# Conflicts: # Assets/Res/Config/FabaoConfig.json resolved by master version # Excel2Json/Excel/FabaoConfig.xlsx resolved by master version
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m_Icon: {fileID: 0}
m_NavMeshLayer: 0
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packgSpritePath: Assets/Res/UIAtlas/tongyong.spriteatlasv2
lasetJsonGUID: 73747c90ef6f3497ab9cd07d8ff19dd0
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m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
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MonoBehaviour:
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isAssetBundle: 0
isList: 0
ListCollectorDatas: []
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m_Materials:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 544340637007268772}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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gameObject: {fileID: 8363264617899274196}
@@ -2106,9 +2191,9 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Padding:
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m_Right: 0
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m_ChildAlignment: 0
m_Spacing: 21.47
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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
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m_SelectedTrigger: Selected
m_DisabledTrigger: Disabled
m_Interactable: 1
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m_OnClick:
m_PersistentCalls:
m_Calls: []
@@ -460,6 +460,86 @@ MonoBehaviour:
m_Text: "\u529F\u6CD5\u6570\u91CF1/4"
+--- !u!1 &675307928623745481
+ - component: {fileID: 4927574875558780897}
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+ m_Text: "\u4E00\u952E\u88C5\u914D"
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
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m_ShowMaskGraphic: 0
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+--- !u!114 &8239318831176044666
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m_AnchoredPosition: {x: 0, y: 0}
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+ m_SizeDelta: {x: 66.70511, y: 63.477}
--- !u!222 &8562629278153307331
CanvasRenderer:
@@ -1177,6 +1387,136 @@ MonoBehaviour:
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m_Father: {fileID: 6694772361877173011}
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--- !u!222 &8774718514361989388
@@ -1454,7 +1795,7 @@ MonoBehaviour:
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m_ChildForceExpandWidth: 1
m_ChildForceExpandHeight: 1
@@ -1477,6 +1818,86 @@ MonoBehaviour:
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m_VerticalFit: 0
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@@ -80,6 +80,51 @@ MonoBehaviour:
m_Text: "1\u7EA7"
+--- !u!1 &740275112248685339
+ - component: {fileID: 271321759498699397}
+ - component: {fileID: 4846741517815700259}
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@@ -171,6 +217,16 @@ MonoBehaviour:
- gameObject: {fileID: 1541203404502475801}
- gameObject: {fileID: 7344344513877532038}
- gameObject: {fileID: 3002968146783622268}
+ - gameObject: {fileID: 784710312336784181}
+ - key: InfoPos
+ gameObject: {fileID: 271321759498699397}
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m_Father: {fileID: 8817738242950991828}
@@ -1350,6 +1407,90 @@ MonoBehaviour:
lasetJsonGUID: 99b40747f72180f8bdc5e972731dc65f
+--- !u!1 &7780583145739525372
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@@ -634,12 +634,12 @@ MonoBehaviour:
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_icon_name: dec_Border
isNotLoadDeftIcon: 0
- CurrSpriteAtlas: {fileID: 100100200, guid: 7b02f32fa59cd4e3085208946b112537, type: 3}
packInfo:
- packName: all
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- packgSpritePath: Assets/Res/UIAtlas/all.spriteatlasv2
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+ - {fileID: 2800000, guid: d24269604ae00a8439edfdebf45a3509, type: 3}
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- {fileID: 2800000, guid: 2990c1d0f0e731548b201bcf744187da, type: 3}
+ - {fileID: 2800000, guid: 50db720a997df0f4bb76d75ca3128dc6, type: 3}
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@@ -47,5 +49,6 @@ SpriteAtlasAsset:
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- {fileID: 2800000, guid: 6a4ae9d9bf667354a8611accc71f8d50, type: 3}
- {fileID: 2800000, guid: 2b4c4eb9c47d81945a3315fb99ac6de1, type: 3}
+ - {fileID: 2800000, guid: f74c331c73e28164694465f627a72d0a, type: 3}
m_IsVariant: 0
m_IsPlaceholder: 0
@@ -20,8 +20,8 @@ SpriteAtlasImporter:
padding: 8
blockOffset: 1
allowAlphaSplitting: 0
- enableRotation: 1
- enableTightPacking: 1
+ enableRotation: 0
+ enableTightPacking: 0
enableAlphaDilation: 0
secondaryTextureSettings: {}
variantMultiplier: 1
@@ -62,12 +62,6 @@ public float cd;
public int fragmentID;
- /// <summary>
- ///法宝默认星级
- /// </summary>
-public int Star;
-
/// <summary>
///法宝基础属性类型
/// </summary>
@@ -86,24 +80,6 @@ public int[] ShuxingPara;
public int SkillGroupID;
- ///法宝升星所需道具数量 分别是升到45678910星所需数量
-public int[] StarupItemCost;
- ///升星获得词缀属性IDs
-public int[] StarupShuxingIDs;
- ///升星获得词缀属性数值
-public int[] StarupShuxingValues;
@@ -27,19 +27,19 @@ public int Power;
- ///法宝的生命标准成长
+ ///法宝的生命标准成长1
public int HP;
- ///法宝的防御标准成长
+ ///法宝的防御标准成长2
public int DEF;
- ///法宝的攻击标准成长
+ ///法宝的攻击标准成长3
public int ATK;
@@ -47,13 +47,25 @@ public int ATK;
///强化所需道具ID
-public int[] PoerupItemIDs;
+public int[] PowerupItemIDs;
///强化所需道具数量
-public int[] PoerupItemCosts;
+public int[] PowerupItemCosts;
+
+ /// <summary>
+ ///突破所需对应碎片数量
+ /// </summary>
+public int[] PromotePieceNum;
+ ///对应的技能等级
+public int SkillLevel;
@@ -1,3 +1,5 @@
+using System;
+using System.Collections.Generic;
using Excel2Json;
using Fort23.UTool;
@@ -9,14 +11,53 @@ namespace GameLogic.Hero
/// 星级
public int star;
public FabaoConfig FabaoConfig;
public FabaoPowerupConfig FabaoPowerupConfig;
- public FaBaoInfo(int id,int powerupId,int start=1)
+ public SkillConfig SkillConfig;
+ public float[] effectValue;
+ public long qiangDu;
+ public Dictionary<int, long> attriButedIC = new Dictionary<int, long>();
+ public FaBaoInfo(int id, int powerupId, int start = 1)
+ star = 1;
FabaoConfig = ConfigComponent.Instance.Get<FabaoConfig>(id);
FabaoPowerupConfig = ConfigComponent.Instance.Get<FabaoPowerupConfig>(powerupId);
- star = FabaoConfig.Star;
+ SkillConfig = ConfigComponent.Instance.Get<SkillConfig>(FabaoConfig.SkillGroupID * 10 + start - 1);
+ effectValue = new float[SkillConfig.effectValue.Length];
+ Array.Copy(SkillConfig.effectValue, effectValue, SkillConfig.effectValue.Length);
+ attriButedIC.Clear();
+ //计算加得属性
+ for (var i = 0; i < FabaoConfig.ShuxingIDs.Length; i++)
+ long attribute = GetAttriBute(FabaoConfig.ShuxingIDs[i]);
+ long value = (long)(attribute * FabaoConfig.ShuxingPara[0] * 0.01f);
+ attriButedIC.Add(FabaoConfig.ShuxingIDs[i], value);
+ }
+ qiangDu = (long)(FabaoPowerupConfig.Power * SkillConfig.power * 0.01f);
+ private long GetAttriBute(int type)
+ switch (type)
+ case 1:
+ return FabaoPowerupConfig.HP;
+ case 2:
+ case 3:
+ return 0;
@@ -64,14 +64,14 @@ namespace GameLogic.Hero
for (int i = 0; i < star; i++)
- if (faBaoInfo.FabaoConfig.StarupShuxingIDs.Length <= i)
- {
- break;
- }
- int shuxingID = faBaoInfo.FabaoConfig.StarupShuxingIDs[i];
- int shuxingValue = faBaoInfo.FabaoConfig.StarupShuxingValues[i];
- ComputeHeroAttributeType(shuxingID, shuxingValue);
+ // if (faBaoInfo.FabaoConfig.StarupShuxingIDs.Length <= i)
+ // {
+ // break;
+ // }
+ //
+ // int shuxingID = faBaoInfo.FabaoConfig.StarupShuxingIDs[i];
+ // int shuxingValue = faBaoInfo.FabaoConfig.StarupShuxingValues[i];
+ // ComputeHeroAttributeType(shuxingID, shuxingValue);
@@ -13,7 +13,7 @@ namespace GameLogic.Player
/// 出战的法宝
- public List<FaBaoInfo> FightFaBao = new List<FaBaoInfo>();
+ public FaBaoInfo[] FightFaBao = new FaBaoInfo[4];
public void AddFaBao(FaBaoInfo faBaoInfo)
@@ -3,6 +3,7 @@ using System.Linq;
using GameLogic.Combat.CombatTool;
using GameLogic.Combat.Hero;
using GameLogic.Hero;
+using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
namespace GameLogic.Player
@@ -68,5 +69,29 @@ namespace GameLogic.Player
combatHeroEntity.CombatHeroSkillControl.SetNewSkill(allUseSkill);
AccountFileInfo.Instance.SavePlayerData();
+ public void SaveUseSkill(SkillInfo[] allUseSkill)
+ for (var i = 0; i < allSkill.Count; i++)
+ allSkill[i].index = -1;
+ allSkill[i].SkillData.useIndex = -1;
+ for (var i = 0; i < allUseSkill.Length; i++)
+ this.allUseSkill[i] = allUseSkill[i];
+ if (allUseSkill[i] != null)
+ allUseSkill[i].index = i;
+ allUseSkill[i].SkillData.useIndex = i;
+ CombatHeroEntity combatHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
+ combatHeroEntity.CombatHeroSkillControl.SetNewSkill(allUseSkill);
+ AccountFileInfo.Instance.SavePlayerData();
@@ -91,7 +91,11 @@ public class PlayerManager : Singleton<PlayerManager>
FaBaoInfo faBaoInfo = new FaBaoInfo(magicWeaponId[i], 1);
FaBaoControl.AddFaBao(faBaoInfo);
- FaBaoControl.FightFaBao.Add(faBaoInfo);
+ for (int i = 0; i < 4; i++)
+ FaBaoControl.FightFaBao[i] = FaBaoControl.myAllFaBao[i];
myHero.TaoismSkillId = 601011;
@@ -154,6 +154,7 @@ public class GameApplction : IGameStart
gameStartUIPanel.SetSlider(0.95f);
await CombatDrive.Instance.StartCombat(startCombatInfo);
PlayerManager.Instance.GongFaControl.SaveUseSkill();
+ PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(AccountFileInfo.Instance.playerData.heroData.TaoismSkillId);
if (startCombatInfo.CombatType != CombatType.TestCombat)
await MainPanel.OpenPanel();
@@ -1,7 +1,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using Core.Language;
+using Excel2Json;
using Fort23.Core;
+using Fort23.UTool;
using GameLogic.Combat;
@@ -21,11 +24,17 @@ namespace Fort23.Mono
private int type1 = 0;
private int type2 = 0;
+ public SkillInfo[] allUseSkill;
+ private int currenRoadSkilId ;
/// 1.执行升级逻辑 2.执行更换逻辑
private int infoType = 1;
+ SkillWidget currentSelectedSkill;
public static async CTask OpenSkillSelectPanel()
CombatDrive.Instance.CombatController.isUpdate = false;
@@ -44,17 +53,133 @@ namespace Fort23.Mono
+ public override CTask<bool> AsyncInit(object[] uiData)
+ allUseSkill = PlayerManager.Instance.GongFaControl.allUseSkill.ToArray();
+ currenRoadSkilId = PlayerManager.Instance.myHero.TaoismSkillId;
+ UpdateSkillWidget();
+ UpdateRoad();
+ return base.AsyncInit(uiData);
public override void AddButtonEvent()
- Btn_ChangeRoad.onClick.AddListener(() => { SkillRoadSelecPanel.OpenPanel(); });
+ Btn_OneKyChange.onClick.AddListener(() =>
+ allUseSkill[i] = null;
+ SkillInfo[] skills = new SkillInfo[5];
+ List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill.ToList();
+ //金
+ if (allSkill[i].skillConfig.attribute == 1)
+ if (skills[0] == null || skills[0].skillConfig.level > allSkill[i].skillConfig.level)
+ skills[0] = allSkill[i];
+ //木
+ if (allSkill[i].skillConfig.attribute == 2)
+ if (skills[1] == null || skills[1].skillConfig.level > allSkill[i].skillConfig.level)
+ skills[1] = allSkill[i];
+ //水
+ if (allSkill[i].skillConfig.attribute == 4)
+ if (skills[2] == null || skills[2].skillConfig.level > allSkill[i].skillConfig.level)
+ skills[2] = allSkill[i];
+ //火
+ if (allSkill[i].skillConfig.attribute == 8)
+ if (skills[3] == null || skills[3].skillConfig.level > allSkill[i].skillConfig.level)
+ skills[3] = allSkill[i];
+ //土
+ if (allSkill[i].skillConfig.attribute == 16)
+ if (skills[4] == null || skills[4].skillConfig.level > allSkill[i].skillConfig.level)
+ skills[4] = allSkill[i];
+ for (var i = 0; i < allKongSkill.Count; i++)
+ allKongSkill[i].InitWidget(allKongSkill[i].index, this);
+ for (var i = 0; i < indexList.Count; i++)
+ if (skills[i] == null)
+ continue;
+ allKongSkill[indexList[i]].SetSKill(skills[i]);
+ allUseSkill[indexList[i]] = skills[i];
+ isAlter = true;
+ });
- Btn_Setting.onClick.AddListener(() =>
+ Btn_ChangeOk.onClick.AddListener(() =>
- GongFaSettingRoot.SetActive(true);
- infoType = 2;
- Btn_Setting.gameObject.SetActive(false);
+ ChangeInfoType(1);
+ if (isAlter)
+ PlayerManager.Instance.GongFaControl.SaveUseSkill(allUseSkill);
+ PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(currenRoadSkilId);
+ PlayerManager.Instance.myHero.heroData.TaoismSkillId = currenRoadSkilId;
+ isAlter = false;
});
+ Btn_Info.onClick.AddListener(async () =>
+ if (currentSelectedSkill != null)
+ GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(currentSelectedSkill.skillConfigId);
+ await gongFaUpgradePanel.UIClosed();
+ Sort(type1, type2);
+ Btn_ChangeRoad.onClick.AddListener(() =>
+ SkillRoadSelecPanel.OpenPanel(currenRoadSkilId, (skillId) =>
+ if (skillId != currenRoadSkilId && skillId != 0)
+ currenRoadSkilId = skillId;
+ Btn_Setting.onClick.AddListener(() => { ChangeInfoType(2); });
Btn_Jin.onClick.AddListener(() =>
if (type2 == 1)
@@ -147,10 +272,17 @@ namespace Fort23.Mono
if (infoType == 2)
- GongFaSettingRoot.SetActive(false);
- infoType = 1;
- Btn_Setting.gameObject.SetActive(true);
- CloseSelect();
+ allKongSkill[i].SetSKill(allUseSkill[allKongSkill[i].index]);
else
@@ -166,8 +298,42 @@ namespace Fort23.Mono
+ private void UpdateRoad()
+ if (currenRoadSkilId != 0)
+ SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currenRoadSkilId);
+ Text_RoadName.text = LanguageManager.Instance.Text(skillConfig.name);
+ else
+ Text_RoadName.text = "未选择";
+ private void ChangeInfoType(int type)
+ if (type == 1)
+ GongFaSettingRoot.SetActive(false);
+ infoType = 1;
+ Btn_Setting.gameObject.SetActive(true);
+ CloseSelect();
+ else if (type == 2)
+ GongFaSettingRoot.SetActive(true);
+ infoType = 2;
+ Btn_Setting.gameObject.SetActive(false);
List<SkillInfo> showSkillInfo = new List<SkillInfo>();
+ List<int> indexList = new List<int>() { 0, 6, 8, 4, 2 };
private void Sort(int type1, int type2)
//先排序类型在排属性
@@ -191,21 +357,32 @@ namespace Fort23.Mono
if (type2 == 0)
+ Icon_Select.gameObject.SetActive(false);
else if (type2 == 1)
+ Icon_Select.transform.position = Btn_Jin.transform.position;
+ Icon_Select.gameObject.SetActive(true);
else if (type2 == 2)
+ Icon_Select.transform.position = Btn_Mu.transform.position;
else if (type2 == 4)
+ Icon_Select.transform.position = Btn_Shui.transform.position;
else if (type2 == 8)
+ Icon_Select.transform.position = Btn_Huo.transform.position;
else if (type2 == 16)
+ Icon_Select.transform.position = Btn_Tu.transform.position;
@@ -227,6 +404,7 @@ namespace Fort23.Mono
showSkillInfo = showSkillInfo.Where(s => s.skillConfig.attribute == type2).ToList();
Content.Init(this, showSkillInfo.Count);
@@ -273,7 +451,7 @@ namespace Fort23.Mono
null, SkillKongWeiRoot,
isInstance: true);
skillKongWidget.InitWidget(index, this);
- skillKongWidget.SetSKill(PlayerManager.Instance.GongFaControl.GetSkillInfo(index));
+ skillKongWidget.SetSKill(allUseSkill[index]);
skillKongWidget.transform.anchoredPosition = pos;
skillKongWidget.onClick = OnClickSkillKongWidget;
allKongSkill.Add(skillKongWidget);
@@ -287,22 +465,45 @@ namespace Fort23.Mono
if (infoType == 1)
return;
+ Btn_Info.gameObject.SetActive(false);
+ currentSelectedSkill = null;
SkillKongWidget skillKongWidget = obj as SkillKongWidget;
- if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null)
+ if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig == null)
- skillKongWidget.SetSKill(selectSkillConfig);
- selectSkillConfig.index = skillKongWidget.index;
- PlayerManager.Instance.GongFaControl.AddUseSkill(selectSkillConfig);
+ return;
+ int count = 0;
+ count++;
+ //直接上功法
+ if (skillKongWidget.SkillInfo == null && dianjiSkillKongWidget == null && selectSkillConfig != null)
+ if (count >= 4)
+ TipMessagePanel.OpenTipMessagePanel("功法已经上满");
+ skillKongWidget.SetSKill(selectSkillConfig);
+ allUseSkill[skillKongWidget.index] = selectSkillConfig;
+ //替换功法
else if (skillKongWidget.SkillInfo != null && dianjiSkillKongWidget == null && selectSkillConfig != null)
- PlayerManager.Instance.GongFaControl.RemoveSkillInfo(skillKongWidget.SkillInfo);
+ allUseSkill[skillKongWidget.SkillInfo.index] = null;
skillKongWidget.SetSKill(selectSkillConfig);
CloseSelect();
@@ -314,6 +515,8 @@ namespace Fort23.Mono
+ //交换功法
if (dianjiSkillKongWidget == null)
dianjiSkillKongWidget = skillKongWidget;
@@ -328,18 +531,16 @@ namespace Fort23.Mono
if (skillKongWidget.SkillInfo != null)
dianjiSkillKongWidget.SetSKill(skillKongWidget.SkillInfo);
- dianjiSkillKongWidget.SkillInfo.index = dianjiSkillKongWidget.index;
- PlayerManager.Instance.GongFaControl.AddUseSkill(dianjiSkillKongWidget.SkillInfo);
+ allUseSkill[dianjiSkillKongWidget.index] = dianjiSkillKongWidget.SkillInfo;
- PlayerManager.Instance.GongFaControl.RemoveSkillInfo(dianjiSkillKongWidget.SkillInfo);
+ allUseSkill[dianjiSkillKongWidget.SkillInfo.index] = null;
dianjiSkillKongWidget.Cleared();
@@ -364,6 +565,11 @@ namespace Fort23.Mono
selectSkillConfig = null;
dianjiSkillKongWidget = null;
Btn_RemoveGongFa.gameObject.SetActive(false);
for (int i = 0; i < allKongSkill.Count; i++)
allKongSkill[i].SelectState(false);
@@ -374,13 +580,7 @@ namespace Fort23.Mono
public override void Hide()
base.Hide();
- if (isAlter)
- PlayerManager.Instance.GongFaControl.SaveUseSkill();
CombatDrive.Instance.CombatController.isUpdate = true;
- isAlter = false;
List<SkillWidget> _skillWidgets = new List<SkillWidget>();
@@ -393,7 +593,7 @@ namespace Fort23.Mono
SkillWidget skillWidget = await UIManager.Instance.CreateGComponent<SkillWidget>(null, ContentRoot);
skillWidget.InitSkillWidget(skillInfo, this);
skillWidget.onClick = OnClick;
- if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
+ if (allUseSkill.Contains(skillWidget.skillConfigId))
skillWidget.Icon_Marsk.SetActive(true);
@@ -411,7 +611,7 @@ namespace Fort23.Mono
int count = 0;
foreach (var skillWidget in _skillWidgets)
@@ -421,9 +621,9 @@ namespace Fort23.Mono
- for (var i = 0; i < PlayerManager.Instance.GongFaControl.allUseSkill.Length; i++)
- if (PlayerManager.Instance.GongFaControl.allUseSkill[i] != null)
count++;
@@ -433,27 +633,22 @@ namespace Fort23.Mono
Text_GongFaCount.text = $"功法数量{count}/4";
- private void OnClick(ItemWidgetBasic obj)
+ private async void OnClick(ItemWidgetBasic obj)
SkillWidget skillWidget = obj as SkillWidget;
- GongFaUpgradePanel.Open(skillWidget.skillConfigId);
+ GongFaUpgradePanel gongFaUpgradePanel = await GongFaUpgradePanel.Open(skillWidget.skillConfigId);
else if (infoType == 2)
- int count = 0;
- count++;
- if (count >= 4)
- return;
+ Btn_Info.transform.position = skillWidget.InfoPos.position;
+ Btn_Info.gameObject.SetActive(true);
+ currentSelectedSkill = skillWidget;
@@ -490,8 +685,10 @@ namespace Fort23.Mono
UIManager.Instance.DormancyGComponent(wuXingGongFaWidget);
_wuXingGongFaWidgets.Clear();
base.Close();
@@ -261,6 +261,39 @@ namespace Fort23.Mono
return _Text_RoadName;
+ private Button _Btn_Info;
+ public Button Btn_Info
+ get{
+ if (_Btn_Info == null)
+ _Btn_Info = GetUIUnit<Button>("Btn_Info");
+ return _Btn_Info;
+ private Button _Btn_OneKyChange;
+ public Button Btn_OneKyChange
+ if (_Btn_OneKyChange == null)
+ _Btn_OneKyChange = GetUIUnit<Button>("Btn_OneKyChange");
+ return _Btn_OneKyChange;
+ private MyImage _Icon_Select;
+ public MyImage Icon_Select
+ if (_Icon_Select == null)
+ _Icon_Select = GetUIUnit<MyImage>("Icon_Select");
+ return _Icon_Select;
#endregion 自定义数据结束
public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
@@ -74,6 +74,17 @@ namespace Fort23.Mono
return _StarRoot;
+ private RectTransform _InfoPos;
+ public RectTransform InfoPos
+ if (_InfoPos == null)
+ _InfoPos = GetUIUnit<RectTransform>("InfoPos");
+ return _InfoPos;
@@ -39,6 +39,15 @@ namespace Fort23.Mono
own.transform.Gray();
+ if (_skillInfo.skillConfig.level == currentSkillInfo.skillConfig.level + 1)
Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillInfo.skillConfig.PromoteLan), skillInfo.skillConfig.PromoteLanPara);
for (var i = 0; i < StarRoot.Count; i++)
@@ -30,6 +30,17 @@ namespace Fort23.Mono
return _Text_Desc;
@@ -2,9 +2,11 @@ using System.Collections.Generic;
using Core.Language;
+using Fort23.Core;
using UnityEngine;
+using UnityEngine.UI;
using Utility;
namespace Fort23.Mono
@@ -210,6 +212,41 @@ namespace Fort23.Mono
Text_Attribute.text = "土";
break;
+ for (var i = 0; i < StarRoot.Count; i++)
+ MyImage myImage = StarRoot[i] as MyImage;
+ myImage.gameObject.SetActive(false);
+ int yinstar = skillInfo.skillConfig.level - 5;
+ MyImage icon = StarRoot[i] as MyImage;
+ if (skillInfo.skillConfig.level > 5)
+ if (i < yinstar)
+ icon.icon_name = "dec_star_2";
+ icon.gameObject.SetActive(true);
+ icon.icon_name = "dec_star_1";
+ if (i < skillInfo.skillConfig.level)
List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
@@ -223,10 +260,11 @@ namespace Fort23.Mono
- public async static void Open(SkillInfo skillInfo)
+ public async static CTask<GongFaUpgradePanel> Open(SkillInfo skillInfo)
GongFaUpgradePanel gongFaUpgradePanel = await UIManager.Instance.LoadAndOpenPanel<GongFaUpgradePanel>(null);
gongFaUpgradePanel.CustomInit(skillInfo);
+ return gongFaUpgradePanel;
public override void Close()
@@ -1,3 +1,4 @@
@@ -10,6 +11,7 @@ namespace Fort23.Mono
public partial class SkillRoadSelecPanel : UIPanel
List<SkillRoadWidget> _skillRoadWidgets = new List<SkillRoadWidget>();
+ private Action<int> callBack;
private void Init()
@@ -27,12 +29,14 @@ namespace Fort23.Mono
Btn_Close.onClick.AddListener(() =>
+ callBack?.Invoke(0);
UIManager.Instance.HideUIUIPanel(this );
- public async void CustomInit()
+ public async void CustomInit(int currentSelectId,Action<int> callBack)
+ this.callBack = callBack;
List<SkillConfig> skillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
List<SkillConfig> configs = skillConfigs.Where(s => s.SkillType == 4).ToList();
@@ -44,13 +48,13 @@ namespace Fort23.Mono
_skillRoadWidgets.Add(skillRoadWidget);
- if (PlayerManager.Instance.myHero.TaoismSkillId == 0)
+ if (currentSelectId == 0)
Text_SkillName.text = "未选择";
- SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(PlayerManager.Instance.myHero.TaoismSkillId);
+ SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(currentSelectId);
Text_SkillName.text = LanguageManager.Instance.Text(skillConfig.name);
Icon_SkillIcon.icon_name = skillConfig.icon;
@@ -59,16 +63,17 @@ namespace Fort23.Mono
private void OnClick(ItemWidgetBasic obj)
SkillRoadWidget skillRoadWidget = obj as SkillRoadWidget;
- PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(skillRoadWidget.SkillConfig.ID);
- PlayerManager.Instance.myHero.heroData.TaoismSkillId = skillRoadWidget.SkillConfig.ID;
- AccountFileInfo.Instance.SavePlayerData();
+ // PlayerManager.Instance.GongFaControl.SetTaoismSkillIndex(skillRoadWidget.SkillConfig.ID);
+ // PlayerManager.Instance.myHero.heroData.TaoismSkillId = skillRoadWidget.SkillConfig.ID;
+ // AccountFileInfo.Instance.SavePlayerData();
+ callBack?.Invoke(skillRoadWidget.SkillConfig.ID);
UIManager.Instance.HideUIUIPanel(this);
- public async static void OpenPanel()
+ public async static void OpenPanel(int currentSelectId,Action<int> callBack)
SkillRoadSelecPanel skillRoadSelecPanel = await UIManager.Instance.LoadAndOpenPanel<SkillRoadSelecPanel>(null);
- skillRoadSelecPanel.CustomInit();
+ skillRoadSelecPanel.CustomInit(currentSelectId,callBack);
+guid: CXodt3mtW3uViexvHtlbv1l6AosQ92Qvrqt59br8AAL+dl6KPnUs2YhijrgC
@@ -0,0 +1,45 @@
+namespace Fort23.Mono
+{
+ [UIBinding(prefab = "FaBaoAttributeWidget")]
+ public partial class FaBaoAttributeWidget : UIComponent
+ private void Init()
+ public override void AddEvent()
+ public override void DelEvent()
+ public override void AddButtonEvent()
+ public void CusomtInit(int type,long value)
+ Text_AttributeName.text = GetAttributeName(type);
+ Text_AttributeValue.text = value.ToString();
+ private string GetAttributeName(int type)
+ return "生命";
+ return "防御";
+ return "攻击";
+ return "";
+}
@@ -0,0 +1,11 @@
+guid: W3tK4X7+VH5pjgcJo+d25q/0+lOhofJrTvw40G5tvjF86TAWmS4PLuZpkrIa
+MonoImporter:
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
@@ -0,0 +1,51 @@
+using UnityEngine;
+ public partial class FaBaoAttributeWidget
+ #region 自定义数据
+ private Text _Text_AttributeName;
+ public Text Text_AttributeName
+ if (_Text_AttributeName == null)
+ _Text_AttributeName = GetUIUnit<Text>("Text_AttributeName");
+ return _Text_AttributeName;
+ private Text _Text_AttributeValue;
+ public Text Text_AttributeValue
+ if (_Text_AttributeValue == null)
+ _Text_AttributeValue = GetUIUnit<Text>("Text_AttributeValue");
+ return _Text_AttributeValue;
+ private MyImage _Icon_AttributeIcon;
+ public MyImage Icon_AttributeIcon
+ if (_Icon_AttributeIcon == null)
+ _Icon_AttributeIcon = GetUIUnit<MyImage>("Icon_AttributeIcon");
+ return _Icon_AttributeIcon;
+ #endregion 自定义数据结束
+ public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+ await base.SetUIGameObject(gObjectPoolInterface);
+ Init();
+guid: CikW5yP4UXrjdtmfKpIjYaOKDnbeKLjyfLcTXrKUOckb98e9ourO4Dfvt4ii
@@ -0,0 +1,33 @@
+using GameLogic.Hero;
+ [UIBinding(prefab = "FaBaoWidget")]
+ public partial class FaBaoWidget : ItemWidgetBasic
+ public FaBaoInfo faoInfo;
+ base.AddButtonEvent();
+ public void CustomInit(FaBaoInfo faoInfo)
+guid: BnMZ537+VHmeCVqmE6oeZR1r3gzTzRLLZRnhEfOBx4uxXac2Dd5VuS8BuWEy
@@ -0,0 +1,40 @@
+ public partial class FaBaoWidget
+ private MyImage _Icon_FaBaoIcon;
+ public MyImage Icon_FaBaoIcon
+ if (_Icon_FaBaoIcon == null)
+ _Icon_FaBaoIcon = GetUIUnit<MyImage>("Icon_FaBaoIcon");
+ return _Icon_FaBaoIcon;
+ private Text _Text_Level;
+ public Text Text_Level
+ if (_Text_Level == null)
+ _Text_Level = GetUIUnit<Text>("Text_Level");
+ return _Text_Level;
+guid: XH8YsX75US+onIo9uIhEj3rSOJH33wdLMafXpLw8Em4L3XjPKtpbqv04kTe4
@@ -0,0 +1,44 @@
+ [UIBinding(prefab = "MainHeroPanel")]
+ public partial class MainHeroPanel : UIPanel
+ protected override void AddEvent()
+ protected override void DelEvent()
+ Bnt_FaBao1.onClick.AddListener(() =>
+ SelectFaBaoPanel.OpenPanel(0);
+ Btn_Close.onClick.AddListener(() =>
+ UIManager.Instance.HideUIUIPanel(this);
+ public void CustomInit()
+ public async static CTask<MainHeroPanel> OpenPanel()
+ MainHeroPanel mainHeroPanel = await UIManager.Instance.LoadAndOpenPanel<MainHeroPanel>(null);
+ mainHeroPanel.CustomInit();
+ return mainHeroPanel;
+guid: DX5M4C+uBnkyaS++Kj+Lah02gIwVKOFHs5pM0m46JacebehTbbolFHd7D85c
@@ -0,0 +1,95 @@
+ public partial class MainHeroPanel
+ private Text _Text_PlayerName;
+ public Text Text_PlayerName
+ if (_Text_PlayerName == null)
+ _Text_PlayerName = GetUIUnit<Text>("Text_PlayerName");
+ return _Text_PlayerName;
+ private Text _Text_JIngJieName;
+ public Text Text_JIngJieName
+ if (_Text_JIngJieName == null)
+ _Text_JIngJieName = GetUIUnit<Text>("Text_JIngJieName");
+ return _Text_JIngJieName;
+ private Button _Bnt_FaBao1;
+ public Button Bnt_FaBao1
+ if (_Bnt_FaBao1 == null)
+ _Bnt_FaBao1 = GetUIUnit<Button>("Bnt_FaBao1");
+ return _Bnt_FaBao1;
+ private Button _Bnt_FaBao2;
+ public Button Bnt_FaBao2
+ if (_Bnt_FaBao2 == null)
+ _Bnt_FaBao2 = GetUIUnit<Button>("Bnt_FaBao2");
+ return _Bnt_FaBao2;
+ private GameObject _Bnt_FaBao3;
+ public GameObject Bnt_FaBao3
+ if (_Bnt_FaBao3 == null)
+ _Bnt_FaBao3 = GetUIUnit<GameObject>("Bnt_FaBao3");
+ return _Bnt_FaBao3;
+ private GameObject _Bnt_FaBao4;
+ public GameObject Bnt_FaBao4
+ if (_Bnt_FaBao4 == null)
+ _Bnt_FaBao4 = GetUIUnit<GameObject>("Bnt_FaBao4");
+ return _Bnt_FaBao4;
+ private Button _Btn_Close;
+ public Button Btn_Close
+ if (_Btn_Close == null)
+ _Btn_Close = GetUIUnit<Button>("Btn_Close");
+ return _Btn_Close;
+guid: XHsZ4XmoUy6Wl3GCdNJ8aRyCxtlErR1aXLoKl4uDdYpiURFaH9awTvpSskDL
@@ -0,0 +1,114 @@
+using Utility;
+ [UIBinding(prefab = "SelectFaBaoPanel")]
+ public partial class SelectFaBaoPanel : UIPanel
+ Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
+ List<FaBaoAttributeWidget> faBaoAttributeWidgets = new List<FaBaoAttributeWidget>();
+ List<FaBaoWidget> faBaoWidgets = new List<FaBaoWidget>();
+ FaBaoInfo currentFaBaoInfo;
+ FaBaoInfo selectedFaBaoInfo;
+ int selectIndex;
+ public async override CTask<bool> AsyncInit(object[] uiData)
+ for (var i = 0; i < PlayerManager.Instance.FaBaoControl.myAllFaBao.Count; i++)
+ FaBaoWidget faBaoWidget = await UIManager.Instance.CreateGComponent<FaBaoWidget>(null, Content);
+ faBaoWidget.CustomInit(PlayerManager.Instance.FaBaoControl.myAllFaBao[i]);
+ faBaoWidget.onClick = OnClick;
+ faBaoWidgets.Add(faBaoWidget);
+ return await base.AsyncInit(uiData);
+ private void OnClick(ItemWidgetBasic obj)
+ FaBaoWidget faBao = obj as FaBaoWidget;
+ selectedFaBaoInfo = faBao.faoInfo;
+ UpdateFaBaoUI(selectedFaBaoInfo);
+ public async void CustomInit(int selectIndex)
+ this.selectIndex = selectIndex;
+ currentFaBaoInfo = PlayerManager.Instance.FaBaoControl.FightFaBao[selectIndex];
+ if (currentFaBaoInfo != null)
+ UpdateFaBaoUI(currentFaBaoInfo);
+ private async void UpdateFaBaoUI(FaBaoInfo faBaoInfo)
+ FaBaoWidget faBaoWidget = await UIManager.Instance.CreateGComponent<FaBaoWidget>(null, CurrentFaBaoRoot);
+ faBaoWidget.CustomInit(faBaoInfo);
+ Text_FaBaoName.text = LanguageManager.Instance.Text(faBaoInfo.FabaoConfig.name) + " Lv." + faBaoInfo.FabaoPowerupConfig.ID;
+ Text_Power.text = $"强度:{faBaoInfo.qiangDu}";
+ Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(faBaoInfo.SkillConfig.dec), faBaoInfo.effectValue);
+ switch (faBaoInfo.FabaoConfig.magicAttribute)
+ Icon_Attribute.GetComponent<CustomStateController>().ChangeState(0);
+ Text_Attribute.text = "金";
+ break;
+ Icon_Attribute.GetComponent<CustomStateController>().ChangeState(1);
+ Text_Attribute.text = "木";
+ case 4:
+ Icon_Attribute.GetComponent<CustomStateController>().ChangeState(2);
+ Text_Attribute.text = "水";
+ case 8:
+ Icon_Attribute.GetComponent<CustomStateController>().ChangeState(3);
+ Text_Attribute.text = "火";
+ case 16:
+ Icon_Attribute.GetComponent<CustomStateController>().ChangeState(4);
+ Text_Attribute.text = "土";
+ foreach (var keyValuePair in faBaoInfo.attriButedIC)
+ FaBaoAttributeWidget faBaoAttributeWidget = await UIManager.Instance.CreateGComponent<FaBaoAttributeWidget>(null, FaBaoAttributeWidgetRoot);
+ faBaoAttributeWidget.CusomtInit(keyValuePair.Key, keyValuePair.Value);
+ faBaoAttributeWidgets.Add(faBaoAttributeWidget);
+ public async static void OpenPanel(int selectIndex)
+ SelectFaBaoPanel selectFaBaoPanel = await UIManager.Instance.LoadAndOpenPanel<SelectFaBaoPanel>(null);
+ selectFaBaoPanel.CustomInit(selectIndex);
+guid: D3lL5y37V3NyFmtG4S99rqcV9xyvLjtVtz0wFu7E1RtvAdKqROgChoMn+mIo
@@ -0,0 +1,139 @@
+ public partial class SelectFaBaoPanel
+ private MyImage _Icon_Attribute;
+ public MyImage Icon_Attribute
+ if (_Icon_Attribute == null)
+ _Icon_Attribute = GetUIUnit<MyImage>("Icon_Attribute");
+ return _Icon_Attribute;
+ private Text _Text_Attribute;
+ public Text Text_Attribute
+ if (_Text_Attribute == null)
+ _Text_Attribute = GetUIUnit<Text>("Text_Attribute");
+ return _Text_Attribute;
+ private Text _Text_FaBaoName;
+ public Text Text_FaBaoName
+ if (_Text_FaBaoName == null)
+ _Text_FaBaoName = GetUIUnit<Text>("Text_FaBaoName");
+ return _Text_FaBaoName;
+ private Text _Text_Power;
+ public Text Text_Power
+ if (_Text_Power == null)
+ _Text_Power = GetUIUnit<Text>("Text_Power");
+ return _Text_Power;
+ private Text _Text_Desc;
+ public Text Text_Desc
+ if (_Text_Desc == null)
+ _Text_Desc = GetUIUnit<Text>("Text_Desc");
+ return _Text_Desc;
+ private RectTransform _CurrentFaBaoRoot;
+ public RectTransform CurrentFaBaoRoot
+ if (_CurrentFaBaoRoot == null)
+ _CurrentFaBaoRoot = GetUIUnit<RectTransform>("CurrentFaBaoRoot");
+ return _CurrentFaBaoRoot;
+ private GameObject _equipTipsRoot;
+ public GameObject equipTipsRoot
+ if (_equipTipsRoot == null)
+ _equipTipsRoot = GetUIUnit<GameObject>("equipTipsRoot");
+ return _equipTipsRoot;
+ private RectTransform _Content;
+ public RectTransform Content
+ if (_Content == null)
+ _Content = GetUIUnit<RectTransform>("Content");
+ return _Content;
+ private RectTransform _FaBaoAttributeWidgetRoot;
+ public RectTransform FaBaoAttributeWidgetRoot
+ if (_FaBaoAttributeWidgetRoot == null)
+ _FaBaoAttributeWidgetRoot = GetUIUnit<RectTransform>("FaBaoAttributeWidgetRoot");
+ return _FaBaoAttributeWidgetRoot;
+guid: XitNtCqkVXoUIyrDkLeuM/1kxsj/jxFRldvBKRI26r2j/twqrc+5CxrTJaNZ
@@ -72,8 +72,22 @@ namespace Fort23.Mono
Btn_HeroInfomation.onClick.AddListener(async () =>
EventSystemManager.Instance.isOpenUi = true;
+ MainHeroPanel mainHeroPanel =await MainHeroPanel.OpenPanel();
+ await mainHeroPanel.UIClosed();
+ EventSystemManager.Instance.isOpenUi = false;
+ Btn_DongFu.onClick.AddListener(async () =>
+ EventSystemManager.Instance.isOpenUi = true;
+ CombatDrive.Instance.CombatController.isUpdate = false;
HeroInformationPanel heroInformationPanel = await HeroInformationPanel.OpenPanel();
await heroInformationPanel.UIClosed();
+ CombatDrive.Instance.CombatController.isUpdate = true;
EventSystemManager.Instance.isOpenUi = false;
@@ -107,6 +107,17 @@ namespace Fort23.Mono
return _Btn_GongFa;
+ private Button _Btn_DongFu;
+ public Button Btn_DongFu
+ if (_Btn_DongFu == null)
+ _Btn_DongFu = GetUIUnit<Button>("Btn_DongFu");
+ return _Btn_DongFu;
@@ -5,6 +5,7 @@
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