcon  = GetUIUnit<Image>("zhiyeIcon"); 
+	         _iconZhiYe  = GetUIUnit<MyImage>("iconZhiYe"); 
 	       }
-	      return _zhiyeIcon;
+	      return _iconZhiYe;
 	     }
 	   }
 	  private Button _btnHero;

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/HeroModel.xlsx


BIN
Excel2Json/Excel/HeroPowerUp.xlsx


BIN
Excel2Json/Excel/Language.xlsx


+ 1 - 1
UGUIPack/uguiconfig.db

@@ -1 +1 @@
-{"allPackgInfos":[{"packName":"all","packgJsonPath":"/Art/UIAssets/TextrueJson/all.txt","packgSpritePath":"Assets/Res/UIAtlas/all.spriteatlasv2","lasetJsonGUID":"03b3872585b24d54f63b884a410da2bc"}],"isJiaoYan":true}
+{"allPackgInfos":[{"packName":"all","packgJsonPath":"/Art/UIAssets/TextrueJson/all.txt","packgSpritePath":"Assets/Res/UIAtlas/all.spriteatlasv2","lasetJsonGUID":"e90cdb0036b7598e8196c482eccd4329"},{"packName":"heroIcon","packgJsonPath":"/Art/UIAssets/TextrueJson/heroIcon.txt","packgSpritePath":"Assets/Res/UIAtlas/heroIcon.spriteatlasv2","lasetJsonGUID":"e21daa5d31e00b95876c58a9ce604a30"}],"isJiaoYan":true}

+ 2 - 2
UserSettings/EditorUserSettings.asset

@@ -33,10 +33,10 @@ EditorUserSettings:
       value: 5a50500553530b595d0f597343770941474e4c722e2a20367e794861e1b86c68
       flags: 0
     RecentlyUsedSceneGuid-4:
-      value: 5753045f5d005b5f0b0a082315715d44464e4b7b797125622e284430bbe66d68
+      value: 5a500c0357030b0f0858097a44770f40154f4f2e2a2c743229794b64e0b56c6a
       flags: 0
     RecentlyUsedSceneGuid-5:
-      value: 5a500c0357030b0f0858097a44770f40154f4f2e2a2c743229794b64e0b56c6a
+      value: 5753045f5d005b5f0b0a082315715d44464e4b7b797125622e284430bbe66d68
       flags: 0
     Systems Window:
       value: 183b144645154b7802000a2b17364d11021e17246e72662b47695d73a2a07478a2a505e1e82d6f2f100cca3210371526d1051c05e22a040f2507f00b32f01c061ccb5a9f5ace1e10d81c50a48d5d91a3959694aa9ad8efd7c9f2afe0f1c0fcfdf6f8b6f2a5a6dacfb89debbfa1cbc9c3f5c3bac18e9c89c1bbdec2d6f2b992939996c59699c79ae8d182b7baad82aba0b0aea88398abdbf1dd8a8ea765ffc520262728fafcf8f6c28eb162945c71898d6167877a72a980809c9f71cecece859d579fd5f106dbdadb21de0dde237c686c76706641634c764f547c624a7e622d6628286620686f653d2b635a0204003e0805017509093043470e3643041c5d5b415c54450e1c424b420f6e4b634e636263696655641a1f273c0f083c1102ec362de62318e9ea25ab61ade8ed0ee30655b0b6b7b8176615

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 645 - 1058
UserSettings/Layouts/CurrentMaximizeLayout.dwlt


BIN
美术/art_use_ui/all/icon_res_monster.png


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美术/art_use_ui/all/icon_res_upgrade_1.png


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美术/art_use_ui/all/icon_res_upgrade_2.png


BIN
美术/art_use_ui/heroIcon/icon_tx105.png


BIN
美术/art_use_ui/heroIcon/icon_tx107.png


BIN
美术/art_use_ui/heroIcon/icon_tx113.png


BIN
美术/art_use_ui/heroIcon/icon_tx116.png


Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 0 - 0
美术/unity_use_ui/TextrueJson/all.txt


+ 1 - 0
美术/unity_use_ui/TextrueJson/heroIcon.txt

@@ -0,0 +1 @@
+{"packName":"heroIcon","isTyPack":false,"newTextureJson":[{"textrueName":"icon_tx116","filePath":"/icon/icon_tx116.png"},{"textrueName":"icon_tx105","filePath":"/icon/icon_tx105.png"},{"textrueName":"icon_tx107","filePath":"/icon/icon_tx107.png"},{"textrueName":"icon_tx113","filePath":"/icon/icon_tx113.png"}],"keyToValue":{}}

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美术/unity_use_ui/icon/icon_Hero1.png


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美术/unity_use_ui/icon/icon_Hero2.png


BIN
美术/unity_use_ui/icon/icon_Hero3.png


BIN
美术/unity_use_ui/icon/icon_Hero4.png


BIN
美术/unity_use_ui/icon/icon_res_monster.png


BIN
美术/unity_use_ui/icon/icon_res_upgrade_1.png


BIN
美术/unity_use_ui/icon/icon_res_upgrade_2.png


BIN
美术/unity_use_ui/icon/icon_tx105.png


BIN
美术/unity_use_ui/icon/icon_tx107.png


BIN
美术/unity_use_ui/icon/icon_tx113.png


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美术/unity_use_ui/icon/icon_tx116.png


+ 5 - 5
美术/工具/imgui.ini

@@ -10,27 +10,27 @@ Collapsed=0
 
 [Window][Tool]
 Pos=400,0
-Size=666,100
+Size=900,100
 Collapsed=0
 
 [Window][unity_art]
-Pos=1066,0
+Pos=1300,0
 Size=400,720
 Collapsed=0
 
 [Window][console]
 Pos=400,520
-Size=666,70
+Size=900,70
 Collapsed=0
 
 [Window][控制台]
 Pos=400,590
-Size=666,130
+Size=900,130
 Collapsed=0
 
 [Window][scence]
 Pos=400,100
-Size=666,420
+Size=900,420
 Collapsed=0
 
 [Docking][Data]

Niektoré súbory nie sú zobrazené, pretože je v týchto rozdielových dátach zmenené mnoho súborov