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DESKTOP-FB72PO8\Administrator 5 ngày trước cách đây
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7621813a06

+ 1 - 1
Assets/Res/CombatScenes/CombatRoot.prefab

@@ -204,7 +204,7 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   trauma: 0
   TraumaExponent: 1
-  MaximumAngularShake: {x: 5, y: 5, z: 5}
+  MaximumAngularShake: {x: 1, y: 1, z: 1}
   MaximumTranslationShake: {x: 0.75, y: 0.75, z: 0.75}
 --- !u!1 &8008758086050486737
 GameObject:

+ 26 - 26
Assets/Res/Config/HeroModelConfig.json

@@ -66,10 +66,10 @@
       "model": "Gw_Man",
       "isUseGpu": false,
       "heroType": 2,
-      "attack": 215,
-      "hp": 215,
+      "attack": 200,
+      "hp": 200,
       "def": 100,
-      "shield": 215,
+      "shield": 200,
       "speed_atk": 0.0,
       "Linggen": [
         100,
@@ -123,10 +123,10 @@
       "model": "Gw_Man",
       "isUseGpu": false,
       "heroType": 2,
-      "attack": 194,
-      "hp": 239,
+      "attack": 180,
+      "hp": 222,
       "def": 100,
-      "shield": 239,
+      "shield": 222,
       "speed_atk": 0.0,
       "Linggen": [
         100,
@@ -180,10 +180,10 @@
       "model": "Gw_Woman",
       "isUseGpu": false,
       "heroType": 2,
-      "attack": 215,
-      "hp": 215,
+      "attack": 200,
+      "hp": 200,
       "def": 100,
-      "shield": 215,
+      "shield": 200,
       "speed_atk": 0.0,
       "Linggen": [
         100,
@@ -238,10 +238,10 @@
       "model": "Gw_Woman",
       "isUseGpu": false,
       "heroType": 2,
-      "attack": 215,
-      "hp": 215,
+      "attack": 200,
+      "hp": 200,
       "def": 100,
-      "shield": 215,
+      "shield": 200,
       "speed_atk": 0.0,
       "Linggen": [
         100,
@@ -296,10 +296,10 @@
       "model": "Boss_Tree_xiao",
       "isUseGpu": false,
       "heroType": 2,
-      "attack": 86,
-      "hp": 538,
+      "attack": 80,
+      "hp": 500,
       "def": 100,
-      "shield": 538,
+      "shield": 500,
       "speed_atk": 0.0,
       "Linggen": [
         100,
@@ -354,10 +354,10 @@
       "model": "gw_xianhe",
       "isUseGpu": false,
       "heroType": 2,
-      "attack": 108,
-      "hp": 645,
+      "attack": 100,
+      "hp": 400,
       "def": 100,
-      "shield": 215,
+      "shield": 400,
       "speed_atk": 0.0,
       "Linggen": [
         100,
@@ -412,10 +412,10 @@
       "model": "gw_huli",
       "isUseGpu": false,
       "heroType": 2,
-      "attack": 108,
-      "hp": 430,
+      "attack": 100,
+      "hp": 400,
       "def": 100,
-      "shield": 430,
+      "shield": 400,
       "speed_atk": 0.0,
       "Linggen": [
         100,
@@ -470,10 +470,10 @@
       "model": "Gw_zhizhu",
       "isUseGpu": false,
       "heroType": 2,
-      "attack": 226,
-      "hp": 205,
+      "attack": 210,
+      "hp": 190,
       "def": 100,
-      "shield": 205,
+      "shield": 190,
       "speed_atk": 0.0,
       "Linggen": [
         100,
@@ -993,9 +993,9 @@
       "isUseGpu": false,
       "heroType": 4,
       "attack": 105,
-      "hp": 240,
+      "hp": 300,
       "def": 100,
-      "shield": 150,
+      "shield": 300,
       "speed_atk": 2.0,
       "Linggen": [
         100,

+ 12 - 6
Assets/Scripts/Core/CameraEffect/StressReceiver.cs

@@ -6,7 +6,9 @@ public class StressReceiver : MonoBehaviour
   
     public float trauma;
     private float _trauma;
+    private float _currMaxTrauma;
     private Vector3 _lastPosition;
+    private float _size;
     private Vector3 _lastRotation;
     [Tooltip("Exponent for calculating the shake factor. Useful for creating different effect fade outs")]
     public float TraumaExponent = 1;
@@ -19,12 +21,14 @@ public class StressReceiver : MonoBehaviour
     [ContextMenu("asdasda")]
     public void Test()
     {
-        InduceStress(trauma,null);
+        InduceStress(trauma,1,null);
     }
 
     private void Update()
     {
         float shake = Mathf.Pow(_trauma, TraumaExponent);
+        shake /= _currMaxTrauma;
+        // float shake = _trauma;
         /* Only apply this when there is active trauma */
         if(shake > 0.01f)
         {
@@ -35,17 +39,17 @@ public class StressReceiver : MonoBehaviour
                 MaximumTranslationShake.x * (Mathf.PerlinNoise(0, Time.time * 25) * 2 - 1),
                 MaximumTranslationShake.y * (Mathf.PerlinNoise(1, Time.time * 25) * 2 - 1),
                 MaximumTranslationShake.z * (Mathf.PerlinNoise(2, Time.time * 25) * 2 - 1)
-            ) * shake;
+            ) * shake*_size;
 
             _lastRotation = new Vector3(
                 MaximumAngularShake.x * (Mathf.PerlinNoise(3, Time.time * 25) * 2 - 1),
                 MaximumAngularShake.y * (Mathf.PerlinNoise(4, Time.time * 25) * 2 - 1),
                 MaximumAngularShake.z * (Mathf.PerlinNoise(5, Time.time * 25) * 2 - 1)
-            ) * shake;
+            ) * shake*_size;
 
             transform.localPosition += _lastPosition - previousPosition;
             transform.localRotation = Quaternion.Euler(transform.localRotation.eulerAngles + _lastRotation - previousRotation);
-            _trauma = Mathf.Clamp01(_trauma - Time.deltaTime);
+            _trauma =_trauma - Time.deltaTime;
         }
         else
         {
@@ -69,9 +73,11 @@ public class StressReceiver : MonoBehaviour
     ///  Applies a stress value to the current object.
     /// </summary>
     /// <param name="Stress">[0,1] Amount of stress to apply to the object</param>
-    public void InduceStress(float Stress,System.Action callBack)
+    public void InduceStress(float time,float size,System.Action callBack)
     {
+        this._size = size;
         this.callBack = callBack;
-        _trauma = Mathf.Clamp01(_trauma + Stress);
+        _trauma = time;
+        _currMaxTrauma=time;
     }
 }

+ 8 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs

@@ -8,6 +8,8 @@ namespace GameLogic.Combat.CombatState
 {
     public class CombatFightState : CombatStateBasic
     {
+
+
         public CombatFightState(CombatController combatController) : base(combatController)
         {
         }
@@ -19,17 +21,20 @@ namespace GameLogic.Combat.CombatState
             CombatController.CombatCameraControllder.isStop = true;
             CombatController.IsFightState = true;
             CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(60, 3);
-            int odds=Random.Range(0, 100);
+            int odds = Random.Range(0, 100);
             if (odds < 50)
                 AudioManager.Instance.PlayBGM("battle2.mp3");
             else
             {
                 AudioManager.Instance.PlayBGM("battle1.mp3");
             }
+
+            CombatController.currActiveCombat.CombatCameraControllder.EnterCombat();
         }
 
         protected override void ProExit()
         {
+            CombatController.currActiveCombat.CombatCameraControllder.ExitCombat();
             CombatController.CombatCameraControllder.isStop = false;
         }
 
@@ -41,6 +46,8 @@ namespace GameLogic.Combat.CombatState
                 return;
             }
 
+          
+
             CombatHeroEntity[] allHero =
                 CombatController.currActiveCombat.CombatHeroController.GetHero(true, out int maxCount);
             IHero ihero = FindMinDixtance(allHero, maxCount, 500);

+ 37 - 4
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs

@@ -30,7 +30,7 @@ namespace GameLogic.Combat.CombatTool
 
         private bool isUpdateCameraToPath;
         private float currValue;
-        private float _cameraSelectValue;
+        public float _cameraSelectValue;
         private float targetValue;
         private float _currTime;
         private bool isUpdateFieldOfView;
@@ -39,6 +39,11 @@ namespace GameLogic.Combat.CombatTool
         private float FieldOfViewStartValue;
         private float FieldOfViewSpeed;
 
+        private bool isStartMoveCamera;
+        private float _MoveCameraTime;
+        private float _lasetCombatValue;
+        private float _moveToTargetValue;
+
         public void Init(CombatController combatController, Camera camera)
         {
             CombatEventManager.Instance.AddEventListener(CombatEventType.SencenBesselPathAlter, SencenBesselPathAlter);
@@ -96,6 +101,22 @@ namespace GameLogic.Combat.CombatTool
                 Vector3.Lerp(e1, e2, value);
         }
 
+        public void EnterCombat()
+        {
+            isStartMoveCamera = true;
+            _MoveCameraTime = 0;
+            _lasetCombatValue = _cameraSelectValue;
+            _moveToTargetValue = 0.5f;
+        }
+
+        public void ExitCombat()
+        {
+            isStartMoveCamera = true;
+            _MoveCameraTime = 0;
+            _moveToTargetValue = _lasetCombatValue;
+            _lasetCombatValue = _cameraSelectValue;
+        }
+
         private void ShakeFinish()
         {
             isStartShake = false;
@@ -122,6 +143,18 @@ namespace GameLogic.Combat.CombatTool
                 }
             }
 
+            if (isStartMoveCamera)
+            {
+                _MoveCameraTime += t;
+
+                float v = Mathf.Lerp(_lasetCombatValue, _moveToTargetValue, _MoveCameraTime);
+                CameraSelect_onValueChanged(v);
+                if (_MoveCameraTime >= 1)
+                {
+                    isStartMoveCamera = false;
+                }
+            }
+
             CombatHeroEntity combatHeroEntities = combatController.playerHeroEntity;
             if (!isStartShake && !isStop)
             {
@@ -190,18 +223,18 @@ namespace GameLogic.Combat.CombatTool
             EventManager.Instance.RemoveEventListener(CustomEventType.HeroClick, HeroClick);
         }
 
-        public void Shaking(float qiangDu)
+        public void Shaking(float time, float size)
         {
             if (StressReceiver != null)
             {
                 isStartShake = true;
-                StressReceiver.InduceStress(qiangDu, ShakeFinish);
+                StressReceiver.InduceStress(time, size, ShakeFinish);
             }
         }
 
         public void Shaking(CameraShakingSerializtion cameraShakingSerializtion)
         {
-            Shaking(cameraShakingSerializtion.qiangDu);
+            Shaking(cameraShakingSerializtion.qiangDu, 1);
         }
     }
 }

+ 3 - 3
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -86,8 +86,7 @@ namespace GameLogic.Combat.CombatTool
                 stateControl.AddState("fight", new CombatFightState(this));
                 stateControl.AddState("combatfinish", new CombatFinishState(this));
 
-                MagicWeaponCombatSence = new MagicWeaponCombatSence();
-                MagicWeaponCombatSence.Init();
+             
                 if (CombatSenceController == null)
                 {
                     CombatSenceController = new CombatSenceController();
@@ -100,7 +99,8 @@ namespace GameLogic.Combat.CombatTool
                     await CombatDataController.Init();
                 }
             }
-
+            MagicWeaponCombatSence = new MagicWeaponCombatSence();
+            MagicWeaponCombatSence.Init();
             Camera camera = Camera.main;
             CombatCameraControllder = new CombatCameraControllder();
             CombatCameraControllder.Init(this, camera);

+ 4 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCollisionInfo.cs

@@ -123,7 +123,7 @@ namespace GameLogic.Combat.CombatTool
                     rollingStateData2);
                 State = 2;
                 _currTime = 0;
-               
+                CombatController.currActiveCombat.CombatCameraControllder.Shaking(3,0.5f);
                 CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_fb_duipin_dian",
                     a.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)
                     {
@@ -139,6 +139,7 @@ namespace GameLogic.Combat.CombatTool
             }
             else
             {
+                CombatController.currActiveCombat.CombatCameraControllder.Shaking(0.3f,1f);
                 CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_fb_duipin_hit",
                     a.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)
                     {
@@ -155,6 +156,7 @@ namespace GameLogic.Combat.CombatTool
 
         protected void SetBesselA()
         {
+           
             _besselPathA = new BesselPath();
             _besselPathA.controlPoints.Add(a.dotPos);
             _besselPathA.controlPoints.Add(a.GameObject.transform.TransformPoint(new Vector3(-9.87f, 4, 2)));
@@ -269,6 +271,7 @@ namespace GameLogic.Combat.CombatTool
                     AudioManager.Instance.PlayAudio("fb_duipingbaozha.wav", false);
                     State = 3;
                     _currTime = 0;
+                    CombatController.currActiveCombat.CombatCameraControllder.Shaking(0.5f,2f);
                     CombatCalculateTool.Instance.FaBaoPengZhuang(a, b);
                     CombatMagicWeaponEntity combatMagicWeaponEntityA = a;
                     CombatMagicWeaponEntity combatMagicWeaponEntityB = b;

BIN
Excel2Json/Excel/HeroModel.xlsx