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

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6c3c43cf63
34 ändrade filer med 415 tillägg och 59 borttagningar
  1. BIN
      Assets/Art/UIAssets/decorate/dec_shenshi_dengji_fan.png
  2. BIN
      Assets/Art/UIAssets/decorate/dec_shenshi_dengji_qi.png
  3. BIN
      Assets/Art/UIAssets/decorate/dec_shenshi_dengji_yi.png
  4. 1 1
      Assets/Art/VFX/Materials/UIMat/ui_ob_yindao_glow_add.mat
  5. 1 1
      Assets/Art/VFX/Materials/UIMat/ui_ob_yindao_quan.mat
  6. 2 2
      Assets/Art/VFX/Materials/UIMat/ui_renwu_lg.mat
  7. 8 0
      Assets/Res/Config/LanguageChineseConfig.json
  8. 78 0
      Assets/Res/Config/PlayerGuideConfig.json
  9. 54 20
      Assets/Res/UI/BoxPanel/WidgetItemType2.prefab
  10. 1 1
      Assets/Res/UI/Canvas/Canvas.prefab
  11. 1 1
      Assets/Res/UI/DivineSence/DivineSenceRestoredWidget.prefab
  12. 6 1
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  13. 15 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/MagicWeaponCDFinish.cs
  14. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/MagicWeaponCDFinish.cs.meta
  15. 16 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/MagicWeaponCollision.cs
  16. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/MagicWeaponCollision.cs.meta
  17. 11 9
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs
  18. 21 1
      Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCollisionInfo.cs
  19. 4 0
      Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCombatSence.cs
  20. 1 0
      Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs
  21. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  22. 13 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs
  23. 11 3
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  24. 13 2
      Assets/Scripts/GameUI/EventManager/EventSystemManager.cs
  25. 14 14
      Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2.cs
  26. 1 1
      Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase8.cs
  27. 133 0
      Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase9.cs
  28. 3 0
      Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase9.cs.meta
  29. BIN
      Excel2Json/Excel/EventConfig.xlsx
  30. BIN
      Excel2Json/Excel/Language.xlsx
  31. BIN
      Excel2Json/Excel/PlayerGuide.xlsx
  32. BIN
      美术/unity_use_ui/decorate/dec_shenshi_dengji_fan.png
  33. BIN
      美术/unity_use_ui/decorate/dec_shenshi_dengji_qi.png
  34. BIN
      美术/unity_use_ui/decorate/dec_shenshi_dengji_yi.png

BIN
Assets/Art/UIAssets/decorate/dec_shenshi_dengji_fan.png


BIN
Assets/Art/UIAssets/decorate/dec_shenshi_dengji_qi.png


BIN
Assets/Art/UIAssets/decorate/dec_shenshi_dengji_yi.png


+ 1 - 1
Assets/Art/VFX/Materials/UIMat/ui_ob_yindao_glow_add.mat

@@ -57,7 +57,7 @@ Material:
         m_Offset: {x: 0, y: 0}
     m_Ints: []
     m_Floats:
-    - _Alpha: 0.49184418
+    - _Alpha: 0
     - _AlphaCutoff: 0.5
     - _ColorMask: 15
     - _EnableExternalAlpha: 0

+ 1 - 1
Assets/Art/VFX/Materials/UIMat/ui_ob_yindao_quan.mat

@@ -57,7 +57,7 @@ Material:
         m_Offset: {x: 0, y: 0}
     m_Ints: []
     m_Floats:
-    - _Alpha: 0.19341296
+    - _Alpha: 0
     - _AlphaCutoff: 0.5
     - _ColorMask: 0
     - _EnableExternalAlpha: 0

+ 2 - 2
Assets/Art/VFX/Materials/UIMat/ui_renwu_lg.mat

@@ -57,13 +57,13 @@ Material:
         m_Offset: {x: 0, y: 0}
     m_Ints: []
     m_Floats:
-    - _Alpha: 0.22744322
+    - _Alpha: 0.21369332
     - _AlphaCutoff: 0.5
     - _ColorMask: 15
     - _EnableExternalAlpha: 0
     - _MainSpeedU: 0.5
     - _MainSpeedV: 0.5
-    - _MainTexOffsetU: 0.17958128
+    - _MainTexOffsetU: 0.19573247
     - _MainTexOffsetV: 0
     - _MainTilingU: 0.8
     - _MainTilingV: 1

+ 8 - 0
Assets/Res/Config/LanguageChineseConfig.json

@@ -38827,6 +38827,14 @@
     {
       "ID": 10447,
       "txt": "千辛踏尽见仙庭,一念逍遥万念宁。"
+    },
+    {
+      "ID": 10448,
+      "txt": "法宝准备好了,点击这里使用"
+    },
+    {
+      "ID": 10449,
+      "txt": "同时使用的法宝,会开始比拼!"
     }
   ]
 }

+ 78 - 0
Assets/Res/Config/PlayerGuideConfig.json

@@ -1301,6 +1301,84 @@
       "ForceOnclick": 0,
       "forceText": 1,
       "voiceFile": ""
+    },
+    {
+      "ID": 901,
+      "Index": 1,
+      "NeedLevel": 0,
+      "groupID": 9,
+      "FingerType": 1,
+      "dialogPos": [
+        -182,
+        -517
+      ],
+      "NpcPos": [
+        422,
+        -100
+      ],
+      "NpcSize": [
+        500,
+        500
+      ],
+      "SpeakerName": 0,
+      "SpeakerStyle": 1,
+      "SpeakerImage": 3,
+      "desc": 10448,
+      "Highlighting": 1,
+      "AwardItem": [
+        1002
+      ],
+      "AwardItemNum": [
+        2700
+      ],
+      "blackAlpha": 0.0,
+      "Handle": 1,
+      "IsSkip": 0,
+      "TextSize": [
+        1240,
+        157
+      ],
+      "reversalFinger": 1,
+      "reversalBox": 2,
+      "ForceOnclick": 1,
+      "forceText": 1,
+      "voiceFile": ""
+    },
+    {
+      "ID": 902,
+      "Index": 2,
+      "NeedLevel": 0,
+      "groupID": 9,
+      "FingerType": 1,
+      "dialogPos": [
+        -182,
+        -517
+      ],
+      "NpcPos": [
+        422,
+        -100
+      ],
+      "NpcSize": [
+        500,
+        500
+      ],
+      "SpeakerName": 0,
+      "SpeakerStyle": 1,
+      "SpeakerImage": 3,
+      "desc": 10449,
+      "Highlighting": 1,
+      "blackAlpha": 0.0,
+      "Handle": 1,
+      "IsSkip": 0,
+      "TextSize": [
+        1240,
+        157
+      ],
+      "reversalFinger": 1,
+      "reversalBox": 2,
+      "ForceOnclick": 0,
+      "forceText": 1,
+      "voiceFile": ""
     }
   ]
 }

+ 54 - 20
Assets/Res/UI/BoxPanel/WidgetItemType2.prefab

@@ -328,6 +328,7 @@ GameObject:
   - component: {fileID: 7957917780475828645}
   - component: {fileID: 3323885914582972465}
   - component: {fileID: 4361466827399270368}
+  - component: {fileID: 601692356227923924}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: Icon_SuiPian
@@ -353,7 +354,7 @@ RectTransform:
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
   m_AnchoredPosition: {x: 0, y: 0}
-  m_SizeDelta: {x: 27, y: 32}
+  m_SizeDelta: {x: 45, y: 45}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &3323885914582972465
 CanvasRenderer:
@@ -393,19 +394,35 @@ MonoBehaviour:
   m_FillOrigin: 0
   m_UseSpriteMesh: 0
   m_PixelsPerUnitMultiplier: 1
-  _icon_name: dec_chouka_suipian
+  _icon_name: icon_suipian
   isNotLoadDeftIcon: 0
-  CurrSpriteAtlas: {fileID: 100100200, guid: 425a9eab85b24b74b81413be06f42b76, type: 3}
+  CurrSpriteAtlas: {fileID: 100100200, guid: 77f77eea85838ad4b8734050364b4892, type: 3}
   packInfo:
-    packName: chouka
-    packgJsonPath: /Art/UIAssets/TextrueJson\chouka.txt
-    packgSpritePath: Assets/Res/UIAtlas/chouka.spriteatlasv2
-    lasetJsonGUID: d884f25912221810fe344e7b1e77ccc2
+    packName: daoju
+    packgJsonPath: /Art/UIAssets/TextrueJson\daoju.txt
+    packgSpritePath: Assets/Res/UIAtlas/daoju.spriteatlasv2
+    lasetJsonGUID: 738ec5908281e178b7c40618cc12b514
   imageH: 78.167946
   useGradient: 0
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
   bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}
   direction: 0
+--- !u!114 &601692356227923924
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 2228955867083360576}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: d8d4ef1212a480c4286901b11158a0b7, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  effectColor: {r: 0.7264149, g: 0.42735037, b: 0.30153063, a: 1}
+  effectDistanceX: 1
+  effectDistanceY: 1
+  samplingRate: 10
 --- !u!1 &3820391084866158623
 GameObject:
   m_ObjectHideFlags: 0
@@ -740,8 +757,8 @@ MonoBehaviour:
     m_Right: 0
     m_Top: 0
     m_Bottom: 0
-  m_ChildAlignment: 7
-  m_Spacing: 6.91
+  m_ChildAlignment: 4
+  m_Spacing: 2
   m_ChildForceExpandWidth: 1
   m_ChildForceExpandHeight: 1
   m_ChildControlWidth: 0
@@ -1040,7 +1057,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!224 &646260402244696982
 RectTransform:
   m_ObjectHideFlags: 0
@@ -1057,8 +1074,8 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 7.5, y: 17.8}
-  m_SizeDelta: {x: 43.5479, y: 43.5479}
+  m_AnchoredPosition: {x: 4, y: 12}
+  m_SizeDelta: {x: 78.0353, y: 98.7017}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &5725457208173664469
 CanvasRenderer:
@@ -1123,6 +1140,7 @@ GameObject:
   - component: {fileID: 1507516687379950841}
   - component: {fileID: 4035756139084935713}
   - component: {fileID: 637556485701324123}
+  - component: {fileID: 2632687183539169689}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: Text_Count
@@ -1147,8 +1165,8 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
-  m_AnchoredPosition: {x: 58.41, y: -21.027552}
-  m_SizeDelta: {x: 49, y: 35.3449}
+  m_AnchoredPosition: {x: 71, y: -19.35}
+  m_SizeDelta: {x: 48, y: 35.3449}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &1507516687379950841
 CanvasRenderer:
@@ -1171,7 +1189,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   m_Material: {fileID: 0}
-  m_Color: {r: 0.21176472, g: 0.20000002, b: 0.18039216, a: 1}
+  m_Color: {r: 1, g: 1, b: 1, a: 1}
   m_RaycastTarget: 1
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_Maskable: 1
@@ -1179,13 +1197,13 @@ MonoBehaviour:
     m_PersistentCalls:
       m_Calls: []
   m_FontData:
-    m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
-    m_FontSize: 30
-    m_FontStyle: 0
+    m_Font: {fileID: 12800000, guid: e588d93665211944387ec8c03c8726ae, type: 3}
+    m_FontSize: 32
+    m_FontStyle: 1
     m_BestFit: 0
     m_MinSize: 2
-    m_MaxSize: 40
-    m_Alignment: 6
+    m_MaxSize: 44
+    m_Alignment: 3
     m_AlignByGeometry: 0
     m_RichText: 1
     m_HorizontalOverflow: 0
@@ -1206,3 +1224,19 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   m_HorizontalFit: 2
   m_VerticalFit: 0
+--- !u!114 &2632687183539169689
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 9204525041625646555}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: d8d4ef1212a480c4286901b11158a0b7, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  effectColor: {r: 0, g: 0, b: 0, a: 1}
+  effectDistanceX: 1.5
+  effectDistanceY: 1.5
+  samplingRate: 10

+ 1 - 1
Assets/Res/UI/Canvas/Canvas.prefab

@@ -432,7 +432,7 @@ MonoBehaviour:
   m_RendererIndex: -1
   m_VolumeLayerMask:
     serializedVersion: 2
-    m_Bits: 0
+    m_Bits: 32
   m_VolumeTrigger: {fileID: 0}
   m_VolumeFrameworkUpdateModeOption: 2
   m_RenderPostProcessing: 1

+ 1 - 1
Assets/Res/UI/DivineSence/DivineSenceRestoredWidget.prefab

@@ -118,7 +118,7 @@ RectTransform:
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
   m_AnchoredPosition: {x: 189.53296, y: -49.37755}
-  m_SizeDelta: {x: 0, y: 96.45}
+  m_SizeDelta: {x: 108, y: 96.45}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &5304083428607473890
 CanvasRenderer:

+ 6 - 1
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -126,6 +126,11 @@
         /// 法宝对拼结束
         /// </summary>
         FaBaoDuiPingFinish,
-
+        
+        /// <summary>
+        /// 法宝技能CD结束
+        /// </summary>
+        MagicWeaponCDFinish,
+    
     }
 }

+ 15 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/MagicWeaponCDFinish.cs

@@ -0,0 +1,15 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Hero;
+
+namespace Common.Utility.CombatEvent
+{
+    public class MagicWeaponCDFinish : EventDataBasic<MagicWeaponCDFinish>
+    {
+        public CombatMagicWeaponEntity CombatMagicWeaponEntity;
+
+        protected override void ProDispose()
+        {
+            CombatMagicWeaponEntity = null;
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6ba476cc59e448fa8efab6f42041adcd
+timeCreated: 1761547346

+ 16 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/MagicWeaponCollision.cs

@@ -0,0 +1,16 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Hero;
+
+namespace Common.Utility.CombatEvent
+{
+    public class MagicWeaponCollision: EventDataBasic<MagicWeaponCollision>
+    {
+        public CombatMagicWeaponEntity a;
+        public CombatMagicWeaponEntity b;
+        protected override void ProDispose()
+        {
+            a = null;
+            b = null;
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: d14a8c8f04bd44728872b9d4a3a602ed
+timeCreated: 1761547413

+ 11 - 9
Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs

@@ -6,6 +6,7 @@ using Excel2Json;
 using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Combat.Hero;
+using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 using UnityEngine;
 using Utility.UITool;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
@@ -26,7 +27,7 @@ namespace GameLogic.Combat.CombatTool
         private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
 
         // public CombatHeroEntity playerHeroEntity;
-        
+
         public float moveSpeed = 2f;
         public bool isFlight;
         private bool _isFlightCameraFinish;
@@ -117,13 +118,9 @@ namespace GameLogic.Combat.CombatTool
             combatHeroEntity.HeroResurrection();
         }
 
-      
 
         public void Update(float t)
         {
-           
-
-
             for (int i = 0; i < myHero.Count; i++)
             {
                 myHero[i].Update(t);
@@ -138,8 +135,6 @@ namespace GameLogic.Combat.CombatTool
             {
                 heroDie[i].Update(t);
             }
-
-         
         }
 
         public void LateUpdate(float t)
@@ -158,7 +153,6 @@ namespace GameLogic.Combat.CombatTool
             }
         }
 
-     
 
         public void AddHeroDie(CombatHeroEntity hero)
         {
@@ -291,7 +285,15 @@ namespace GameLogic.Combat.CombatTool
 
             for (int i = 0; i < heroDie.Count; i++)
             {
-                heroDie[i].Dispose();
+                CombatHeroEntity combatHeroEntity = heroDie[i];
+                if (combatHeroEntity.isPlayer)
+                {
+                    combatHeroEntity.DisposeForOnetCombat();
+                }
+                else
+                {
+                    combatHeroEntity.Dispose();
+                }
             }
 
             myHero.Clear();

+ 21 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCollisionInfo.cs

@@ -38,8 +38,11 @@ namespace GameLogic.Combat.CombatTool
 
         private long _kouChuValue;
 
+        private bool _isDispose;
+
         public void Init(CombatMagicWeaponEntity a, CombatMagicWeaponEntity b, int id)
         {
+            _isDispose = false;
             this.id = id;
             if (a.IsEnemy)
             {
@@ -91,12 +94,17 @@ namespace GameLogic.Combat.CombatTool
                         particleSystemPool.transform.rotation =
                             a.GameObject.transform.rotation;
                         ParticleSystemPool = particleSystemPool;
-                        if (!_isPengZhuang)
+                        if (!_isPengZhuang || _isDispose)
                         {
                             GObjectPool.Instance.Recycle(ParticleSystemPool);
                         }
                     });
                 loopDuiPing = await AudioManager.Instance.PlayAudio("fb_duiping.wav", true);
+                if (_isDispose && loopDuiPing != null)
+                {
+                    loopDuiPing.Finish();
+                    loopDuiPing = null;
+                }
             }
             else
             {
@@ -328,10 +336,22 @@ namespace GameLogic.Combat.CombatTool
                 b.MagicWeaponCollisionId = -1;
             }
 
+            Dispose();
+        }
+
+        public override void Dispose()
+        {
             GObjectPool.Instance.Recycle(ParticleSystemPool);
+            if (loopDuiPing != null)
+            {
+                loopDuiPing.Finish();
+                loopDuiPing = null;
+            }
+
             ParticleSystemPool = null;
             triigerCount = 0;
             _isPengZhuang = false;
+            _isDispose = true;
         }
 
         public string tag { get; }

+ 4 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCombatSence.cs

@@ -39,6 +39,10 @@ namespace GameLogic.Combat.CombatTool
 
         public void CloseSecene()
         {
+            for (magicWeaponCollisionInfoList.Begin(); magicWeaponCollisionInfoList.Next();)
+            {
+                magicWeaponCollisionInfoList.Value.Dispose();
+            }
             magicWeaponCollisionInfoList.Clear();
             for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
             {

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

@@ -177,6 +177,7 @@ namespace GameLogic.Combat.CombatType
 
             CombatHeroEntity heroEntity = new CombatHeroEntity();
 
+            heroEntity.isPlayer = true;
             heroEntity.IsEnemy = false;
             heroEntity.number = 0;
 

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -479,7 +479,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         {
             return;
         }
-
+        // heroMagicWeaponControl?.Dispose();
         _isDis = true;
         BuffControl.Dispose();
         combatHeroGameObject.Dispose();

+ 13 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs

@@ -30,6 +30,7 @@ namespace GameLogic.Combat.Hero
         /// </summary>
         public float cdAddSpeed;
 
+        private bool isReadyFinish;
         // public float cdSpeed=1;
         /// <summary>
         /// 是否拥有法宝宝典
@@ -209,7 +210,7 @@ namespace GameLogic.Combat.Hero
             _HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
             MaxHp= _HpBl;
             cd = MaxCd;
-
+            isReadyFinish = false;
             _rootMagicWeaponControl.UseMagicWeapon(this);
         }
 
@@ -237,6 +238,17 @@ namespace GameLogic.Combat.Hero
                 if (b1008 == null)
                 {
                     cd -= t;
+                    if (cd <= 0&&!isReadyFinish)
+                    {
+                        isReadyFinish = true;
+                        MagicWeaponCDFinish magicWeaponCDFinish = MagicWeaponCDFinish.Create();
+                        magicWeaponCDFinish.CombatMagicWeaponEntity= this;
+                        CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponCDFinish,
+                            magicWeaponCDFinish);
+                        
+                    }
+
+                  
                     if ( IsCanUse())
                     {
                         if (_rootMagicWeaponControl.isAutoUse && cd < -1f)//自动的延迟一秒释放

+ 11 - 3
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -101,6 +101,7 @@ namespace Common.Combat.FxAILogic
         public bool isInit = false;
 
         private bool isPlayStartAudio = false;
+
         public void Init(Vector3 startPos,
             TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic, ILifetCycleHitPoint attTarget,
             SpecialDotInfo specialDotInfo = null)
@@ -164,7 +165,6 @@ namespace Common.Combat.FxAILogic
         /// </summary>
         public void DeductSkillStrength(long hp)
         {
-            
         }
 
         // private void Detection()
@@ -184,9 +184,17 @@ namespace Common.Combat.FxAILogic
         {
             FinishHit(CurrPos, hitFxName);
         }
+
         public void PlayPengZhuangHit()
         {
-            FinishHit(CurrPos, pengZhuangHitFxName);
+            if (string.IsNullOrEmpty(pengZhuangHitFxName))
+            {
+                FinishHit(CurrPos, hitFxName);
+            }
+            else
+            {
+                FinishHit(CurrPos, pengZhuangHitFxName);
+            }
         }
 
         protected void FinishHit(Vector3 pos, string hitFxName)
@@ -248,7 +256,7 @@ namespace Common.Combat.FxAILogic
                 isPlayStartAudio = true;
                 if (!string.IsNullOrEmpty(startAudioName))
                 {
-                    AudioManager.Instance.Play(startAudioName,false);
+                    AudioManager.Instance.Play(startAudioName, false);
                 }
             }
 

+ 13 - 2
Assets/Scripts/GameUI/EventManager/EventSystemManager.cs

@@ -1232,6 +1232,11 @@ public class EventSystemManager : Singleton<EventSystemManager>
             await rewardsPanel.UIClosed();
         }
 
+        if (eventConfig.EventTriggerType == 4)
+        {
+            await UIManager.Instance.HideUIUIPanel<DivineSenceEventPreviewPanel>();
+            UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
+        }
 
         if (AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId == eventList.guid)
         {
@@ -1262,7 +1267,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
     /// 取消事件
     /// </summary>
     /// <param name="eventID">事件ID</param>
-    public void CancelEvent(AccountFileInfo.EventList eventList)
+    public async void CancelEvent(AccountFileInfo.EventList eventList)
     {
         LogTool.Log($"取消事件{eventList.eventID}");
         isTriggerEvent = false;
@@ -1271,7 +1276,13 @@ public class EventSystemManager : Singleton<EventSystemManager>
         CombatDrive.Instance.CombatController.ChangeState(CombatController.update);
         onCompleteCallback?.Invoke();
         onCompleteCallback = null;
-
+        EventConfig eventConfig = ConfigComponent.Instance.Get<EventConfig>(eventList.eventID);
+        if (eventConfig.EventTriggerType == 4)
+        {
+          
+            await UIManager.Instance.HideUIUIPanel<DivineSenceEventPreviewPanel>();
+            await UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
+        }
 
         if (PlayerGuideManager.Instance.GuideIsCanDo(2))
         {

+ 14 - 14
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2.cs

@@ -156,20 +156,20 @@ namespace Fort23.Mono
                 Text_Eventcondition.text = desc;
             }
 
-            if (eventList.isCompleted)
-            {
-                Text_Go.text = LanguageManager.Instance.Text(10240);
-                Btn_Go.image.color = new Color32(200, 199, 199, 255);
-            }
-            else if (eventList.isCompleted1)
-            {
-                Text_Go.text = LanguageManager.Instance.Text(10157);
-                Btn_Go.image.color = new Color32(206, 168, 105, 255);
-            }
-            else
-            {
-                Btn_Go.image.color = new Color32(206, 168, 105, 255);
-            }
+            // if (eventList.isCompleted)
+            // {
+            //     Text_Go.text = LanguageManager.Instance.Text(10240);
+            //     Btn_Go.image.color = new Color32(200, 199, 199, 255);
+            // }
+            // else if (eventList.isCompleted1)
+            // {
+            //     Text_Go.text = LanguageManager.Instance.Text(10157);
+            //     Btn_Go.image.color = new Color32(179, 39, 65, 255);
+            // }
+            // else
+            // {
+            //     Btn_Go.image.color = new Color32(206, 168, 105, 255);
+            // }
 
 
             Btn_ZuiZhong.gameObject.SetActive(AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId !=

+ 1 - 1
Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase8.cs

@@ -104,7 +104,7 @@ namespace Fort23.Mono.Phases
             pgm.SetfxTransVisiable(true);
             pgm.SetMaskTarget(gameObject);
             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
-            await pgm.ConfigLogic(602, delegate() { });
+            await pgm.ConfigLogic(802, delegate() { });
 
             pgm.SetFingerPos(localPos);
             pgm.SetFingerVisiable(true);

+ 133 - 0
Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase9.cs

@@ -0,0 +1,133 @@
+using Fort23.Core;
+using Fort23.UTool;
+using GameLogic.Combat;
+using GameLogic.Combat.CombatTool;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Fort23.Mono.Phases
+{
+    public class Phase9 : IGuideLogic
+    {
+        public PlayerGuideManager pgm;
+
+        private bool once = false;
+
+        public Phase9(PlayerGuideManager guideManager)
+        {
+            this.pgm = guideManager;
+            once = true;
+        }
+
+        public override void Active()
+        {
+            base.Active();
+            actionList.Add(OnStep901);
+            actionList.Add(OnStep902);
+            actionList.Add(OnStepEnd);
+        }
+
+        public override void Begin()
+        {
+            guideID =9;
+            guideIdx = -1;
+            pgm.isForceDone = false;
+            pgm.isTriggerDone = false;
+        }
+
+        public override void End()
+        {
+        }
+
+        public override async CTask Guide()
+        {
+            if (actionList.Count > guideIdx)
+            {
+                pgm.ResetPlayerGuide();
+                guideIdx++;
+
+
+                SaveStep(guideIdx);
+                await actionList[guideIdx](null);
+            }
+            else
+            {
+                LogTool.Error("没有引导了,强制结束。出错步骤,:" + pgm.curPhase + guideIdx);
+                pgm.isForceDone = true;
+            }
+        }
+
+        public override void LogicRelase()
+        {
+            actionList.Clear();
+        }
+
+        public override void LogicUpdate()
+        {
+        }
+
+
+        /// <summary>
+        /// 点击宝箱
+        /// </summary>
+        /// <param name="obj"></param>
+        public async CTask OnStep901(UnityEngine.Object obj)
+        {
+            pgm.StepInit();
+            await TimerComponent.Instance.WaitAsync(100);
+            GameObject gameObject = UIManager.Instance.GetComponent<MainPanel>().Btn_Box.gameObject;
+            Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
+            Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
+
+            pgm.SetfxTransVisiable(true);
+            pgm.SetMaskTarget(gameObject);
+            pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
+            await pgm.ConfigLogic(901, delegate() { });
+
+            pgm.SetFingerPos(localPos);
+            pgm.SetFingerVisiable(true);
+        }
+
+        /// <summary>
+        /// 点十连抽
+        /// </summary>
+        /// <param name="obj"></param>
+        public async CTask OnStep902(UnityEngine.Object obj)
+        {
+            pgm.StepInit();
+            await TimerComponent.Instance.WaitAsync(100);
+            GameObject gameObject = UIManager.Instance.GetComponent<BoxPanel>().oneButton.gameObject;
+            Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
+            Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
+
+            pgm.SetfxTransVisiable(true);
+            pgm.SetMaskTarget(gameObject);
+            pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
+            await pgm.ConfigLogic(902, delegate() { });
+
+            pgm.SetFingerPos(localPos);
+            pgm.SetFingerVisiable(true);
+        }
+
+
+        public async CTask OnStepEnd(UnityEngine.Object obj)
+        {
+            pgm.StepInit();
+            pgm.SetBlackBaseVisiable(false);
+
+            ForceGuideOver();
+        }
+
+        /// <summary>
+        /// 引导完成
+        /// </summary>
+        private async void ForceGuideOver()
+        {
+            pgm.CloseForceGuide();
+            pgm.RestGuide();
+            await UIManager.Instance.HideUIUIPanel<GachaPanel>();
+
+            UIManager.Instance.HideUIUIPanel<BoxPanel>();
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase9.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: bc438fb9d820446cab103d23ef9d7ebc
+timeCreated: 1761546523

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