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Merge branch 'master' of http://fort23.cn:3000/ck/XiuXianGame

# Conflicts:
#	Assets/Res/Config/SkillConfig.json   resolved by master version
#	Assets/StreamingAssets/assetConfig.txt   resolved by master version
DESKTOP-BGJIU14\ck 1 月之前
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共有 100 個文件被更改,包括 10066 次插入1636 次删除
  1. 1 1
      Assets/Art/ArtHero/Boss_ShuGuai.prefab
  2. 523 0
      Assets/Art/Character/Guaiwu/xiaozhizhu/Gw_zhizhu.playable
  3. 8 0
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  4. 1 1
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  5. 139 0
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  6. 8 0
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  7. 二進制
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  9. 139 0
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  10. 8 0
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  11. 3 3
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  12. 8 0
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  14. 二進制
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  16. 二進制
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  18. 二進制
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  20. 二進制
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  52. 二進制
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  56. 1 1
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  58. 0 0
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  60. 二進制
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  61. 203 0
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  62. 325 2
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  63. 456 174
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  64. 14 7
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  65. 35 35
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  66. 314 362
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  67. 98 8
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  68. 8 8
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  69. 二進制
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  70. 203 0
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  71. 二進制
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  72. 203 0
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  73. 76 66
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  74. 532 255
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  75. 二進制
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  76. 203 0
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  77. 533 184
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  78. 767 57
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  79. 二進制
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  80. 203 0
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  81. 110 19
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  82. 315 259
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  83. 483 20
      Assets/Res/UI/SentimentPanel/SentimentPanel.prefab
  84. 13 11
      Assets/Res/UI/SentimentPanel/SentimentWidget.prefab
  85. 2 2
      Assets/Res/UI/SentimentPanel/SentimentXianWidget.prefab
  86. 二進制
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  87. 203 0
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  88. 二進制
      Assets/Res/UI/SentimentPanel/心境.png
  89. 203 0
      Assets/Res/UI/SentimentPanel/心境.png.meta
  90. 415 127
      Assets/Res/UI/Task/TaskInfoPanel.prefab
  91. 二進制
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  92. 203 0
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  93. 1 0
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  94. 10 0
      Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs
  95. 6 0
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  96. 11 0
      Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanelData.cs
  97. 1 1
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  98. 0 22
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  99. 5 2
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs
  100. 8 6
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

+ 1 - 1
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二進制
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二進制
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二進制
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二進制
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文件差異過大導致無法顯示
+ 0 - 0
Assets/Art/UIAssets/TextrueJson/tongyong.txt


+ 16 - 2
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二進制
Assets/Art/UIAssets/decorate/dec_xinjing_zi.png


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文件差異過大導致無法顯示
+ 325 - 2
Assets/Art/cs3.scene


文件差異過大導致無法顯示
+ 456 - 174
Assets/Art/cs4.scene


+ 14 - 7
Assets/Res/Config/SentimentConfig.json

@@ -3,7 +3,8 @@
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       "name": 3078,
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       "sentimentEffect": [
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@@ -17,7 +18,8 @@
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       "sentimentEffect": [
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@@ -31,7 +33,8 @@
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       "sentimentEffect": [
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@@ -45,7 +48,8 @@
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@@ -59,7 +63,8 @@
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@@ -73,7 +78,8 @@
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@@ -87,7 +93,8 @@
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+ 35 - 35
Assets/Res/Config/SentimentEffectConfig.json

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文件差異過大導致無法顯示
+ 314 - 362
Assets/Res/UI/DivineSence/BossInfoPanel.prefab


+ 98 - 8
Assets/Res/UI/DivineSence/DivineSenceInfoPanel.prefab

@@ -959,6 +959,7 @@ RectTransform:
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二進制
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二進制
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文件差異過大導致無法顯示
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二進制
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文件差異過大導致無法顯示
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文件差異過大導致無法顯示
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二進制
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文件差異過大導致無法顯示
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+ 13 - 11
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二進制
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二進制
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二進制
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+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    ignorePlatformSupport: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: iPhone
+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    ignorePlatformSupport: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Android
+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    ignorePlatformSupport: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: WeixinMiniGame
+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    ignorePlatformSupport: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: HMIAndroid
+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    ignorePlatformSupport: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: OpenHarmony
+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    ignorePlatformSupport: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  spriteSheet:
+    serializedVersion: 2
+    sprites: []
+    outline: []
+    physicsShape: []
+    bones: []
+    spriteID: 5e97eb03825dee720800000000000000
+    internalID: 0
+    vertices: []
+    indices: 
+    edges: []
+    weights: []
+    secondaryTextures: []
+    nameFileIdTable: {}
+  mipmapLimitGroupName: 
+  pSDRemoveMatte: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 0
Assets/Res/UIAtlas/tongyong.spriteatlasv2

@@ -98,6 +98,7 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: 8ecfbe29019754047916ed69ee538aec, type: 3}
     - {fileID: 2800000, guid: 9bfe4fd79eb566f4ea8a19c63dd1f5ec, type: 3}
     - {fileID: 2800000, guid: 43ee7ca9b6e77b041a5a5c40598a7267, type: 3}
+    - {fileID: 2800000, guid: 2d2e9b702b9dc20418741c36f06c90b5, type: 3}
     - {fileID: 2800000, guid: 939cf700d9f1e0344914a17bda374b4a, type: 3}
     - {fileID: 2800000, guid: 7e5ce0d678f92704a9674a80dc521664, type: 3}
     - {fileID: 2800000, guid: 9c0b0fd4eb2445f4cabe4b5febe52f66, type: 3}

+ 10 - 0
Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs

@@ -44,6 +44,16 @@ namespace Excel2Json
 #endif
 		
 
+		/// <summary>
+		///图片
+		/// </summary>
+#if !COMBAT_SERVER
+		public string icon_Text;
+#else
+		public string icon_Text{ set; get; }
+#endif
+		
+
 		/// <summary>
 		///核心感悟点
 		/// </summary>

+ 6 - 0
Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanel.cs

@@ -87,6 +87,9 @@ namespace Fort23.Mono
 
             if (type == 1)
             {
+                Icon_Select.transform.SetParent(Btn_Player.transform);
+                Icon_Select.transform.SetAsFirstSibling();
+                Icon_Select.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
                 Text_Name.text = "名称:" + LanguageManager.Instance.Text(PlayerManager.Instance.myHero.modelConfig.name);
 
 
@@ -132,6 +135,9 @@ namespace Fort23.Mono
             }
             else
             {
+                Icon_Select.transform.SetParent(Btn_Boss.transform);
+                Icon_Select.transform.SetAsFirstSibling();
+                Icon_Select.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
                 Text_Name.text = "名称:" + LanguageManager.Instance.Text(combatHeroInfo.modelConfig.name);
 
 

+ 11 - 0
Assets/Scripts/GameUI/UI/DivineSence/BossInfoPanelData.cs

@@ -151,6 +151,17 @@ namespace Fort23.Mono
 	      return _Text_Hp;
 	     }
 	   }
+	  private GameObject _Icon_Select;
+	  public GameObject Icon_Select
+	   {
+	   get{
+	      if (_Icon_Select == null)
+	       {
+	         _Icon_Select  = GetUIUnit<GameObject>("Icon_Select"); 
+	       }
+	      return _Icon_Select;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 1 - 1
Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanel.cs

@@ -55,7 +55,7 @@ namespace Fort23.Mono
         {
             modelObj = await GObjectPool.Instance.FetchAsync<GameObjectPool>(PlayerManager.Instance.myHero.modelConfig.model + ".prefab", null);
             modelObj.own.transform.parent = CameraRoot;
-            modelObj.own.transform.localEulerAngles = new Vector3(0, 180, 0);
+            modelObj.own.transform.localEulerAngles = new Vector3(0, 162, 0);
             modelObj.own.transform.localPosition = new Vector3(0, -132, 854);
             modelObj.own.transform.localScale = Vector3.one * 330;
             ChangeLayerRecursively(modelObj.own, LayerMask.NameToLayer("UiModle"));

+ 0 - 22
Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanelData.cs

@@ -8,28 +8,6 @@ namespace Fort23.Mono
 	public partial class MainHeroPanel 
 	{
 	  #region 自定义数据 
-	  private Text _Text_PlayerName;
-	  public Text Text_PlayerName
-	   {
-	   get{
-	      if (_Text_PlayerName == null)
-	       {
-	         _Text_PlayerName  = GetUIUnit<Text>("Text_PlayerName"); 
-	       }
-	      return _Text_PlayerName;
-	     }
-	   }
-	  private Text _Text_JIngJieName;
-	  public Text Text_JIngJieName
-	   {
-	   get{
-	      if (_Text_JIngJieName == null)
-	       {
-	         _Text_JIngJieName  = GetUIUnit<Text>("Text_JIngJieName"); 
-	       }
-	      return _Text_JIngJieName;
-	     }
-	   }
 	  private Button _Btn_Close;
 	  public Button Btn_Close
 	   {

+ 5 - 2
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs

@@ -1,4 +1,5 @@
 using System.Collections.Generic;
+using System.Linq;
 using Core.Language;
 using Excel2Json;
 using Fort23.UTool;
@@ -41,15 +42,16 @@ namespace Fort23.Mono
             int conFigId = sentimentProperty.groupId * 10 + level;
             sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
             Text_Name.text = LanguageManager.Instance.Text(sentimentEffectConfig.name);
+            var _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>();
+            var currentGroupSentimentEffectConfigs = _sentimentEffectConfigs.Where(se => se.groupId == sentimentEffectConfig.groupId).ToList();
             if (sentimentProperty.level == 0)
             {
                 Text_Level.text = "未激活";
             }
             else
             {
-                Text_Level.text = "lv." + level;
+                Text_Level.text = level + "/" + currentGroupSentimentEffectConfigs.Count;
             }
-      
         }
 
         public async void CreatXian(RectTransform root, SentimentEffectWidget lastSentimentWidget)
@@ -102,6 +104,7 @@ namespace Fort23.Mono
             {
                 UIManager.Instance.DormancyGComponent(sentimentXianWidget);
             }
+
             _sentimentXianWidgets.Clear();
 
             base.DormancyObj();

+ 8 - 6
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

@@ -27,7 +27,6 @@ namespace Fort23.Mono
         private SentimentEffectWidget currentSentimentEffectWidget;
 
 
-
         private ItemWidgetType1 _itemWidgetType1;
 
         private void Init()
@@ -73,7 +72,6 @@ namespace Fort23.Mono
 
                 AccountFileInfo.Instance.SavePlayerData();
             });
-            Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
             Btn_LingWu.onClick.AddListener(() =>
             {
                 if (curretnSentimentProperty == null)
@@ -81,7 +79,7 @@ namespace Fort23.Mono
                     return;
                 }
 
-                if (currentSentimentEffectWidget.lastSentimentWidget.sentimentProperty.level < currentSentimentEffectWidget.sentimentEffectConfig.unlockLevel)
+                if (currentSentimentEffectWidget.lastSentimentWidget != null && currentSentimentEffectWidget.lastSentimentWidget.sentimentProperty.level < currentSentimentEffectWidget.sentimentEffectConfig.unlockLevel)
                 {
                     TipMessagePanel.OpenTipMessagePanel("前置节点没有解锁");
                     return;
@@ -153,7 +151,7 @@ namespace Fort23.Mono
             int level1 = sentimentData.sentimentProperties[0].level <= 0 ? 1 : sentimentData.sentimentProperties[0].level;
             int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1;
             var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1);
-             energyWidget =
+            energyWidget =
                 await UIManager.Instance.CreateGComponent<EnergyWidget>(null, Group_ResourceBar);
             energyWidget.CustomInit(sentimentEffectConfig1.upConstItemId);
 
@@ -222,11 +220,13 @@ namespace Fort23.Mono
 
             if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count)
             {
-                Text_Level.text = $"{curretnSentimentProperty.level}级 ——> MAX级";
+                Text_CurrentLevel.text = $"{curretnSentimentProperty.level}级 ";
+                Text_NextLevel.text = $"MAX级";
             }
             else
             {
-                Text_Level.text = $"{curretnSentimentProperty.level}级 ——> {curretnSentimentProperty.level + 1}级";
+                Text_CurrentLevel.text = $"{curretnSentimentProperty.level}级 ";
+                Text_NextLevel.text = $"{curretnSentimentProperty.level + 1}级";
             }
         }
 
@@ -236,6 +236,8 @@ namespace Fort23.Mono
             currentSentimentEffectWidget = sentimentEffectWidget;
             curretnSentimentProperty = sentimentEffectWidget.sentimentProperty;
 
+            Text_EffectName.text = LanguageManager.Instance.Text(sentimentEffectWidget.sentimentEffectConfig.name);
+
 
             UpdateUi();
         }

部分文件因文件數量過多而無法顯示