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DESKTOP-FB72PO8\Administrator 2 月之前
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6be4bb15f2
共有 27 个文件被更改,包括 3295 次插入618 次删除
  1. 2047 0
      Assets/Res/UI/CombatPanel.prefab
  2. 7 0
      Assets/Res/UI/CombatPanel.prefab.meta
  3. 430 0
      Assets/Res/UI/ZhuanPanPanel.prefab
  4. 361 529
      Assets/Scenes/testCombat.scene
  5. 2 1
      Assets/Scripts/GameLogic/Combat/Buff/b_1001.cs
  6. 10 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/AddUseGongFaEventData.cs
  7. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/AddUseGongFaEventData.cs.meta
  8. 1 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  9. 5 3
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  10. 3 1
      Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs
  11. 49 3
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  12. 51 19
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  13. 71 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs
  14. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S1001.cs
  15. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S2001.cs
  16. 5 3
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  17. 14 33
      Assets/Scripts/GameLogic/Combat/Skill/SkillFeaturesData.cs
  18. 2 2
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs
  19. 26 0
      Assets/Scripts/GameLogic/Player/WuXingType.cs
  20. 3 0
      Assets/Scripts/GameLogic/Player/WuXingType.cs.meta
  21. 3 3
      Assets/Scripts/GameUI/Combat/CombatDrive.cs
  22. 31 2
      Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs
  23. 66 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatPanelData.cs
  24. 47 15
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs
  25. 55 0
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs
  26. 0 0
      Assets/StreamingAssets/assetConfig.txt
  27. 1 0
      XiuXianGame.sln.DotSettings.user

+ 2047 - 0
Assets/Res/UI/CombatPanel.prefab

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@@ -488,6 +754,7 @@ RectTransform:
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@@ -748,6 +1015,7 @@ RectTransform:
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@@ -1000,6 +1348,7 @@ RectTransform:
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@@ -1107,6 +1456,86 @@ MonoBehaviour:
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文件差异内容过多而无法显示
+ 361 - 529
Assets/Scenes/testCombat.scene


+ 2 - 1
Assets/Scripts/GameLogic/Combat/Buff/b_1001.cs

@@ -1,5 +1,6 @@
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using GameLogic.Combat.CombatTool;
+using GameLogic.Player;
 
 namespace GameLogic.Combat.Buff
 {
@@ -25,7 +26,7 @@ namespace GameLogic.Combat.Buff
                 long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(source.CurrCombatHeroInfo.attack.Value,
                     buffInf.BuffConfig.effectValue[0]);
                 HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(source, combatHeroEntity,
-                    v, AttType.Buff, _triggerData);
+                    v, AttType.Buff, _triggerData,WuXingType.Null);
                 combatHeroEntity.BuffControl.RemoveBuff(this);
             }
         }

+ 10 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/AddUseGongFaEventData.cs

@@ -0,0 +1,10 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Skill;
+
+namespace Common.Utility.CombatEvent
+{
+    public class AddUseGongFaEventData : EventDataBasic<AddUseGongFaEventData>
+    {
+        public SkillBasic SkillBasic;
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 3076159211ea4ef082844d1b3128f38d
+timeCreated: 1743063684

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

@@ -38,5 +38,6 @@
         /// 功法改变
         /// </summary>
         ExercisesAlter,
+        AddUseGongFa,
     }
 }

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

@@ -4,6 +4,7 @@ using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using Excel2Json;
 using Fort23.Core;
 using GameLogic.Combat.Hero;
+using GameLogic.Player;
 using Utility;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
@@ -40,10 +41,10 @@ namespace GameLogic.Combat.CombatTool
         }
 
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroEntity target, long att, AttType attType,
-            TriggerData triggerData, HarmType harmType = HarmType.Null)
+            TriggerData triggerData,WuXingType WuXingType, HarmType harmType = HarmType.Null)
         {
             return Harm(source, target.GetMainHotPoin<CombatHeroHitPoint>(), att,
-                attType, triggerData, harmType);
+                attType, triggerData,WuXingType, harmType);
         }
 
 
@@ -54,7 +55,7 @@ namespace GameLogic.Combat.CombatTool
         /// <param name="target">被攻击方</param>
         /// <param name="att">伤害值</param>
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att,
-            AttType attType, TriggerData triggerData,
+            AttType attType, TriggerData triggerData,WuXingType WuXingType,
             HarmType harmType = HarmType.Default)
         {
            
@@ -63,6 +64,7 @@ namespace GameLogic.Combat.CombatTool
             harmReturnInfo.target = target;
             harmReturnInfo.att = att;
             harmReturnInfo.attType = attType;
+            harmReturnInfo.WuXingType= WuXingType;
             harmReturnInfo.harmType = harmType;
             harmReturnInfo.triggerData = triggerData;
             if (target.combatHeroEntity.isDie)

+ 3 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs

@@ -2,6 +2,7 @@
 using Common.Utility.CombatTimer;
 using Fort23.Core;
 using GameLogic.Combat.Hero;
+using GameLogic.Player;
 using UnityEngine;
 
 namespace GameLogic.Combat.CombatTool
@@ -18,7 +19,7 @@ namespace GameLogic.Combat.CombatTool
         public AttType attType;
         public TriggerData triggerData;
         public HarmType harmType = HarmType.Default;
-
+        public WuXingType WuXingType;
         public override void Dispose()
         {
             Debug.Log("回收了伤害信息类");
@@ -36,6 +37,7 @@ namespace GameLogic.Combat.CombatTool
             attType = AttType.Normal;
             harmType = HarmType.Default;
             triggerData = new TriggerData();
+            WuXingType= WuXingType.Null;
         }
     }
 }

+ 49 - 3
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -9,6 +9,7 @@ using GameLogic.Combat.Buff;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using GameLogic.Combat.Hero.HeroGPU;
+using GameLogic.Player;
 using UnityEngine;
 using UnityEngine.AI;
 using UnityEngine.Rendering;
@@ -218,7 +219,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
     }
 
     public override T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
-       
+
     {
         return combatHeroGameObject.GetILifetCycleHitPoint<T>(hitPoinName, isStandType, isIgnoreHind);
     }
@@ -240,7 +241,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
 
     public virtual float GetAttSpeed()
     {
-        CombatHeroSkillControl combatHeroSkillControl= CombatHeroSkillControl as CombatHeroSkillControl;
+        CombatHeroSkillControl combatHeroSkillControl = CombatHeroSkillControl as CombatHeroSkillControl;
         if (combatHeroSkillControl != null)
         {
             if (combatHeroSkillControl.useSkillCount > 1)
@@ -250,6 +251,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
 
             return CurrCombatHeroInfo.attSpeed.Value;
         }
+
         return 1;
     }
 
@@ -287,6 +289,51 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
             return;
         }
 
+        if (harmReturnInfo.WuXingType.HasFlag(WuXingType.Gold))
+        {
+            int odds = Random.Range(0, 100);
+            if (odds < 50)
+            {
+                CurrCombatHeroInfo.Wood_Injury += Random.Range(1, 5);
+            }
+        }
+
+        if (harmReturnInfo.WuXingType.HasFlag(WuXingType.Wood))
+        {
+            int odds = Random.Range(0, 100);
+            if (odds < 50)
+            {
+                CurrCombatHeroInfo.Earth_Injury += Random.Range(1, 5);
+            }
+        }
+
+        if (harmReturnInfo.WuXingType.HasFlag(WuXingType.Water))
+        {
+            int odds = Random.Range(0, 100);
+            if (odds < 50)
+            {
+                CurrCombatHeroInfo.Fire_Injury += Random.Range(1, 5);
+            }
+        }
+
+        if (harmReturnInfo.WuXingType.HasFlag(WuXingType.Fire))
+        {
+            int odds = Random.Range(0, 100);
+            if (odds < 50)
+            {
+                CurrCombatHeroInfo.Metal_Injury += Random.Range(1, 5);
+            }
+        }
+
+        if (harmReturnInfo.WuXingType.HasFlag(WuXingType.Earth))
+        {
+            int odds = Random.Range(0, 100);
+            if (odds < 50)
+            {
+                CurrCombatHeroInfo.Water_Injury += Random.Range(1, 5);
+            }
+        }
+
         CurrCombatHeroInfo.hp -= harmReturnInfo.att;
         UpdateHarmText(harmReturnInfo);
         if (combatHeroGameObject.HeroGPUMono != null)
@@ -342,7 +389,6 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
     }
 
 
-
     public void Dispose()
     {
         if (_isDis)

+ 51 - 19
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -37,14 +37,54 @@ public class CombatHeroInfo
     public MonsterPowerUpConfig MonsterPowerUpConfig;
     public HeroPromoteConfig promoteConfig;
 
-    
+    /// <summary>
+    /// 金
+    /// </summary>
+    public float Metal;
+    /// <summary>
+    /// 木
+    /// </summary>
+    public float Wood;
+    /// <summary>
+    /// 水
+    /// </summary>
+    public float Water;
+    /// <summary>
+    /// 火
+    /// </summary>
+    public float Fire;
+    /// <summary>
+    /// 土
+    /// </summary>
+    public float Earth;
+
+    /// <summary>
+    /// 金
+    /// </summary>
+    public float Metal_Injury;
+    /// <summary>
+    /// 木
+    /// </summary>
+    public float Wood_Injury;
+    /// <summary>
+    /// 水
+    /// </summary>
+    public float Water_Injury;
+    /// <summary>
+    /// 火
+    /// </summary>
+    public float Fire_Injury;
+    /// <summary>
+    /// 土
+    /// </summary>
+    public float Earth_Injury;
     /// <summary>
     /// 1=英雄 2=小怪 3=精英怪 4=boss
     /// </summary>
     public int heroType;
 
     public string modelName;
-   
+
 
     public bool isMonster;
 
@@ -65,10 +105,6 @@ public class CombatHeroInfo
     }
 
 
-
-
-
-
     protected Map<AttributeType, int> _AttributeCacheValue = new Map<AttributeType, int>();
 
 
@@ -87,19 +123,16 @@ public class CombatHeroInfo
         _AttributeCacheValue.Clear();
         if (isMonster)
         {
-            hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor );
-            defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor );
-            attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor );
-
-         
+            hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
+            defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
+            attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
         }
         else
         {
-            hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor );
-            defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor );
-            attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor );
+            hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
+            defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
+            attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
 
-          
 
             //职业装备提供的属性
             hp += PlayerManager.Instance.eqController.zyEqAddAttributeDic[modelConfig.profession].hp;
@@ -153,11 +186,11 @@ public class CombatHeroInfo
         CalBasicAttribute();
 
         attSpeed = (EncryptionFloat)modelConfig.speed_atk;
-     
+
         // skillId = modelConfig.skillID;
         modelName = modelConfig.model;
         isGpu = modelConfig.isUseGpu;
-     
+
         heroType = modelConfig.heroType;
     }
 
@@ -216,9 +249,8 @@ public class CombatHeroInfo
     {
         isMonster = true;
         SetDataConfig(modelID, level, star);
-       
+
         CalAttribute();
-       
     }
 
 

+ 71 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -1,5 +1,4 @@
-using System;
-using System.Collections.Generic;
+using System.Collections.Generic;
 using Common.Utility.CombatEvent;
 using Excel2Json;
 using Fort23.Core;
@@ -7,8 +6,10 @@ using Fort23.Mono;
 using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Skill;
+using GameLogic.Player;
 using UnityEngine;
 
+
 namespace GameLogic.Combat.Hero
 {
     public class CombatHeroSkillControl : CombatHeroSkillControlBasic
@@ -205,11 +206,79 @@ namespace GameLogic.Combat.Hero
                                 if (addChongNeng >= 150)
                                 {
                                     isKuoLiQuanKai = true;
+                                }
+                            }
+
+                         
+                            if (skillBasic.WuXingType.HasFlag(WuXingType.Gold))
+                            {
+                                int odds = Random.Range(0, 100);
+                                if (odds < 50)
+                                {
+                                    _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
+                                    if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
+                                    {
+                                        _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
+                                    }
+                                }
+                            }
+
+                            if (skillBasic.WuXingType.HasFlag(WuXingType.Wood))
+                            {
+                                int odds = Random.Range(0, 100);
+                                if (odds < 50)
+                                {
+                                    _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
+                                    if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
+                                    {
+                                        _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
+                                    }
+                                }
+                            }
 
+                            if (skillBasic.WuXingType.HasFlag(WuXingType.Water))
+                            {
+                                int odds = Random.Range(0, 100);
+                                if (odds < 50)
+                                {
+                                    _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
+                                    if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
+                                    {
+                                        _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
+                                    }
+                                }
+                            }
+
+                            if (skillBasic.WuXingType.HasFlag(WuXingType.Fire))
+                            {
+                                int odds = Random.Range(0, 100);
+                                if (odds < 50)
+                                {
+                                    _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
+                                    if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
+                                    {
+                                        _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
+                                    }
+                                }
+                            }
+
+                            if (skillBasic.WuXingType.HasFlag(WuXingType.Earth))
+                            {
+                                int odds = Random.Range(0, 100);
+                                if (odds < 50)
+                                {
+                                    _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
+                                    if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
+                                    {
+                                        _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
+                                    }
                                 }
                             }
 
                             AddCommandSkill(skillBasic);
+                            AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();
+                            addUseGongFaEventData.SkillBasic = skillBasic;
+                            CombatEventManager.Instance.Dispatch(CombatEventType.AddUseGongFa, addUseGongFaEventData);
                             // Debug.Log("旋转一圈");
                         }
                     }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S1001.cs

@@ -34,7 +34,7 @@ namespace GameLogic.Combat.Skill
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
-            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,WuXingType,
                 HarmType.Default);
         }
     }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs

@@ -20,7 +20,7 @@ namespace GameLogic.Combat.Skill
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity, ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
-            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, 100, AttType.Normal, triggerData,WuXingType,
                 HarmType.Default);
         }
     }

+ 5 - 3
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -12,6 +12,7 @@ using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using GameLogic.Combat.Skill.IntensifierEffect;
 using GameLogic.CombatScenesTool;
+using GameLogic.Player;
 using UnityEngine;
 using Utility;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
@@ -92,7 +93,7 @@ namespace GameLogic.Combat.Skill
         /// 是否使用技能目标里的缓存池子
         /// </summary>
         protected bool _useSkillTargetPool = true;
-
+        public WuXingType WuXingType;
 
         public TriggerData triggerData
         {
@@ -129,8 +130,9 @@ namespace GameLogic.Combat.Skill
 
         public void InitSkill(CombatHeroEntity combatHeroEntity)
         {
+            WuXingType = (WuXingType)SelfSkillConfig.attribute;
             SkillFeaturesData = new SkillFeaturesData();
-            SkillFeaturesData.SkillFeaturesType = SkillFeaturesType.Earth;
+            SkillFeaturesData.WuXingType =WuXingType;
             SkillFeaturesData.hp = Random.Range(100,200);
             SkillFeaturesData.isEnemy= combatHeroEntity.IsEnemy;
             _combatHeroEntity = combatHeroEntity;
@@ -291,7 +293,7 @@ namespace GameLogic.Combat.Skill
                 return null;
             }
 
-            return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData,
+            return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData,WuXingType,
                 harmType);
         }
 

+ 14 - 33
Assets/Scripts/GameLogic/Combat/Skill/SkillFeaturesData.cs

@@ -1,28 +1,9 @@
 using System;
 using Fort23.Core;
+using GameLogic.Player;
 
 namespace GameLogic.Combat.Skill
 {
-    [Flags]
-    public enum SkillFeaturesType
-    {
-        Null = 0,
-
-        // 金
-        Gold = 1,
-
-        // 木
-        Wood = 2,
-
-        // 水
-        Water = 4,
-
-        // 火
-        Fire = 8,
-
-        // 土
-        Earth = 16,
-    }
 
     public class SkillFeaturesData : CObject
     {
@@ -39,46 +20,46 @@ namespace GameLogic.Combat.Skill
         public bool isEnemy;
 
 
-        public SkillFeaturesType SkillFeaturesType;
+        public WuXingType WuXingType;
 
-        public int GetRestrained(SkillFeaturesType targetSkillFeaturesType)
+        public int GetRestrained(WuXingType targetWuXingType)
         {
             int c = 0;
-            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Gold))
+            if (WuXingType.HasFlag(WuXingType.Gold))
             {
-                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Wood))
+                if (targetWuXingType.HasFlag(WuXingType.Wood))
                 {
                     c++;
                 }
             }
 
-            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Wood))
+            if (WuXingType.HasFlag(WuXingType.Wood))
             {
-                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Earth))
+                if (targetWuXingType.HasFlag(WuXingType.Earth))
                 {
                     c++;
                 }
             }
 
-            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Water))
+            if (WuXingType.HasFlag(WuXingType.Water))
             {
-                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Fire))
+                if (targetWuXingType.HasFlag(WuXingType.Fire))
                 {
                     c++;
                 }
             }
 
-            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Fire))
+            if (WuXingType.HasFlag(WuXingType.Fire))
             {
-                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Gold))
+                if (targetWuXingType.HasFlag(WuXingType.Gold))
                 {
                     c++;
                 }
             }
 
-            if (SkillFeaturesType.HasFlag(SkillFeaturesType.Earth))
+            if (WuXingType.HasFlag(WuXingType.Earth))
             {
-                if (targetSkillFeaturesType.HasFlag(SkillFeaturesType.Wood))
+                if (targetWuXingType.HasFlag(WuXingType.Wood))
                 {
                     c++;
                 }
@@ -93,7 +74,7 @@ namespace GameLogic.Combat.Skill
             skillFeaturesData.hp = hp;
             skillFeaturesData.def = def;
             skillFeaturesData.isEnemy = isEnemy;
-            skillFeaturesData.SkillFeaturesType = SkillFeaturesType;
+            skillFeaturesData.WuXingType = WuXingType;
             return skillFeaturesData;
         }
 

+ 2 - 2
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -171,8 +171,8 @@ namespace Common.Combat.FxAILogic
                     return;
                 }
 
-                int myRestrained = SkillFeaturesData.GetRestrained(skillFeaturesData.SkillFeaturesType);
-                int targetRestrained = skillFeaturesData.GetRestrained(SkillFeaturesData.SkillFeaturesType);
+                int myRestrained = SkillFeaturesData.GetRestrained(skillFeaturesData.WuXingType);
+                int targetRestrained = skillFeaturesData.GetRestrained(SkillFeaturesData.WuXingType);
                 int c = myRestrained - targetRestrained;
                 int myHp = SkillFeaturesData.hp;
                 int targetHp = skillFeaturesData.hp;

+ 26 - 0
Assets/Scripts/GameLogic/Player/WuXingType.cs

@@ -0,0 +1,26 @@
+using System;
+
+namespace GameLogic.Player
+{
+    [Flags]
+    public enum WuXingType
+    {
+        Null = 0,
+
+        // 金
+        Gold = 1,
+
+        // 木
+        Wood = 2,
+
+        // 水
+        Water = 4,
+
+        // 火
+        Fire = 8,
+
+        // 土
+        Earth = 16,
+    }
+
+}

+ 3 - 0
Assets/Scripts/GameLogic/Player/WuXingType.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: e97176c1f6e54b8a87262e8ceb7e04fe
+timeCreated: 1743064741

+ 3 - 3
Assets/Scripts/GameUI/Combat/CombatDrive.cs

@@ -37,12 +37,12 @@ namespace GameLogic.Combat
             CombatEquipFallManager.Instance.Dispose();
             CombatEquipFallManager.Instance.Init();
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
-
-             CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
+            CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
+            CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
             cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
             await cTaskAwaitBuffer.WaitAll();
             await ZhuanPanPanel.OpenZhuanPanPanel();
-          
+
             LogTool.Log("战斗逻辑自己写");
             await CombatController.InitCombat(startCombatInfo);
             StaticUpdater.Instance.AddRenderUpdateCallBack(Update);

+ 31 - 2
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs

@@ -1,10 +1,23 @@
 using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using UnityEngine;
 
 namespace Fort23.Mono
 {
     [UIBinding(prefab = "CombatPanel")]
     public partial class CombatPanel : UIPanel
     {
+        public static void OpenCombatPanel(CTaskAwaitBuffer cTaskAwaitBuffer)
+        {
+            cTaskAwaitBuffer.AddTask(UIManager.Instance.LoadAndOpenPanel<CombatPanel>(null, UILayer.Middle));
+            // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<Font>("hd_0.fontsettings",
+            //     delegate(AssetHandle handle) { huiFuFont = handle.AssetObject<Font>(); }));
+            //
+            // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<Font>("Zhanli_0.fontsettings",
+            //     delegate(AssetHandle handle) { shangHai = handle.AssetObject<Font>(); }));
+        }
+
         private void Init()
         {
         }
@@ -12,24 +25,40 @@ namespace Fort23.Mono
         protected override void AddEvent()
         {
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
-          
+            
         }
 
+    
+
         protected override void DelEvent()
         {
+           
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
         }
 
         public override void AddButtonEvent()
         {
             bnt_shengShi.onClick.AddListener(Bnt_shengShi_onClick);
+            CameraSelect.onValueChanged.AddListener(CameraSelect_onValueChanged);
         }
-        
+
 
         private void Bnt_shengShi_onClick()
         {
         }
 
+        private void CameraSelect_onValueChanged(float value)
+        {
+            Vector3 pos1 = new Vector3(0, -2, -0.7f);
+            Vector3 e1 = new Vector3(20, 0, 0);
+            Vector3 pos2 = new Vector3(9, 0.7f, -1.4f);
+            Vector3 e2 = new Vector3(17.77f, -28.25f, 1.165f);
+            CombatController.currActiveCombat.CombatCameraControllder.Camera.transform.localPosition =
+                Vector3.Lerp(pos1, pos2, value);
+            CombatController.currActiveCombat.CombatCameraControllder.Camera.transform.localEulerAngles =
+                Vector3.Lerp(e1, e2, value);
+        }
+
         public void Update()
         {
         }

+ 66 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanelData.cs

@@ -8,6 +8,17 @@ namespace Fort23.Mono
 	public partial class CombatPanel 
 	{
 	  #region 自定义数据 
+	  private Slider _CameraSelect;
+	  public Slider CameraSelect
+	   {
+	   get{
+	      if (_CameraSelect == null)
+	       {
+	         _CameraSelect  = GetUIUnit<Slider>("CameraSelect"); 
+	       }
+	      return _CameraSelect;
+	     }
+	   }
 	  private Button _bnt_shengShi;
 	  public Button bnt_shengShi
 	   {
@@ -19,6 +30,61 @@ namespace Fort23.Mono
 	      return _bnt_shengShi;
 	     }
 	   }
+	  private Text _huoValue;
+	  public Text huoValue
+	   {
+	   get{
+	      if (_huoValue == null)
+	       {
+	         _huoValue  = GetUIUnit<Text>("huoValue"); 
+	       }
+	      return _huoValue;
+	     }
+	   }
+	  private Text _shuiValue;
+	  public Text shuiValue
+	   {
+	   get{
+	      if (_shuiValue == null)
+	       {
+	         _shuiValue  = GetUIUnit<Text>("shuiValue"); 
+	       }
+	      return _shuiValue;
+	     }
+	   }
+	  private Text _tuValue;
+	  public Text tuValue
+	   {
+	   get{
+	      if (_tuValue == null)
+	       {
+	         _tuValue  = GetUIUnit<Text>("tuValue"); 
+	       }
+	      return _tuValue;
+	     }
+	   }
+	  private Text _muValue;
+	  public Text muValue
+	   {
+	   get{
+	      if (_muValue == null)
+	       {
+	         _muValue  = GetUIUnit<Text>("muValue"); 
+	       }
+	      return _muValue;
+	     }
+	   }
+	  private Text _jingValue;
+	  public Text jingValue
+	   {
+	   get{
+	      if (_jingValue == null)
+	       {
+	         _jingValue  = GetUIUnit<Text>("jingValue"); 
+	       }
+	      return _jingValue;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 47 - 15
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -27,17 +27,43 @@ namespace Fort23.Mono
         {
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             CombatEventManager.Instance.AddEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
         }
 
         protected override void DelEvent()
         {
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdate);
         }
 
         public override void AddButtonEvent()
         {
         }
 
+        private void AddUseGongFa(IEventData iEventData)
+        {
+            CombatHeroInfo combatHeroInfo = CombatController.currActiveCombat.CombatHeroController
+                .playerHeroEntity.CurrCombatHeroInfo;
+            jin_shangshi.text = "伤势:"+combatHeroInfo.Metal_Injury;
+            mu_shangshi.text = "伤势:"+combatHeroInfo.Wood_Injury;
+            shui_shangshi.text = "伤势:"+combatHeroInfo.Water_Injury;
+            huo_shangshi.text = "伤势:"+combatHeroInfo.Fire_Injury;
+            tu_shangshi.text = "伤势:"+combatHeroInfo.Earth_Injury;
+        }
+
+        private void HeroHpUpdate(IEventData iEventData)
+        {
+            CombatHeroInfo combatHeroInfo = CombatController.currActiveCombat.CombatHeroController
+                .playerHeroEntity.CurrCombatHeroInfo;
+            jin_shangshi.text = "伤势:"+combatHeroInfo.Metal_Injury;
+            mu_shangshi.text = "伤势:"+combatHeroInfo.Wood_Injury;
+            shui_shangshi.text = "伤势:"+combatHeroInfo.Water_Injury;
+            huo_shangshi.text = "伤势:"+combatHeroInfo.Fire_Injury;
+            tu_shangshi.text = "伤势:"+combatHeroInfo.Earth_Injury;
+        }
 
         private async void ExercisesAlter(IEventData iEventData)
         {
@@ -57,15 +83,21 @@ namespace Fort23.Mono
 
         public void Update()
         {
-            if (CombatController.currActiveCombat==null||CombatController.currActiveCombat.CombatHeroController==null||CombatController.currActiveCombat.CombatHeroController.playerHeroEntity == null||CombatController.currActiveCombat.CombatHeroController.playerHeroEntity.CombatHeroSkillControl==null)
+            if (CombatController.currActiveCombat == null ||
+                CombatController.currActiveCombat.CombatHeroController == null ||
+                CombatController.currActiveCombat.CombatHeroController.playerHeroEntity == null || CombatController
+                    .currActiveCombat.CombatHeroController.playerHeroEntity.CombatHeroSkillControl == null)
             {
                 return;
             }
 
-            CombatHeroSkillControl combatHeroSkillControl    =CombatController.currActiveCombat.CombatHeroController.playerHeroEntity.CombatHeroSkillControl
+            CombatHeroSkillControl combatHeroSkillControl = CombatController.currActiveCombat.CombatHeroController
+                .playerHeroEntity.CombatHeroSkillControl
                 .This<CombatHeroSkillControl>();
-            lanLiang.fillAmount=combatHeroSkillControl.addChongNeng/150f;
-            lanLiang.color=!combatHeroSkillControl.isKuoLiQuanKai? new Color(1f, 0.96f, 0f):new Color(0.96f, 0f, 1f);
+            lanLiang.fillAmount = combatHeroSkillControl.addChongNeng / 150f;
+            lanLiang.color = !combatHeroSkillControl.isKuoLiQuanKai
+                ? new Color(1f, 0.96f, 0f)
+                : new Color(0.96f, 0f, 1f);
             for (int i = 0; i < _gfWidgets.Count; i++)
             {
                 gf_widget gfWidget = _gfWidgets[i];
@@ -82,25 +114,25 @@ namespace Fort23.Mono
                     gfWidget.useCount = gfWidget.SkillBasic.useCount;
                     switch (gfWidget.SkillBasic.SelfSkillConfig.attribute)
                     {
-                        case 1: 
-                            jin.Play("show",false);
+                        case 1:
+                            jin.Play("show", false);
                             break;
-                        case 2: 
-                            mu.Play("show",false);
+                        case 2:
+                            mu.Play("show", false);
                             break;
-                        case 4: 
-                            shui.Play("show",false);
+                        case 4:
+                            shui.Play("show", false);
                             break;
-                        case 8: 
-                            huo.Play("show",false);
+                        case 8:
+                            huo.Play("show", false);
                             break;
-                        case 16: 
-                            tu.Play("show",false);
+                        case 16:
+                            tu.Play("show", false);
                             break;
                     }
                 }
 
-                
+
                 double hd = gfWidget.SkillBasic.angle * Math.PI / 180f;
                 double a = Math.Cos(hd);
                 double b = -Math.Sin(hd);

+ 55 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs

@@ -98,6 +98,61 @@ namespace Fort23.Mono
 	      return _lanLiang;
 	     }
 	   }
+	  private Text _jin_shangshi;
+	  public Text jin_shangshi
+	   {
+	   get{
+	      if (_jin_shangshi == null)
+	       {
+	         _jin_shangshi  = GetUIUnit<Text>("jin_shangshi"); 
+	       }
+	      return _jin_shangshi;
+	     }
+	   }
+	  private Text _mu_shangshi;
+	  public Text mu_shangshi
+	   {
+	   get{
+	      if (_mu_shangshi == null)
+	       {
+	         _mu_shangshi  = GetUIUnit<Text>("mu_shangshi"); 
+	       }
+	      return _mu_shangshi;
+	     }
+	   }
+	  private Text _shui_shangshi;
+	  public Text shui_shangshi
+	   {
+	   get{
+	      if (_shui_shangshi == null)
+	       {
+	         _shui_shangshi  = GetUIUnit<Text>("shui_shangshi"); 
+	       }
+	      return _shui_shangshi;
+	     }
+	   }
+	  private Text _huo_shangshi;
+	  public Text huo_shangshi
+	   {
+	   get{
+	      if (_huo_shangshi == null)
+	       {
+	         _huo_shangshi  = GetUIUnit<Text>("huo_shangshi"); 
+	       }
+	      return _huo_shangshi;
+	     }
+	   }
+	  private Text _tu_shangshi;
+	  public Text tu_shangshi
+	   {
+	   get{
+	      if (_tu_shangshi == null)
+	       {
+	         _tu_shangshi  = GetUIUnit<Text>("tu_shangshi"); 
+	       }
+	      return _tu_shangshi;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

文件差异内容过多而无法显示
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


+ 1 - 0
XiuXianGame.sln.DotSettings.user

@@ -3,6 +3,7 @@
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 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AMath_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fb18a8b3398e74bca86895881dd02956c573648_003F8b_003F8699ce4e_003FMath_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AObject_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F5c4a01f363eb46748231fc41bd9bdd8517e000_003F78_003F5e834fc5_003FObject_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
+	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ARandom_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fb18a8b3398e74bca86895881dd02956c573648_003F4c_003Fb5eddf34_003FRandom_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AThrowHelper_002Ecs_002Fl_003AC_0021_003FUsers_003Fck_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E2_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003Fe4df6db7850b4c40b72002ff5da8188846ac00_003F3b_003F1a234af4_003FThrowHelper_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ATransform_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F5c4a01f363eb46748231fc41bd9bdd8517e000_003F66_003F966ef437_003FTransform_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AUndo_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F1f63769030ae497a94b35af8517071579d5a00_003Fff_003Fe1991d08_003FUndo_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>

部分文件因为文件数量过多而无法显示