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Merge branch 'master' of http://192.168.123.2:3000/ck/XiuXianGame

# Conflicts:
#	Assets/xiuxian/cs.scene   resolved by master version
#	UserSettings/EditorUserSettings.asset   resolved by origin/master(远端) version
#	UserSettings/Layouts/default-2022.dwlt   resolved by origin/master(远端) version
李桃 há 3 meses atrás
pai
commit
6a4d0b1025
100 ficheiros alterados com 31727 adições e 731 exclusões
  1. 1 1
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  2. 9894 0
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  26. 1 2
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  27. 1 2
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  28. 1 2
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  32. 9 251
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  39. 7 20
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  40. 1 1
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  41. 1 1
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  42. 7408 0
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  43. 2 3
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  50. 311 9
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  51. 87 0
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  53. 40 0
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  55. 1 1
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  56. 68 0
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  57. 1 1
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  58. 8 2
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  59. 1 0
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  60. 1 1
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  61. 11 0
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  62. 3 0
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  63. 5 5
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  64. 3 5
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  65. 1 1
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  66. 0 18
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  67. 0 3
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  68. 9 64
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  69. 0 1
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  70. 2 5
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  71. 25 163
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  72. 232 1
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  73. 18 31
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  74. 20 14
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  75. 2 2
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  76. 1 0
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  77. 22 19
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  78. 9 4
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  79. 104 0
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  80. 3 0
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  81. 15 0
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  82. 3 0
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  83. 55 0
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  84. 3 0
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  85. 0 34
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  86. 0 3
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  87. 53 0
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  88. 3 0
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  89. 6 2
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  90. 1 2
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  91. 4 20
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  92. 66 0
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  94. 65 0
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  96. 2 2
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  97. 3 3
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  98. 0 0
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  99. 18 0
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+ 1 - 1
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Packages/com.unity.ai.navigation@1.1.5/Samples~/Prefabs/DungeonTiles/Tile11.prefab.meta → Assets/Art/VFX/FXPrefabs/TestZhiDan2.prefab.meta

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+
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+   Color = 1;
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+
+   Color = mainLight.color;
+   SkyColor=SHADERGRAPH_AMBIENT_SKY;
+   DistanceAtten = mainLight.distanceAttenuation;
+
+   ShadowAtten = mainLight.shadowAttenuation;
+
+#endif
+
+}

+ 2 - 2
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Packages/com.unity.ai.navigation@1.1.5/Editor/ConversionSystem/converter_widget.uxml.meta → Assets/Resources/New Shader Graph.shadergraph.meta

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+  - {fileID: 461893080}

+ 87 - 0
Assets/Scripts/Core/Utility/BesselPath.cs

@@ -0,0 +1,87 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Core.Utility
+{
+    /// <summary>
+    /// 贝塞尔曲线
+    /// </summary>
+    public class BesselPath
+    {
+        public List<Vector3> PosList;
+
+        private List<float> _time = new List<float>();
+
+        public void SetPos(List<Vector3> PosList)
+        {
+            this.PosList = PosList;
+
+            List<float> allbs = new List<float>();
+            float allb = 0;
+            for (int i = 0; i < PosList.Count; i += 3)
+            {
+                if (i + 3 > PosList.Count)
+                {
+                    break;
+                }
+
+                Vector3 p1 = PosList[i];
+                Vector3 p2 = PosList[i + 1];
+                Vector3 p3 = PosList[i + 2];
+                float b = GetPathCount(p1, p2, p3, 100);
+                allb += b;
+                allbs.Add(b);
+            }
+
+            for (int i = 0; i < allbs.Count; i++)
+            {
+                _time.Add(allbs[i] / allb);
+            }
+        }
+
+        private float GetPathCount(Vector3 p1, Vector3 p2, Vector3 p3, int count)
+        {
+            float step = 1f / count;
+            Vector3 startPos = p1;
+            float d = 0;
+            for (int i = 1; i < count; i++)
+            {
+                float t = i * count;
+                Vector3 a = Vector3.Lerp(p1, p2, t);
+                Vector3 b = Vector3.Lerp(a, p3, t);
+                d += Vector3.Distance(startPos, b);
+                startPos = b;
+            }
+
+
+            return d;
+        }
+
+        public float GetPathCount(int count)
+        {
+            float step = 1f / count;
+            Vector3 startPos = GetValue(0);
+            float d = 0;
+            for (int i = 1; i < count; i++)
+            {
+                Vector3 currPos = GetValue(step * i);
+                d += Vector3.Distance(startPos, currPos);
+            }
+
+            return d;
+        }
+
+        public Vector3 GetValue(float t)
+        {
+            Vector3 a = PosList[0];
+            for (int i = 1; i < PosList.Count; i++)
+            {
+                Vector3 b = PosList[i];
+                Vector3 c = Vector3.Lerp(a, b, t);
+                a = c;
+            }
+
+            return a;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Utility/BesselPath.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: fc9aa8e89e15468db198b043e6859a69
+timeCreated: 1739180457

+ 40 - 0
Assets/Scripts/Core/Utility/BesselPathMono.cs

@@ -0,0 +1,40 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Core.Utility
+{
+    public class BesselPathMono : MonoBehaviour
+    {
+        public Transform[] Transforms;
+        public BesselPath BesselPath;
+
+        private void OnDrawGizmos()
+        {
+            if (BesselPath == null)
+            {
+                BesselPath = new BesselPath();
+            }
+
+            if (Transforms == null || Transforms.Length < 2)
+            {
+                return;
+            }
+
+            List<Vector3> pos = new List<Vector3>();
+            for (int i = 0; i < Transforms.Length; i++)
+            {
+                pos.Add(Transforms[i].position);
+            }
+
+            BesselPath.SetPos(pos);
+            float bl = 1.0f / 300;
+            for (float i = 0; i < 300 - 1; i++)
+            {
+                Vector3 pos1 = BesselPath.GetValue(i * bl);
+                Vector3 pos2 = BesselPath.GetValue((i + 1) * bl);
+                Debug.DrawLine(pos1, pos2, Color.red);
+            }
+        }
+    }
+}

+ 3 - 0
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@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 8b0bd7b63396499eacce1f4c28a706ea
+timeCreated: 1739265798

+ 1 - 1
Assets/Scripts/Core/Utility/Parabola3DPath.cs

@@ -1,3 +1,4 @@
+using CombatLibrary.CombatLibrary.CombatCore.Utility;
 using Fort23.Core;
 using UnityEngine;
 
@@ -34,7 +35,6 @@ namespace Core.Utility
         {
             Vector3 startPosition = startPos;
             Vector3 targetPosition = targetPos;
-
             // 计算目标的水平距离和垂直高度差
             float deltaX = targetPosition.x - startPosition.x;
             float deltaY = targetPosition.y - startPosition.y;

+ 68 - 0
Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs

@@ -0,0 +1,68 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\MagicWeapon.xlsx. SheetName: MagicWeaponConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "MagicWeaponConfig.json")]
+	public partial class MagicWeaponConfigHolder : ConfigHolder<MagicWeaponConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct MagicWeaponConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///modelID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///称号
+		/// </summary>
+public int nickName;
+
+
+		/// <summary>
+		///名字
+		/// </summary>
+public int name;
+
+
+		/// <summary>
+		///头像素材名
+		/// </summary>
+public string headicon;
+
+
+		/// <summary>
+		///模型名称
+		/// </summary>
+public string model;
+
+
+		/// <summary>
+		///法宝攻击力
+		/// </summary>
+public long att;
+
+
+		/// <summary>
+		///技能ID,技能丢列,主角为默认队列
+		/// </summary>
+public int[] skillID;
+
+
+		/// <summary>
+		///英雄故事文本
+		/// </summary>
+public int heroStory;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 1 - 1
Packages/com.unity.ai.navigation@1.1.5/Editor/ConversionSystem/RunItemContext.cs.meta → Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 0a841ce8d078944bb8dc02dc43952c91
+guid: CikdvH74UnLoRMrp7M3x8Q7CpndoyGtKPamVHzvOAYRRXFf1cI4+4zk=
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 8 - 2
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -15,7 +15,7 @@ namespace Excel2Json
 	public struct SkillConfig : IConfig
	{
 		public int GetID() {return ID;} 
 		/// <summary>
-		///技能ID IDGroup+技能等级
+		///技能ID IDGroup+技能等级 901开头是法宝技能
 		/// </summary>
 public int ID;
 
@@ -39,6 +39,12 @@ public string scriptName;
 public int IDGroup;
 
 
+		/// <summary>
+		///技能的timeline表现,没得就不填,这个可以程序填
+		/// </summary>
+public string timelineName;
+
+
 		/// <summary>
 		///技能CD 普攻无CD
 		/// </summary>
@@ -46,7 +52,7 @@ public int cd;
 
 
 		/// <summary>
-		///技能类型: 1= 基础 2= 小招 3= 大招 4= 被动 5= 简单被动(加属性) 6 =职业被动 7 =觉醒新技能效果|专属遗物效果
+		///技能类型: 1= 基础 2=增强型技能 3=法宝技能 
 		/// </summary>
 public int SkillType;
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -32,5 +32,6 @@
         /// 战斗里的Exp改变
         /// </summary>
         CombatExpAlter,
+        UseMagicWeapon,
     }
 }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatHeroTargetAlterEventData.cs

@@ -5,7 +5,7 @@ namespace Common.Utility.CombatEvent
 {
     public class CombatHeroTargetAlterEventData: EventDataBasic<CombatHeroTargetAlterEventData>
     {
-      public CombatHeroEntity combatHeroEntity;
+      public ShowBaiscEntity combatHeroEntity;
       public IHero targetCombatHeroEntity;
       public IHero lasetCombatHeroEntity;
       protected override void ProDispose()

+ 11 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/UseMagicWeaponEventData.cs

@@ -0,0 +1,11 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Hero;
+
+namespace Common.Utility.CombatEvent
+{
+    public class UseMagicWeaponEventData : EventDataBasic<Combat_EquipFallEventData>
+    {
+        public CombatHeroEntity combatHeroEntity;
+        public CombatMagicWeaponEntity combatMagicWeaponEntity;
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 703f9e3e27e34a59aabe53e0a7c38fe1
+timeCreated: 1739265662

+ 5 - 5
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -75,8 +75,8 @@ namespace GameLogic.Combat.CombatTool
                 return harmReturnInfo;
             }
 
-            long k = target.combatHeroEntity.CurrCombatHeroInfo.defK;
-            float ms = 100 - (k * 100.0f / (k + target.combatHeroEntity.CurrCombatHeroInfo.defense.Value));
+            long k = target.combatHeroEntity.This<CombatHeroEntity>().CurrCombatHeroInfo.defK;
+            float ms = 100 - (k * 100.0f / (k + target.combatHeroEntity.This<CombatHeroEntity>().CurrCombatHeroInfo.defense.Value));
             att = GetVlaueRatioForLong(att, 100 - ms);
             int odd = GetOdd(0, 100);
             if (odd <= source.CurrCombatHeroInfo.crit + 5)
@@ -86,7 +86,7 @@ namespace GameLogic.Combat.CombatTool
             }
 
             harmReturnInfo.att = att;
-            target.combatHeroEntity.HeroHurt(harmReturnInfo);
+            target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
 
 
             return harmReturnInfo;
@@ -108,7 +108,7 @@ namespace GameLogic.Combat.CombatTool
                 return harmReturnInfo;
             }
 
-            target.combatHeroEntity.HeroHurt(harmReturnInfo);
+            target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
             return harmReturnInfo;
         }
 
@@ -127,7 +127,7 @@ namespace GameLogic.Combat.CombatTool
                 return harmReturnInfo;
             }
 
-            target.combatHeroEntity.Recover(harmReturnInfo);
+            target.combatHeroEntity.This<CombatHeroEntity>().Recover(harmReturnInfo);
             return harmReturnInfo;
         }
 

+ 3 - 5
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs

@@ -23,7 +23,7 @@ namespace GameLogic.Combat.CombatTool
         }
 
         private int _followHeroId = -1;
-        public GameObject MainLight;
+      
 
         public bool isStop;
 
@@ -36,8 +36,6 @@ namespace GameLogic.Combat.CombatTool
             TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
             EventManager.Instance.AddEventListener(CustomEventType.HeroClick, HeroClick);
 
-
-            MainLight = camera.transform.Find("MainLight").gameObject;
             // EventManager.Instance.AddEventListener(CustomEventType.HeroClick, HeroClick);
         }
 
@@ -115,10 +113,10 @@ namespace GameLogic.Combat.CombatTool
                 //     p /= c;
                 // }
 
-                MainLight.transform.position = new Vector3(p.x, 5.6f, p.z);
+            
 
                 // Vector3 tp = root.TransformVector(new Vector3(0, 0, -20));
-                root.position = Vector3.Lerp(root.position, new Vector3(p.x, root.position.y, p.z + 13), 0.05f);
+                root.position = Vector3.Lerp(root.position, p, 0.05f);
             }
         }
 

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -47,7 +47,7 @@ namespace GameLogic.Combat.CombatTool
 
         public async CTask InitCombat(StartCombatInfo startCombatInfo)
         {
-            CombatGuideManager.Instance.Init();
+            // CombatGuideManager.Instance.Init();
             TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
             GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
             TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);

+ 0 - 18
Assets/Scripts/GameLogic/Combat/CombatTool/CombatScenesControllder.cs

@@ -1,18 +0,0 @@
-using Unity.AI.Navigation;
-
-namespace GameLogic.Combat.CombatTool
-{
-    public class CombatScenesControllder
-    {
-        public NavMeshSurface NavMeshSurface;
-        
-        public void LoadCombatScenes()
-        {
-            
-        }
-        // public void NavMeshSurface()
-        // {
-        //     
-        // }
-    }
-}

+ 0 - 3
Assets/Scripts/GameLogic/Combat/CombatTool/CombatScenesControllder.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 7e7d2f237f7b41d3b932a1cccbeb4656
-timeCreated: 1731307025

+ 9 - 64
Assets/Scripts/GameLogic/Combat/CombatTool/CombatSenceController.cs

@@ -2,7 +2,7 @@ using System;
 using System.Collections.Generic;
 using Fort23.Core;
 using GameLogic.CombatScenesTool;
-using Unity.AI.Navigation;
+
 using UnityEngine;
 
 namespace GameLogic.Combat.CombatTool
@@ -13,9 +13,7 @@ namespace GameLogic.Combat.CombatTool
         private AssetHandle scenesHandle2;
         private AssetHandle scenesHandle3;
         public GameObject scenes1;
-        public GameObject scenes2;
-        public GameObject scenes3;
-        private NavMeshSurface _navMeshSurface;
+   
 
         private float zoff;
 
@@ -29,7 +27,7 @@ namespace GameLogic.Combat.CombatTool
         public async CTask InitScenes()
         {
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
-            cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("Chapter01.prefab",
+            cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("LevelBattle1.prefab",
                 delegate(AssetHandle handle)
                 {
                     scenesHandle = handle;
@@ -38,49 +36,11 @@ namespace GameLogic.Combat.CombatTool
                     CombatScenesConfig combatScenesConfig = scenes1.GetComponent<CombatScenesConfig>();
                     _allCombatScenesConfigs.Add(combatScenesConfig);
                 }));
-            cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("Chapter02.prefab",
-                delegate(AssetHandle handle)
-                {
-                    scenesHandle2 = handle;
-                    scenes2 = scenesHandle2.AssetObject<GameObject>();
-                    scenes2.SetActive(true);
-                    CombatScenesConfig combatScenesConfig = scenes2.GetComponent<CombatScenesConfig>();
-                    _allCombatScenesConfigs.Add(combatScenesConfig);
-                }));
-            // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("Chapter03.prefab",
-            //     delegate(AssetHandle handle)
-            //     {
-            //         scenesHandle2 = handle;
-            //         scenes2 = scenesHandle2.AssetObject<GameObject>();
-            //         scenes2.SetActive(true);
-            //         CombatScenesConfig combatScenesConfig = scenes2.GetComponent<CombatScenesConfig>();
-            //         _allCombatScenesConfigs.Add(combatScenesConfig);
-            //     }));
-            cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(
-                "NavMeshTarget.prefab",
-                delegate(AssetHandle handle)
-                {
-                    GameObject go = handle.AssetObject<GameObject>();
-                    _navMeshSurface = go.GetComponent<NavMeshSurface>();
-                }));
-
+          
+       
+           
             await cTaskAwaitBuffer.WaitAll();
-            for (int i = 0; i < _allCombatScenesConfigs.Count; i++)
-            {
-                zoff = -i * 97;
-                // index = i;
-                _allCombatScenesConfigs[i].transform.position = new Vector3(0, 0, zoff);
-            }
-
-            zoff = 0;
-            index = 0;
-            nextConfigIndex = 0;
-            _currConfig = _allCombatScenesConfigs[0];
-            Vector3 pos = _allCombatScenesConfigs[0].heroPoint[0].position;
-            // _navMeshSurface.transform.position = pos;
-            UpdateNavMesh(pos);
-
-            // 
+            MoveToNextConfig();
         }
 
 
@@ -99,19 +59,7 @@ namespace GameLogic.Combat.CombatTool
             _allCombatScenesConfigs[index].transform.position = new Vector3(0, 0, zoff);
         }
 
-        public void UpdateNavMesh(Vector3 pos)
-        {
-            if (_navMeshSurface == null)
-            {
-                Debug.LogError("没有导航网格");
-                return;
-            }
-
-            _navMeshSurface.transform.position = pos;
-
-            _navMeshSurface.BuildNavMesh();
-        }
-
+     
         public void Dispose()
         {
             if (scenesHandle != null)
@@ -122,10 +70,7 @@ namespace GameLogic.Combat.CombatTool
             {
                 scenesHandle2.Release();
             }
-            if (_navMeshSurface != null)
-            {
-                _navMeshSurface.gameObject.SetActive(false);
-            }
+       
         }
     }
 }

+ 0 - 1
Assets/Scripts/GameLogic/Combat/CombatType/CombatTypeBasic.cs

@@ -92,7 +92,6 @@ namespace GameLogic.Combat.CombatType
 
             _unRegister = nextConfig.targetMoveStartPoint.gameObject.OnTriggerEnterEvent(OnTriggerEnterEvent);
             currBannerHero.GetThis<BannerHero>().Init(nextConfig.targetMoveStartPoint.gameObject);
-            combatController.CombatSenceController.UpdateNavMesh(nextConfig.targetMoveStartPoint.position);
             _currIndex++;
             CombatController.currActiveCombat.CombatHeroController.SetHpToMaxHp();
         }

+ 2 - 5
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -69,7 +69,7 @@ namespace GameLogic.Combat.CombatType
         protected void InitTestCombatBoChi()
         {
             currEnemyIndex %= testCombatHeroConfig.enemyHeroInfo.Count;
-         
+            enemyHeroInfo = testCombatHeroConfig.enemyHeroInfo;
             currEnemyIndex++;
         }
 
@@ -87,8 +87,7 @@ namespace GameLogic.Combat.CombatType
                 CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
                 testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo));
                 index %= nextConfig.monsterPoint.Length;
-                Vector3 pos = nextConfig.monsterPoint[index].position + new Vector3(
-                    CombatCalculateTool.Instance.GetOdd(-4, 4), 0, CombatCalculateTool.Instance.GetOdd(-4, 4));
+                Vector3 pos = nextConfig.monsterPoint[index].position;
 
                 cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatAIBasic(), combatHeroInfo,pos,
                     delegate(CombatHeroEntity entity)
@@ -104,8 +103,6 @@ namespace GameLogic.Combat.CombatType
             {
                 return;
             }
-
-           
         }
 
         private void TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)

+ 25 - 163
Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs

@@ -17,12 +17,11 @@ public class CombatAIBasic : IDisposable
     public StateControl stateControl;
    
 
-    private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
+    protected BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
 
     // public NavMeshObstacle NavMeshObstacle;
-    protected CombatHeroEntity _combatHeroEntity;
-    protected float _r = 5;
-    public bool isAlert;
+  
+    protected CombatHeroEntity _showBaiscEntity;
 
     public CombatHeroStateBasic CurrState
     {
@@ -32,30 +31,25 @@ public class CombatAIBasic : IDisposable
     /// <summary>
     /// 当前聚焦的目标
     /// </summary>
-    public IHero currFocusTarget
+    public virtual IHero currFocusTarget
     {
         get { return _currFocusTarget; }
         set
         {
-            CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
-            combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
-            combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
-            combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
-            CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
+          
             _currFocusTarget = value;
         }
     }
 
     private IHero _currFocusTarget;
 
-    private BetterList<GameObject> _areaList = new BetterList<GameObject>();
-    private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
+ 
     private float _t;
 
-    public void Init(CombatHeroEntity combatHeroEntity)
+    public virtual void Init(CombatHeroEntity combatHeroEntity)
     {
-        CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
-        _combatHeroEntity = combatHeroEntity;
+        
+        _showBaiscEntity = combatHeroEntity;
         stateControl = new StateControl();
      
 
@@ -63,25 +57,22 @@ public class CombatAIBasic : IDisposable
         ProInit();
     }
 
-    public GameObject[] AreaList
-    {
-        get { return _areaList.ToArray(); }
-    }
+
 
     protected virtual void ProInit()
     {
     }
 
-    public void AddSubStatus(SubStatusBasic subStatusBasic)
+    public virtual void AddSubStatus(SubStatusBasic subStatusBasic)
     {
         if (!_subStatusList.Contains(subStatusBasic))
         {
-            subStatusBasic.Init(_combatHeroEntity);
+            subStatusBasic.Init(_showBaiscEntity);
             _subStatusList.Add(subStatusBasic);
         }
     }
 
-    public T GetSubStatus<T>() where T : SubStatusBasic
+    public  virtual T GetSubStatus<T>() where T : SubStatusBasic
     {
         for (int i = 0; i < _subStatusList.Count; i++)
         {
@@ -94,7 +85,7 @@ public class CombatAIBasic : IDisposable
         return null;
     }
 
-    public void RemoveSubStatus(SubStatusBasic subStatusBasic)
+    public virtual void RemoveSubStatus(SubStatusBasic subStatusBasic)
     {
         if (_subStatusList.Contains(subStatusBasic))
         {
@@ -102,43 +93,15 @@ public class CombatAIBasic : IDisposable
         }
     }
 
-    protected void AlertTrigger(IEventData iEventData)
-    {
-        AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
-        if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
-        {
-            if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
-            {
-                _areaList.Add(alertTriggerEventData.triggerObject);
-            }
-            else if (!alertTriggerEventData.isTrigger)
-            {
-                _areaList.Remove(alertTriggerEventData.triggerObject);
-                _HindAreaList.Remove(alertTriggerEventData.triggerObject);
-            }
-        }
-    }
+
 
     protected virtual void ProInitState()
     {
-        stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
-
-        stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
-        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)
+    public virtual void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
     {
         stateControl.ChangeState(name, iStateEnterData, isQiangZhi);
     }
@@ -155,16 +118,7 @@ public class CombatAIBasic : IDisposable
             return;
         }
 
-        for (int i = 0; i < _areaList.Count; i++)
-        {
-            if (!_areaList[i].activeSelf)
-            {
-                _HindAreaList.Remove(_areaList[i]);
-                _areaList.RemoveAt(i);
-
-                i--;
-            }
-        }
+     
 
         for (int i = 0; i < _subStatusList.Count; i++)
         {
@@ -178,124 +132,32 @@ public class CombatAIBasic : IDisposable
             _subStatusList[i].Update(t);
         }
 
-        if (currFocusTarget == null || currFocusTarget.isDie ||
-            (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
-            !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
-        {
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
-            IHero minDistanceHero = FindMinDixtance(allHero);
-            currFocusTarget = minDistanceHero;
-            if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
-            {
-                currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
-            }
-        }
-
+      
 
         stateControl.Update(t);
-        if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
-            !_combatHeroEntity.isDie && !isAlert)
-        {
-            Vector3 nextPos = currFocusTarget.dotPos;
-            Vector3 p = nextPos - _combatHeroEntity.dotPos;
-            if (p.sqrMagnitude > 0.00001)
-            {
-                _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
-                    _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
-            }
-        }
+       
 
-        AreaUpdate();
+      
         ProUpdate();
     }
 
-    private void AreaUpdate()
-    {
-        GameObject[] b = AreaList;
-        if (b == null)
-        {
-            return;
-        }
-
-        BetterList<GameObject> currArea = new BetterList<GameObject>();
-        for (int i = 0; i < b.Length; i++)
-        {
-            if (!_HindAreaList.Contains(AreaList[i]))
-            {
-                currArea.Add(AreaList[i]);
-                _HindAreaList.Add(AreaList[i]);
-            }
-        }
-
-        if (currArea != null && currArea.Count > 0)
-        {
-            float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
-            int odds = CombatCalculateTool.Instance.GetOdd();
-            if (odds < dodge)
-            {
-                CombatHeroRollingState.RollingStateData rollingStateData =
-                    CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
-                Vector3 pos = Vector3.zero;
-                for (int i = 0; i < b.Length; i++)
-                {
-                    pos += b[i].transform.position;
-                }
-
-                pos /= b.Length;
-                Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
-                rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
-                _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
-            }
-        }
-    }
+   
 
     protected virtual void ProUpdate()
     {
     }
 
-    protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
-    {
-        IHero minDistanceHero = null;
-        if (allHero == null)
-        {
-            return null;
-        }
-
-        float minDistance = float.MaxValue;
-        for (int i = 0; i < allHero.Length; i++)
-        {
-            CombatHeroEntity hero = allHero[i];
-            if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
-            {
-                continue;
-            }
-
-            float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
-                                                  _combatHeroEntity.combatHeroGameObject.position);
-            if (distance < minDistance)
-            {
-                // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
-                {
-                    minDistance = distance;
-                    minDistanceHero = hero;
-                }
-            }
-        }
-
-        return minDistanceHero;
-    }
-
+  
     public void Dispose()
     {
         ProDispose();
-        _combatHeroEntity = null;
+        _showBaiscEntity = null;
         stateControl.Dispose();
         stateControl = null;
     }
 
     protected virtual void ProDispose()
     {
-        CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
+     
     }
 }

+ 232 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs

@@ -1,12 +1,243 @@
 using Common.Utility.CombatEvent;
+using Core.State;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero.State;
+using GameLogic.Combat.Hero.SubStatus;
+using UnityEngine;
 
 namespace GameLogic.Combat.Hero
 {
     public class CombatHeroAi : CombatAIBasic
     {
+        // public NavMeshObstacle NavMeshObstacle;
+        protected CombatHeroEntity _combatHeroEntity {
+            get { return _showBaiscEntity as CombatHeroEntity;}
+        }
+        protected float _r = 5;
+        public bool isAlert;
+
+
+        /// <summary>
+        /// 当前聚焦的目标
+        /// </summary>
+        public IHero currFocusTarget
+        {
+            get { return _currFocusTarget; }
+            set
+            {
+                CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
+                combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
+                combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
+                combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
+                CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
+                _currFocusTarget = value;
+            }
+        }
+
+        private IHero _currFocusTarget;
+
+        private BetterList<GameObject> _areaList = new BetterList<GameObject>();
+        private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
+        private float _t;
+
+
+
+        
+        public GameObject[] AreaList
+        {
+            get { return _areaList.ToArray(); }
+        }
+
         protected override void ProInit()
         {
-          
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
+        }
+
+
+        protected void AlertTrigger(IEventData iEventData)
+        {
+            AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
+            if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
+            {
+                if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
+                {
+                    _areaList.Add(alertTriggerEventData.triggerObject);
+                }
+                else if (!alertTriggerEventData.isTrigger)
+                {
+                    _areaList.Remove(alertTriggerEventData.triggerObject);
+                    _HindAreaList.Remove(alertTriggerEventData.triggerObject);
+                }
+            }
+        }
+
+        protected override void ProInitState()
+        {
+            
+            stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
+
+            stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
+            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 override void Update(float t)
+        {
+            if (CombatController.currActiveCombat.isStopAi)
+            {
+                if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
+                {
+                    stateControl.ChangeState(CombatHeroStateType.idle);
+                }
+
+                return;
+            }
+
+            for (int i = 0; i < _areaList.Count; i++)
+            {
+                if (!_areaList[i].activeSelf)
+                {
+                    _HindAreaList.Remove(_areaList[i]);
+                    _areaList.RemoveAt(i);
+
+                    i--;
+                }
+            }
+
+            for (int i = 0; i < _subStatusList.Count; i++)
+            {
+                SubStatusBasic subStatusBasic = _subStatusList[i];
+                string s = subStatusBasic.IsGetStateName();
+                if (!string.IsNullOrEmpty(s))
+                {
+                    stateControl.ChangeState(s);
+                }
+
+                _subStatusList[i].Update(t);
+            }
+
+            if (currFocusTarget == null || currFocusTarget.isDie ||
+                (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
+                !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
+            {
+                CombatHeroEntity[] allHero =
+                    CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
+                IHero minDistanceHero = FindMinDixtance(allHero);
+                currFocusTarget = minDistanceHero;
+                if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
+                {
+                    currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
+                }
+            }
+
+
+            stateControl.Update(t);
+            if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
+                !_combatHeroEntity.isDie && !isAlert)
+            {
+                Vector3 nextPos = currFocusTarget.dotPos;
+                Vector3 p = nextPos - _combatHeroEntity.dotPos;
+                if (p.sqrMagnitude > 0.00001)
+                {
+                    _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
+                        _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
+                }
+            }
+
+            AreaUpdate();
+            ProUpdate();
+        }
+
+        private void AreaUpdate()
+        {
+            GameObject[] b = AreaList;
+            if (b == null)
+            {
+                return;
+            }
+
+            BetterList<GameObject> currArea = new BetterList<GameObject>();
+            for (int i = 0; i < b.Length; i++)
+            {
+                if (!_HindAreaList.Contains(AreaList[i]))
+                {
+                    currArea.Add(AreaList[i]);
+                    _HindAreaList.Add(AreaList[i]);
+                }
+            }
+
+            if (currArea != null && currArea.Count > 0)
+            {
+                float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
+                int odds = CombatCalculateTool.Instance.GetOdd();
+                if (odds < dodge)
+                {
+                    CombatHeroRollingState.RollingStateData rollingStateData =
+                        CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
+                    Vector3 pos = Vector3.zero;
+                    for (int i = 0; i < b.Length; i++)
+                    {
+                        pos += b[i].transform.position;
+                    }
+
+                    pos /= b.Length;
+                    Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
+                    rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
+                    _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
+                }
+            }
+        }
+
+ 
+
+        protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
+        {
+            IHero minDistanceHero = null;
+            if (allHero == null)
+            {
+                return null;
+            }
+
+            float minDistance = float.MaxValue;
+            for (int i = 0; i < allHero.Length; i++)
+            {
+                CombatHeroEntity hero = allHero[i];
+                if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
+                {
+                    continue;
+                }
+
+                float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
+                                                      _combatHeroEntity.combatHeroGameObject.position);
+                if (distance < minDistance)
+                {
+                    // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
+                    {
+                        minDistance = distance;
+                        minDistanceHero = hero;
+                    }
+                }
+            }
+
+            return minDistanceHero;
+        }
+
+      
+        protected override void ProDispose()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
         }
     }
 }

+ 18 - 31
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -14,7 +14,7 @@ using UnityEngine.AI;
 using UnityEngine.Rendering;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
-public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAnimtion, ITimeLineGetAttSpeed,
+public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGetAttSpeed,
     IHero
 {
     /// <summary>
@@ -27,19 +27,8 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
         get { return CurrCombatHeroInfo.modelName; }
     }
 
-    public bool IsEnemy { get; set; }
-    public bool isDie { get; set; }
-    public int number;
-    public CombatAIBasic CombatAIBasic;
-    public CombatHeroGameObject combatHeroGameObject;
-    public CombatHeroInfo CurrCombatHeroInfo;
-    public CombatHeroInfo MaxCombatHeroInfo;
-    public CombatHeroTimeLineControl combatHeroTimeLineControl;
-    public HeroAnimtionBasic combatHeroAnimtion;
-    public CombatHeroSkillControl CombatHeroSkillControl;
-    public BuffControl BuffControl;
     public bool isFollowState;
-    public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
+
     private float _lasetShowHarmTime;
 
 
@@ -78,6 +67,7 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
         get { return combatHeroGameObject.transform.forward; }
     }
 
+    
     public virtual async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
         Vector3 pos,
         System.Action<CombatHeroEntity> callBack = null)
@@ -102,16 +92,16 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
         }
 
         poolInterface.own.transform.position = pos;
-        if (!IsEnemy)
-        {
-            GameObjectPool fx_hero_quan =
-                await GObjectPool.Instance.FetchAsync<GameObjectPool>("fx_hero_quan.prefab", null);
-            fx_hero_quan.own.transform.SetParent(poolInterface.own.transform);
-            fx_hero_quan.own.transform.localPosition = Vector3.zero;
-        }
+        // if (!IsEnemy)
+        // {
+        //     GameObjectPool fx_hero_quan =
+        //         await GObjectPool.Instance.FetchAsync<GameObjectPool>("fx_hero_quan.prefab", null);
+        //     fx_hero_quan.own.transform.SetParent(poolInterface.own.transform);
+        //     fx_hero_quan.own.transform.localPosition = Vector3.zero;
+        // }
 
         poolInterface.own.SetActive(false);
-           
+
         combatHeroTimeLineControl = new CombatHeroTimeLineControl();
         combatHeroTimeLineControl.Init(this);
         AssetHandle assetHandle =
@@ -128,7 +118,6 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
         combatHeroGameObject = new CombatHeroGameObject();
         combatHeroGameObject.Init(this, poolInterface);
 
-   
 
         BuffControl = new BuffControl();
         BuffControl.Init(this);
@@ -152,17 +141,17 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
 
 
         CombatHeroSkillControl = new CombatHeroSkillControl();
-        CombatHeroSkillControl.Init(this);
+        await CombatHeroSkillControl.Init(this);
 
         AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
-        if (animancerComponent != null)
-        {
-            combatHeroAnimtion = new CombatHeroAnimtion();
-        }
-        else
+        combatHeroAnimtion = new CombatHeroAnimtion();
+        // if (animancerComponent != null)
         {
-            combatHeroAnimtion = new CombatHeroGPUAnimtion();
         }
+        // else
+        // {
+        //     combatHeroAnimtion = new CombatHeroGPUAnimtion();
+        // }
 
         poolInterface.own.SetActive(true);
         combatHeroAnimtion.Init(this);
@@ -179,8 +168,6 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
 #endif
         return this;
     }
-    
-  
 
 
     public virtual void Update(float t)

+ 20 - 14
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs

@@ -54,12 +54,12 @@ public class CombatHeroGameObject : IDisposable
         set { GameObjectPool.own.transform.rotation = value; }
     }
 
-    private CombatHeroEntity _combatHeroEntity;
+    private ShowBaiscEntity _combatHeroEntity;
     private CombatHeroHitPoint _combatHeroHitPoints = new CombatHeroHitPoint();
 
     public Transform hpTransform;
 
-    public void Init(CombatHeroEntity combatHeroEntity, GameObjectPool gameObjectPool)
+    public void Init(ShowBaiscEntity combatHeroEntity, GameObjectPool gameObjectPool)
     {
         _combatHeroEntity = combatHeroEntity;
         GameObjectPool = gameObjectPool;
@@ -84,20 +84,26 @@ public class CombatHeroGameObject : IDisposable
         HeroGPUMono = GameObjectPool.own.GetComponent<HeroGPUMono>();
         if (HeroGPUMono != null)
         {
-            if (_combatHeroEntity.CurrCombatHeroInfo.heroType == 3)
+            CombatHeroEntity combatHeroEntity=  _combatHeroEntity as CombatHeroEntity;
+            if (combatHeroEntity != null)
             {
-                HeroGPUMono.edgeStength = 3;
-                HeroGPUMono.edgecolor = new Color(0.8f, 0.44f, 0.02f);
-            }
-            else if (_combatHeroEntity.CurrCombatHeroInfo.heroType == 4)
-            {
-                HeroGPUMono.edgeStength = 3;
-                HeroGPUMono.edgecolor = new Color(0.8f, 0.16f, 0f);
-            }
-            else
-            {
-                HeroGPUMono.edgeStength = 0;
+                if (combatHeroEntity.CurrCombatHeroInfo.heroType == 3)
+                {
+                    HeroGPUMono.edgeStength = 3;
+                    HeroGPUMono.edgecolor = new Color(0.8f, 0.44f, 0.02f);
+                }
+                else if (combatHeroEntity.CurrCombatHeroInfo.heroType == 4)
+                {
+                    HeroGPUMono.edgeStength = 3;
+                    HeroGPUMono.edgecolor = new Color(0.8f, 0.16f, 0f);
+                }
+                else
+                {
+                    HeroGPUMono.edgeStength = 0;
+                }
             }
+
+         
         }
 
         GameObjectPool = gameObjectPool;

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs

@@ -9,7 +9,7 @@ namespace GameLogic.Combat.Hero
     {
         public List<SpecialDotInfo> allSpecialDotInfo = new List<SpecialDotInfo>();
 
-        public CombatHeroEntity combatHeroEntity;
+        public ShowBaiscEntity combatHeroEntity;
 
         public SpecialDotInfo MinSpecialDotInfo;
 
@@ -43,7 +43,7 @@ namespace GameLogic.Combat.Hero
             return (T)(object)this;
         }
 
-        public void Init(CombatHeroEntity combatHeroEntity, HitPointMono hitPointMono)
+        public void Init(ShowBaiscEntity combatHeroEntity, HitPointMono hitPointMono)
         {
             this.combatHeroEntity = combatHeroEntity;
             _hitPointMono = hitPointMono;

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

@@ -93,6 +93,7 @@ public class CombatHeroInfo
     public bool isGpu;
     public string heroName;
 
+    public List<int> MagicWeaponID;
     
     public CombatHeroInfo()
     {

+ 22 - 19
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -44,6 +44,7 @@ namespace GameLogic.Combat.Hero
 
         public async CTask Init(CombatHeroEntity combatHeroEntity)
         {
+            NormalAttCd = 5;
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
             _combatHeroEntity = combatHeroEntity;
             List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
@@ -53,11 +54,16 @@ namespace GameLogic.Combat.Hero
                 {
                     SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId[i]);
                     SkillBasic skillBasic = AddSkill(skillConfig);
+                    if (skillBasic == null)
+                    {
+                        continue;
+                    }
+
                     _skillQueue.Add(skillBasic);
-                    if (string.IsNullOrEmpty(skillConfig.scriptName))
+                    if (!string.IsNullOrEmpty(skillConfig.scriptName))
                     {
                         cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
-                            skillConfig.scriptName + "_TD.txt",
+                            skillConfig.timelineName + ".txt",
                             delegate(AssetHandle handle)
                             {
                                 if (handle != null)
@@ -117,6 +123,12 @@ namespace GameLogic.Combat.Hero
             }
 
             SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillConfig);
+            if (skillBasic == null)
+            {
+                return null;
+            }
+
+            skillBasic.InitSkill(_combatHeroEntity);
             allSkill.Add(skillBasic);
             return skillBasic;
         }
@@ -177,6 +189,7 @@ namespace GameLogic.Combat.Hero
 
         public void StartPolling()
         {
+            NormalAttCd = 5;
             for (int i = 0; i < _skillQueue.size; i++)
             {
                 SkillBasic skillBasic = allSkill[i];
@@ -196,35 +209,25 @@ namespace GameLogic.Combat.Hero
         {
             if (currUseSkill == null && SkillCommands.Count <= 0)
             {
-                while (_currUseQueueIndex < _skillQueue.Count)
+                while (_currUseQueueIndex < _skillQueue.Count && SkillCommands.Count <= 0)
                 {
                     SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
-                    if (skillBasic.SelfSkillConfig.SkillType == 2)
+                    if (skillBasic.SelfSkillConfig.SkillType == 1)
                     {
                         if (skillBasic.IsCanUse())
                         {
                             AddCommandSkill(skillBasic);
-                            break;
                         }
                     }
 
                     _currUseQueueIndex++;
                 }
             }
-            // for (int i = 0; i < allSkill.size; i++)
-            // {
-            //     SkillBasic skillBasic = allSkill[i];
-            //     skillBasic.CombatUpdate(t);
-            //     if (skillBasic.SelfSkillConfig.SkillType == 2 && !SkillCommands.Contains(skillBasic) &&
-            //         currUseSkill != skillBasic)
-            //     {
-            //         skillBasic.ReduceCd(t);
-            //         if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
-            //         {
-            //             AddCommandSkill(skillBasic);
-            //         }
-            //     }
-            // }
+
+            if (_currUseQueueIndex >= _skillQueue.Count&&NormalAttCd<=0)
+            {
+                StartPolling();
+            }
 
             NormalAttCd -= t;
         }

+ 9 - 4
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs

@@ -10,11 +10,11 @@ namespace GameLogic.Combat.Hero
         private BetterList<TimeLineEventLogicGroupBasic> _currRunEventLogicGroupList =
             new BetterList<TimeLineEventLogicGroupBasic>();
 
-        private CombatHeroEntity combatHeroEntity;
+        private ShowBaiscEntity combatHeroEntity;
 
         private Map<string, TimeLienData> _addTimeLienDatas = new Map<string, TimeLienData>();
 
-        public void Init(CombatHeroEntity combatHeroEntity)
+        public void Init(ShowBaiscEntity combatHeroEntity)
         {
             this.combatHeroEntity = combatHeroEntity;
         }
@@ -50,7 +50,7 @@ namespace GameLogic.Combat.Hero
                 if (timeLineEventLogicGroup != null)
                 {
                     timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
-                    combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
+                    AddEventLogicGroup(timeLineEventLogicGroup);
                 }
 
                 return timeLineEventLogicGroup;
@@ -67,7 +67,12 @@ namespace GameLogic.Combat.Hero
                     _addTimeLienDatas.Value
                         .GetTimeLineEventLogicGroup<T>(groupName, null);
 
-                return timeLineEventLogicGroup;
+                if (timeLineEventLogicGroup != null)
+                {
+                    return timeLineEventLogicGroup;
+                }
+
+              
             }
 
             return null;

+ 104 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs

@@ -0,0 +1,104 @@
+using Animancer;
+using Common.Utility.CombatEvent;
+using Excel2Json;
+using Fort23.Core;
+using Fort23.UTool;
+using GameLogic.Combat.Buff;
+using UnityEngine;
+using UnityEngine.AI;
+
+namespace GameLogic.Combat.Hero
+{
+    /// <summary>
+    /// 法宝对象
+    /// </summary>
+    public class CombatMagicWeaponEntity : CombatHeroEntity
+    {
+        protected MagicWeaponConfig _magicWeaponConfig;
+
+        public float cd = 10;
+
+        private MagicWeaponControl magicWeaponControl;
+        public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,MagicWeaponConfig magicWeaponConfig,
+            System.Action<CombatMagicWeaponEntity> callBack = null)
+        {
+            this.magicWeaponControl = magicWeaponControl;
+            string modelName = magicWeaponConfig.model;
+
+
+            // GameTimeLineParticleFactory
+            CombatHeroGameObjectPool poolInterface =
+                await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
+#if !COMBAT_SERVER
+            if (poolInterface == null || poolInterface.own == null)
+            {
+                return null;
+            }
+
+            poolInterface.own.transform.position = Vector3.one;
+
+            poolInterface.own.SetActive(false);
+
+            combatHeroTimeLineControl = new CombatHeroTimeLineControl();
+            combatHeroTimeLineControl.Init(this);
+            AssetHandle assetHandle =
+                await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
+                    modelName + "_TD.txt");
+            if (assetHandle != null)
+            {
+                TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
+                TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
+                timeLienData.DeserializeData();
+                assetHandle.Release();
+                combatHeroTimeLineControl.AddTimeLienData(timeLienData);
+            }
+
+            combatHeroGameObject = new CombatHeroGameObject();
+            combatHeroGameObject.Init(this, poolInterface);
+
+
+            if (CombatAIBasic == null)
+            {
+                CombatAIBasic = new MagicWeaponAi();
+            }
+
+            HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
+            if (heroEntityMono == null)
+            {
+                heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
+            }
+
+            heroEntityMono.combatHeroEntity = this;
+
+            CombatAIBasic.Init(this);
+
+
+            CombatHeroSkillControl = new CombatHeroSkillControl();
+            await CombatHeroSkillControl.Init(this);
+
+            AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
+            combatHeroAnimtion = new CombatHeroAnimtion();
+
+            poolInterface.own.SetActive(true);
+            combatHeroAnimtion.Init(this);
+            CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
+#endif
+            callBack?.Invoke(this);
+            return this;
+        }
+
+        public override void Update(float t)
+        {
+            combatHeroTimeLineControl.Update(t);
+
+            if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeaponIdleState))
+            {
+                cd -= t;
+                if (cd <= 0)
+                {
+                    
+                }
+            }
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: dd2fb5179b2946b9ab5bfc1e693eccee
+timeCreated: 1739258781

+ 15 - 0
Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponAi.cs

@@ -0,0 +1,15 @@
+using GameLogic.Combat.Hero.State;
+
+namespace GameLogic.Combat.Hero
+{
+    public class MagicWeaponAi : CombatAIBasic
+    {
+        protected override void ProInitState()
+        {
+
+            stateControl.AddState(CombatHeroStateType.idle, new MagicWeaponIdleState(_showBaiscEntity));
+            stateControl.AddState(CombatHeroStateType.move, new MagicWeaponMoveState(_showBaiscEntity));
+         
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 355092de353c42eaa73449dd264b7c26
+timeCreated: 1739263342

+ 55 - 0
Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs

@@ -0,0 +1,55 @@
+using System.Collections.Generic;
+using Common.Utility.CombatEvent;
+using Excel2Json;
+using Fort23.Core;
+using Fort23.UTool;
+
+namespace GameLogic.Combat.Hero
+{
+    /// <summary>
+    /// 法宝的管理
+    /// </summary>
+    public class MagicWeaponControl
+    {
+        private BetterList<CombatMagicWeaponEntity> _allMagicWeapon = new BetterList<CombatMagicWeaponEntity>();
+
+        private CombatMagicWeaponEntity _currUserMagicWeapon;
+
+        public void AddMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
+        {
+            _allMagicWeapon.Add(combatMagicWeaponEntity);
+        }
+
+        public void RemoveMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
+        {
+            _allMagicWeapon.Remove(combatMagicWeaponEntity);
+        }
+
+        public async CTask InitMagicWeapon(CombatHeroEntity combatHeroEntity)
+        {
+            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
+            List<int> MagicWeaponID = combatHeroEntity.CurrCombatHeroInfo.MagicWeaponID;
+            for (int i = 0; i < MagicWeaponID.Count; i++)
+            {
+                CombatMagicWeaponEntity heroEntity = new CombatMagicWeaponEntity();
+                heroEntity.IsEnemy = combatHeroEntity.IsEnemy;
+                heroEntity.number = i;
+
+                MagicWeaponConfig magicWeaponConfig = ConfigComponent.Instance.Get<MagicWeaponConfig>(MagicWeaponID[i]);
+                cTaskAwaitBuffer.AddTask(heroEntity.Init(this, magicWeaponConfig,
+                    delegate(CombatMagicWeaponEntity entity) { AddMagicWeapon(entity); }));
+            }
+        }
+
+        public void UseMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
+        {
+            if (_currUserMagicWeapon == null)
+            {
+                return;
+            }
+
+            _currUserMagicWeapon = combatMagicWeaponEntity;
+            CombatEventManager.Instance.Dispatch(CombatEventType.UseMagicWeapon, null);
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: e900c61d8b4042d0b32cc679de3309c9
+timeCreated: 1739264171

+ 0 - 34
Assets/Scripts/GameLogic/Combat/Hero/PlayerHeroAi.cs

@@ -1,34 +0,0 @@
-using GameLogic.Combat.CombatTool;
-using GameLogic.Combat.Hero.State;
-using GameLogic.Combat.Hero.SubStatus;
-
-namespace GameLogic.Combat.Hero
-{
-    public class PlayerHeroAi : CombatAIBasic
-    {
-        protected override void ProInitState()
-        {
-            stateControl.AddState(CombatHeroStateType.idle, new PlayerHeroIdleState(_combatHeroEntity));
-            stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
-            stateControl.ChangeState(CombatHeroStateType.idle);
-        }
-
-        public override void Update(float t)
-        {
-            if (CombatController.currActiveCombat.isStopAi)
-            {
-                if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
-                {
-                    stateControl.ChangeState(CombatHeroStateType.idle);
-                }
-
-                return;
-            }
-
-
-            stateControl.Update(t);
-
-            ProUpdate();
-        }
-    }
-}

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

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 85a17569ea4243c99b531c5ea2060159
-timeCreated: 1735023638

+ 53 - 0
Assets/Scripts/GameLogic/Combat/Hero/ShowBaiscEntity.cs

@@ -0,0 +1,53 @@
+using Fort23.Common;
+using Fort23.Core;
+using GameLogic.Combat.Buff;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Hero
+{
+    public class ShowBaiscEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle
+    {
+        
+        public bool IsEnemy { get; set; }
+        public bool isDie { get; set; }
+        public int number;
+
+        public CombatHeroInfo CurrCombatHeroInfo;
+        public CombatHeroInfo MaxCombatHeroInfo;
+        public CombatAIBasic CombatAIBasic;
+        public CombatHeroGameObject combatHeroGameObject;
+        public CombatHeroTimeLineControl combatHeroTimeLineControl;
+        public HeroAnimtionBasic combatHeroAnimtion;
+        public CombatHeroSkillControl CombatHeroSkillControl;
+        public BuffControl BuffControl;
+        public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
+        public override void ActiveObj()
+        {
+        }
+
+        public override void DormancyObj()
+        {
+        }
+
+        public virtual Vector3 dotPos { get; }
+        public virtual Vector3 faceDir { get; }
+        public string guidName { get; }
+
+        public T This<T>()
+        {
+            return (T)(object)this;
+        }
+
+        public virtual T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
+            where T : ILifetCycleHitPoint
+        {
+            throw new System.NotImplementedException();
+        }
+
+        public virtual T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
+        {
+            throw new System.NotImplementedException();
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 2962375d54904b7abd30580d3d99c967
+timeCreated: 1739258935

+ 6 - 2
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroMoveState.cs

@@ -77,7 +77,11 @@ namespace GameLogic.Combat.Hero.State
                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
                 return;
             }
-
+            if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
+            {
+                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
+                return;
+            }
             Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
             Vector3 myPos = combatHeroEntity.dotPos;
             
@@ -92,7 +96,7 @@ namespace GameLogic.Combat.Hero.State
             {
                 if (Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) > 1)
                 {
-                    SetNewPath(targetPos);
+                    // SetNewPath(targetPos);
                 }
             }
             else

+ 1 - 2
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroRollingState.cs

@@ -3,8 +3,7 @@ using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using CombatLibrary.CombatLibrary.CombatCore.Utility;
 using Core.State;
 using Fort23.Core;
-using Fort23.UTool;
-using Unity.AI.Navigation;
+
 using UnityEngine;
 using UnityEngine.AI;
 

+ 4 - 20
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroXiuMianState.cs

@@ -18,29 +18,13 @@ namespace GameLogic.Combat.Hero.State
 
         protected override void ProEnter()
         {
-            if (!combatHeroEntity.IsEnemy)
-            {
+            // if (!combatHeroEntity.IsEnemy)
+            // {
                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
                 return;
-            }
-
-            combatHeroEntity.CombatAIBasic.isAlert = true;
-            combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = true;
-            CombatEventManager.Instance.AddEventListener(CombatEventType.ActiveCombat, ActiveCombat);
-            // TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
-            //     combatHeroEntity.combatHeroTimeLineControl.TimeLineData
-            //         .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("xiumian", null);
-            // if (timeLineEventLogicGroup != null)
-            // {
-            //     timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
-            //     timeLineEventLogicGroup.TimeLineUpdateEnd = delegate { FinishTimeLine(); };
-            //     combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
-            // }
-            // else
-            // {
-            //     combatHeroEntity.GameObject.SetActive(false);
-            //     FinishTimeLine();
             // }
+
+           
         }
 
         protected void FinishTimeLine()

+ 66 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs

@@ -0,0 +1,66 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero.State;
+
+namespace GameLogic.Combat.Hero
+{
+    public class MagicWeaponIdleState: CombatHeroStateBasic
+    {
+        private TimerEntity _timerEntity;
+
+        public MagicWeaponIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+            
+        }
+
+        protected override void ProEnter()
+        {
+            // if (!combatHeroEntity.IsEnemy)
+            // {
+            combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+            return;
+            // }
+        }
+
+        protected void FinishTimeLine()
+        {
+            if (CombatController.currActiveCombat.CombatTypeBasic.isActiveCombat)
+            {
+                ActiveHero();
+            }
+        }
+
+        protected void ActiveHero()
+        {
+            _timerEntity = TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 300),
+                delegate
+                {
+                    combatHeroEntity.GameObject.SetActive(true);
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
+                });
+        }
+
+        private void ActiveCombat(IEventData eventData)
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+            ActiveHero();
+        }
+
+        protected override void ProExit()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+
+        public override bool IsUpdateLockTarget()
+        {
+            return false;
+        }
+
+        protected override void ProDispose()
+        {
+            TimerComponent.Instance.Remove(_timerEntity);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6a5b8c2d70264ad886d246dbfc521908
+timeCreated: 1739263828

+ 65 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponMoveState.cs

@@ -0,0 +1,65 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+
+namespace GameLogic.Combat.Hero.State
+{
+    public class MagicWeaponMoveState : CombatHeroStateBasic
+    {
+        private TimerEntity _timerEntity;
+
+        public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+            
+        }
+
+        protected override void ProEnter()
+        {
+            // if (!combatHeroEntity.IsEnemy)
+            // {
+            combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+            return;
+            // }
+        }
+
+        protected void FinishTimeLine()
+        {
+            if (CombatController.currActiveCombat.CombatTypeBasic.isActiveCombat)
+            {
+                ActiveHero();
+            }
+        }
+
+        protected void ActiveHero()
+        {
+            _timerEntity = TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 300),
+                delegate
+                {
+                    combatHeroEntity.GameObject.SetActive(true);
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
+                });
+        }
+
+        private void ActiveCombat(IEventData eventData)
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+            ActiveHero();
+        }
+
+        protected override void ProExit()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+
+        public override bool IsUpdateLockTarget()
+        {
+            return false;
+        }
+
+        protected override void ProDispose()
+        {
+            TimerComponent.Instance.Remove(_timerEntity);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 94597b80290c4e11962e5963c471d4a3
+timeCreated: 1739263438

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Hero/SubStatus/SubStatusBasic.cs

@@ -4,9 +4,9 @@ namespace GameLogic.Combat.Hero.SubStatus
 {
     public class SubStatusBasic : IDisposable
     {
-        public CombatHeroEntity CombatHeroEntity;
+        public ShowBaiscEntity CombatHeroEntity;
 
-        public void Init(CombatHeroEntity combatHeroEntity)
+        public void Init(ShowBaiscEntity combatHeroEntity)
         {
             CombatHeroEntity = combatHeroEntity;
         }

+ 3 - 3
Assets/Scripts/GameLogic/Combat/Skill/S10001.cs → Assets/Scripts/GameLogic/Combat/Skill/S1001.cs

@@ -6,16 +6,16 @@ namespace GameLogic.Combat.Skill
     /// <summary>
     /// 剑诀
     /// </summary>
-    public class S10001 : SkillBasic
+    public class S1001 : SkillBasic
     {
         protected override void ProUseSkill()
         {
-            // ActivationTimeLineData()
+            ActivationTimeLineData("jianjue");
         }
 
         protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
         {
-            base.ProTimelineFxLogicInit(groupName, timelineFxLogic, triggerData);
+          
         }
     }
 }

+ 0 - 0
Assets/Scripts/GameLogic/Combat/Skill/S10001.cs.meta → Assets/Scripts/GameLogic/Combat/Skill/S1001.cs.meta


+ 18 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs

@@ -0,0 +1,18 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    public class S2001: SkillBasic
+    {
+        protected override void ProUseSkill()
+        {
+            ActivationTimeLineData("lieyanjian");
+        }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
+        {
+          
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: fac1664e9d0c472e9a42eec760c5ee88
+timeCreated: 1739255784

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