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

# Conflicts:
#	Assets/Art/HeroTimeLine/gf_jianjue_timeline.playable   resolved by master version
#	Assets/Art/VFX/FXPrefabs/fx_gf_jianjue.prefab   resolved by master version
#	Assets/Res/CombatHero/Nanzhu.prefab   resolved by master version
#	Assets/Res/CombatHero/fb_dao1.prefab   resolved by origin/master(远端) version
#	Assets/Res/CombatHero/fb_ding1.prefab   resolved by origin/master(远端) version
#	Assets/Res/CombatHero/fb_huohulu.prefab   resolved by origin/master(远端) version
#	Assets/Res/CombatHero/fb_jian1.prefab   resolved by origin/master(远端) version
#	Assets/Res/CombatHero/fb_jian2.prefab   resolved by origin/master(远端) version
#	Assets/Res/CombatHero/fb_wulonglun.prefab   resolved by origin/master(远端) version
#	Assets/Res/CombatHero/fb_yuping.prefab   resolved by origin/master(远端) version
#	Assets/Res/TimeLineAssets/jianjue_timeline_TD.txt   resolved by origin/master(远端) version
#	Assets/StreamingAssets/assetConfig.txt   resolved by origin/master(远端) version
#	UserSettings/Layouts/default-2022.dwlt   resolved by origin/master(远端) version
李桃 3 hafta önce
ebeveyn
işleme
7c062a88db
41 değiştirilmiş dosya ile 5594 ekleme ve 1505 silme
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  4. 189 0
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  5. BIN
      Assets/Art/UIAssets/bg/bg_jing.png
  6. 189 0
      Assets/Art/UIAssets/bg/bg_jing.png.meta
  7. BIN
      Assets/Art/UIAssets/bg/bg_mu.png
  8. 189 0
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  9. BIN
      Assets/Art/UIAssets/bg/bg_shui.png
  10. 189 0
      Assets/Art/UIAssets/bg/bg_shui.png.meta
  11. BIN
      Assets/Art/UIAssets/bg/bg_tu.png
  12. 189 0
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  13. 204 204
      Assets/Res/CombatHero/fb_dao1.prefab
  14. 186 186
      Assets/Res/CombatHero/fb_ding1.prefab
  15. 145 145
      Assets/Res/CombatHero/fb_huohulu.prefab
  16. 171 171
      Assets/Res/CombatHero/fb_jian1.prefab
  17. 185 185
      Assets/Res/CombatHero/fb_jian2.prefab
  18. 202 202
      Assets/Res/CombatHero/fb_wulonglun.prefab
  19. 123 123
      Assets/Res/CombatHero/fb_yuping.prefab
  20. 55 0
      Assets/Res/Config/HeroModelConfig.json
  21. 44 0
      Assets/Res/HeroAnimtion/Nanzhu.asset
  22. 0 0
      Assets/Res/TimeLineAssets/jianjue_timeline_TD.txt
  23. 523 188
      Assets/Res/UI/ZhuanPanPanel.prefab
  24. 110 0
      Assets/Scenes/testCombat.scene
  25. 2 2
      Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs
  26. 1 1
      Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs
  27. 14 5
      Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs
  28. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs
  29. 12 1
      Assets/Scripts/GameLogic/Combat/Skill/S1001.cs
  30. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  31. 4 0
      Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs
  32. 4 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  33. 190 16
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs
  34. 3 1
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicBasic.cs
  35. 2 2
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicGroupBasic.cs
  36. 1 1
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs
  37. 0 0
      Assets/StreamingAssets/assetConfig.txt
  38. BIN
      Excel2Json/Excel/HeroModel.xlsx
  39. 3 3
      UserSettings/EditorUserSettings.asset
  40. 2272 65
      UserSettings/Layouts/default-2022.dwlt
  41. 1 0
      XiuXianGame.sln.DotSettings.user

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Dosya farkı çok büyük olduğundan ihmal edildi
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+ 110 - 0
Assets/Scenes/testCombat.scene

@@ -787,10 +787,46 @@ PrefabInstance:
       propertyPath: m_LocalEulerAnglesHint.z
       value: 0
       objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.size
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[1].hp
+      value: 100
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[2].hp
+      value: 100
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[1].att
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[2].att
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[1].level
+      value: 10
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[2].level
+      value: 10
+      objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].heroID
       value: 9101
       objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[1].heroID
+      value: 9103
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[2].heroID
+      value: 9101
+      objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.size
       value: 2
@@ -799,6 +835,10 @@ PrefabInstance:
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.size
       value: 2
       objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[1].magicWeaponId.Array.size
+      value: 0
+      objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
       value: 10001
@@ -823,6 +863,14 @@ PrefabInstance:
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[2]
       value: 10006
       objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[1].magicWeaponId.Array.data[0]
+      value: 10004
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[1].magicWeaponId.Array.data[1]
+      value: 10005
+      objectReference: {fileID: 0}
     - target: {fileID: 9214784224709271120, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: m_Name
       value: TestCombat
@@ -4510,6 +4558,67 @@ PrefabInstance:
     m_AddedGameObjects: []
     m_AddedComponents: []
   m_SourcePrefab: {fileID: 100100000, guid: 2d3594b655f787f4e89cff82e081765e, type: 3}
+--- !u!1001 &6603587311896496110
+PrefabInstance:
+  m_ObjectHideFlags: 0
+  serializedVersion: 2
+  m_Modification:
+    serializedVersion: 3
+    m_TransformParent: {fileID: 0}
+    m_Modifications:
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+      propertyPath: m_LocalPosition.x
+      value: -1.101
+      objectReference: {fileID: 0}
+    - target: {fileID: 5133357495284476621, guid: b470a31c532d0bf40a09986218ae3b52, type: 3}
+      propertyPath: m_LocalPosition.y
+      value: -0.36
+      objectReference: {fileID: 0}
+    - target: {fileID: 5133357495284476621, guid: b470a31c532d0bf40a09986218ae3b52, type: 3}
+      propertyPath: m_LocalPosition.z
+      value: -2.138
+      objectReference: {fileID: 0}
+    - target: {fileID: 5133357495284476621, guid: b470a31c532d0bf40a09986218ae3b52, type: 3}
+      propertyPath: m_LocalRotation.w
+      value: 1
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+      value: 0
+      objectReference: {fileID: 0}
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+      value: 0
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+      value: 0
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+      value: 0
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+    - target: {fileID: 5133357495284476621, guid: b470a31c532d0bf40a09986218ae3b52, type: 3}
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+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 6784858351995289862, guid: b470a31c532d0bf40a09986218ae3b52, type: 3}
+      propertyPath: m_Name
+      value: fx_gf_jianjue
+      objectReference: {fileID: 0}
+    - target: {fileID: 6784858351995289862, guid: b470a31c532d0bf40a09986218ae3b52, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: b470a31c532d0bf40a09986218ae3b52, type: 3}
 --- !u!1001 &6794712585992138843
 PrefabInstance:
   m_ObjectHideFlags: 0
@@ -4933,3 +5042,4 @@ SceneRoots:
   - {fileID: 4885491695541437786}
   - {fileID: 750339310}
   - {fileID: 891104893}
+  - {fileID: 6603587311896496110}

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs

@@ -35,7 +35,7 @@ namespace GameLogic.Combat.Buff
         public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName,
             BetterList<ILifetCycleHitPoint> currTarget = null,
             Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
-            object extraData = null)
+            object extraData = null,int indexCount=0)
         {
             TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
                 source.combatHeroTimeLineControl
@@ -46,7 +46,7 @@ namespace GameLogic.Combat.Buff
                 {
                     timeLineEventLogicGroup.extraData = extraData;
                     timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, currTarget, _triggerData,
-                        customizePos);
+                        customizePos, indexCount);
                     timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
                     timeLineEventLogicGroup.timeLineTime = startTime;
                     combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);

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

@@ -68,7 +68,7 @@ namespace GameLogic.Combat.CombatState
 
                 float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
                                                       playerHeroEntity.combatHeroGameObject.position);
-                if (distance < minDistance)
+                if (distance < minDistance&& distance < 500)
                 {
                     // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
                     {

+ 14 - 5
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -23,6 +23,13 @@ namespace GameLogic.Combat.CombatType
 
         private List<TestCombatHeroConfig.TestHeroInfoConfig> enemyHeroInfo;
 
+        protected Vector3[] enemyHeroPosOff =
+        {
+            new Vector3(0, 0, 0),
+            new Vector3(2, 0, -2),
+            new Vector3(-2, 0, -2)
+        };
+
         protected override void ProInit()
         {
         }
@@ -70,7 +77,12 @@ namespace GameLogic.Combat.CombatType
         {
             // return;
             _currBoChi += 1;
-
+            Vector3 startPos =
+                CombatController.currActiveCombat.CombatSenceController.GetNextPoint(0.8f) + new Vector3(0, 1, 0);
+            Vector3 startPos2 =
+                CombatController.currActiveCombat.CombatSenceController.GetNextPoint(0.81f) + new Vector3(0, 1, 0);
+            Vector3 dir = startPos2 - startPos;
+            Quaternion quaternion = Quaternion.LookRotation(dir);
             for (int i = 0; i < enemyHeroInfo.Count; i++)
             {
                 int index = i;
@@ -80,10 +92,7 @@ namespace GameLogic.Combat.CombatType
                 heroEntity.IsEnemy = true;
                 CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
                 testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo));
-                // index %= nextConfig.monsterPoint.Length;
-                Vector3 pos =
-                    CombatController.currActiveCombat.CombatSenceController.GetNextPoint(0.8f) + new Vector3(0, 1, 0);
-
+                Vector3 pos = startPos + quaternion * enemyHeroPosOff[index];
                 cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
                     delegate(CombatHeroEntity entity)
                     {

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

@@ -54,7 +54,7 @@ namespace GameLogic.Combat.Hero
                         .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(groupName, null);
                 if (timeLineEventLogicGroup != null)
                 {
-                    timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
+                    timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null,0);
                     AddEventLogicGroup(timeLineEventLogicGroup);
                 }
 

+ 12 - 1
Assets/Scripts/GameLogic/Combat/Skill/S1001.cs

@@ -1,6 +1,8 @@
+using System.Collections.Generic;
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
+using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 namespace GameLogic.Combat.Skill
@@ -12,7 +14,16 @@ namespace GameLogic.Combat.Skill
     {
         protected override void ProUseSkill()
         {
-            ActivationTimeLineData("jianjue");
+            for (int i = 0; i < 7; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint=    CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+                ActivationTimeLineData("jianjue",currTarget:currTarget,customizePos:new Vector3[]{specialDotInfo.GetWorlPos()},indexCount:i);
+            }
+           
         }
 
         protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -424,7 +424,7 @@ namespace GameLogic.Combat.Skill
         public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
             BetterList<ILifetCycleHitPoint> currTarget = null,
             Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
-            object extraData = null)
+            object extraData = null,int indexCount=0)
         {
             bool isNoAnim = false;
             if (groupName.Contains("noAnim"))
@@ -442,7 +442,7 @@ namespace GameLogic.Combat.Skill
                 {
                     timeLineEventLogicGroup.extraData = extraData;
                     timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
-                        customizePos);
+                        customizePos,indexCount);
                     timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
                     timeLineEventLogicGroup.timeLineTime = startTime;
                     _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);

+ 4 - 0
Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs

@@ -164,6 +164,10 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
                     {
                         pool.transform.SetParent(combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>()
                             .GetSpecialDotInfo("").targetTran);
+                    }else if (fxTarget != null)
+                    {
+                        pool.transform.SetParent(fxTarget
+                            .GetSpecialDotInfo("").targetTran);
                     }
 
                     pool.transform.localEulerAngles = Vector3.zero;

+ 4 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -23,6 +23,7 @@ namespace Common.Combat.FxAILogic
 
         public SkillFeaturesData SkillFeaturesData;
         [Header("延迟时间发射")] public float delayTime;
+        [Header("多目标时延迟")] public float multipleTargetDelayTime;
         [Header("碰撞时的特效")] public string hitFxName;
         [Header("碰撞音效")] public string hitAudioName;
 
@@ -78,6 +79,7 @@ namespace Common.Combat.FxAILogic
         protected bool _isUpdateBasic;
 
         private float _currDelayTime;
+        private float _currAllDelayTime;
         public void Init(Vector3 startPos,
             TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic, ILifetCycleHitPoint attTarget,
             SpecialDotInfo specialDotInfo = null)
@@ -88,6 +90,7 @@ namespace Common.Combat.FxAILogic
                 return;
             }
 
+            _currAllDelayTime= delayTime+timeLineEventParticleLogicBasic.indexCount*multipleTargetDelayTime;
             _currDelayTime = 0;
             _currPos = startPos;
             this.startPos = startPos;
@@ -187,7 +190,7 @@ namespace Common.Combat.FxAILogic
                 return;
             }
             _currDelayTime+=time;
-            if (_currDelayTime < delayTime)
+            if (_currDelayTime < _currAllDelayTime)
             {
                 return;
             }

+ 190 - 16
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -1,9 +1,11 @@
 using System.Collections.Generic;
 using Core.Audio;
 using Core.Triiger;
+using Core.Utility;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using GameLogic.Combat.Skill;
+using UnityEditor;
 using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
@@ -15,9 +17,20 @@ namespace Common.Combat.FxAILogic
         public float speed;
         private IUnRegister UnRegister = null;
 
+        public enum CurveType
+        {
+            DynamicCurve,
+            Beeline,
+            CustomizeCurve,
+        }
+
+        [Header("曲线类型")] public CurveType parabolaCurveType;
         [Header("释放碰撞到地面时结束")] public bool isTriggerGroundEnd;
         [Header("碰撞到地面时的特效")] public string GroundHitFxName;
-      
+        [Header("是否使用X曲线跟随角色")] public bool isUseX;
+        [Header("自定义曲线")] public BesselPath BesselPath;
+
+
         private Vector3 endPos;
         private Vector3 dir;
         public float maxDis = 20;
@@ -26,6 +39,7 @@ namespace Common.Combat.FxAILogic
 
         // private BesselPath _besselPath;
 
+        protected BesselPath moveBezierPath;
 
         private float _addTime;
         protected Vector3 startDir;
@@ -46,17 +60,63 @@ namespace Common.Combat.FxAILogic
                 // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
             }
 
-            Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
-            startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
-                                                                            new Vector3(
-                                                                                Mathf.Sign(Random.Range(-1, 1)),
-                                                                                Random.Range(0.1f, 1f),
-                                                                                Random.Range(0.1f, 5f)));
+            if (parabolaCurveType == CurveType.DynamicCurve)
+            {
+                Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
+                float x = Mathf.Sign(Random.Range(-1, 1));
+                if (isUseX)
+                {
+                    Vector3 pos =
+                        CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
+                    x = Mathf.Sign(pos.x);
+                }
 
-            startDir = (startDir - _currPos).normalized;
-            dirLerpTime = 0;
-            dir = (endPos - CurrPos).normalized;
-            gameObject.transform.rotation = Quaternion.LookRotation(dir);
+                startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
+                    new Vector3(
+                        x,
+                        Random.Range(0.1f, 1f),
+                        Random.Range(0.1f, 5f)));
+
+                startDir = (startDir - _currPos).normalized;
+                dirLerpTime = 0;
+                dir = (endPos - CurrPos).normalized;
+                gameObject.transform.rotation = Quaternion.LookRotation(dir);
+            }
+            else if (parabolaCurveType == CurveType.Beeline)
+            {
+                dir = (endPos - _currPos).normalized;
+                gameObject.transform.rotation = Quaternion.LookRotation(dir);
+            }
+            else if (parabolaCurveType == CurveType.CustomizeCurve)
+            {
+                gameObject.transform.rotation = CombatHeroEntity.GameObject.transform.rotation;
+                Vector3 pos =
+                    CombatHeroEntity.GameObject.transform.InverseTransformPoint(gameObject.transform.position);
+                if (moveBezierPath == null)
+                {
+                    moveBezierPath = new BesselPath();
+                }
+
+                moveBezierPath.controlPoints.Clear();
+                for (int i = 0; i < BesselPath.controlPoints.Count; i++)
+                {
+                    Vector3 p = BesselPath.controlPoints[i];
+                    if (isUseX)
+                    {
+                        if (i == 1)
+                        {
+                            p.x = pos.x > 0 ? p.x * -1 : p.x;
+                        }
+                    }
+
+
+                    moveBezierPath.controlPoints.Add(gameObject.transform.TransformPoint(p));
+                }
+
+
+                _addTime = 1.0f / (moveBezierPath.GetLengthAtT(0) / speed);
+                currTime = 0;
+            }
         }
 
         void TriggerGround()
@@ -165,7 +225,7 @@ namespace Common.Combat.FxAILogic
             }
 
             CombatHeroEntity target = heroEntityMono.combatHeroEntity;
-            if (target.IsEnemy == CombatHeroEntity.IsEnemy||target is CombatMagicWeaponEntity)
+            if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
             {
                 return;
             }
@@ -206,6 +266,52 @@ namespace Common.Combat.FxAILogic
         }
 
         protected override void ProCombatUpdate(float time)
+        {
+            switch (parabolaCurveType)
+            {
+                case CurveType.Beeline:
+                    Beeline(time);
+                    break;
+                case CurveType.DynamicCurve:
+                    DynamicCurve(time);
+                    break;
+                case CurveType.CustomizeCurve:
+                    CustomizeCurve(time);
+                    break;
+            }
+
+            // if (Vector3.Distance(endPos, _currPos) < 0.5f)
+            // {
+            //     Dispose();
+            // }
+        }
+
+        private void Beeline(float time)
+        {
+            GetTargetPos();
+            Vector3 dir = (endPos - _currPos).normalized;
+            // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
+            // startDir= dir;
+            Vector3 lasetPos = _currPos;
+            _currPos += dir * speed * time;
+            gameObject.transform.position = _currPos;
+
+            gameObject.transform.rotation = Quaternion.LookRotation(dir);
+        }
+
+        private void CustomizeCurve(float time)
+        {
+            currTime += _addTime * time;
+            GetTargetPos();
+            moveBezierPath.controlPoints[3] = endPos;
+            // moveBezierPath.controlPoints[0] = (gameObject.transform.TransformPoint(BesselPath.controlPoints[0]));
+            Vector3 p = moveBezierPath.CalculatePoint(currTime);
+            Vector3 p2 = moveBezierPath.CalculatePoint(currTime - 0.01f);
+            gameObject.transform.position = p;
+            gameObject.transform.rotation = Quaternion.LookRotation((p - p2).normalized);
+        }
+
+        private void DynamicCurve(float time)
         {
             currTime += _addTime * time;
             dirLerpTime += time * 4F;
@@ -223,10 +329,6 @@ namespace Common.Combat.FxAILogic
             gameObject.transform.position = _currPos;
 
             gameObject.transform.rotation = Quaternion.LookRotation(dir);
-            // if (Vector3.Distance(endPos, _currPos) < 0.5f)
-            // {
-            //     Dispose();
-            // }
         }
 
         protected override void ProDispose()
@@ -238,5 +340,77 @@ namespace Common.Combat.FxAILogic
 
             UnRegister = null;
         }
+
+
+        private void OnDrawGizmos()
+        {
+            if (parabolaCurveType != CurveType.CustomizeCurve)
+            {
+                return;
+            }
+
+            if (BesselPath.controlPoints.Count < 4)
+            {
+                BesselPath.controlPoints.Add(Vector3.zero);
+                BesselPath.controlPoints.Add(new Vector3(-1, 1, -1));
+                BesselPath.controlPoints.Add(new Vector3(0, 0, 2));
+                BesselPath.controlPoints.Add(new Vector3(0, 0, 5));
+                return;
+            }
+
+            Gizmos.color = Color.blue;
+
+            // 绘制控制点
+
+
+            // 绘制曲线
+            Vector3 previousPoint = BesselPath.CalculatePoint(0) + transform.position;
+            int segments = 50;
+
+            for (int i = 1; i <= segments; i++)
+            {
+                float t = i / (float)segments;
+                Vector3 currentPoint = BesselPath.CalculatePoint(t) + transform.position;
+                // Gizmos.DrawSphere(currentPoint, 0.03f);
+                Gizmos.DrawLine(previousPoint, currentPoint);
+                previousPoint = currentPoint;
+            }
+        }
+#if UNITY_EDITOR
+        [CustomEditor(typeof(FxParabolaBulletLogic))]
+        public class MovableCoordinateEditor : Editor
+        {
+            void OnSceneGUI()
+            {
+                FxParabolaBulletLogic fxParabolaBulletLogic = target as FxParabolaBulletLogic;
+                if (fxParabolaBulletLogic.parabolaCurveType != CurveType.CustomizeCurve)
+                {
+                    return;
+                }
+
+                if (fxParabolaBulletLogic.BesselPath.controlPoints.Count < 4)
+                {
+                    return;
+                }
+
+                // 使用 Handles.PositionHandle 提供一个可拖动的控制柄
+
+                for (int i = 0; i < fxParabolaBulletLogic.BesselPath.controlPoints.Count; i++)
+                {
+                    EditorGUI.BeginChangeCheck();
+                    Vector3 newPosition = Handles.PositionHandle(
+                        fxParabolaBulletLogic.BesselPath.controlPoints[i] +
+                        fxParabolaBulletLogic.gameObject.transform.position,
+                        Quaternion.identity);
+                    if (EditorGUI.EndChangeCheck())
+                    {
+                        Undo.RecordObject(fxParabolaBulletLogic, "Move Coordinate");
+                        fxParabolaBulletLogic.BesselPath.controlPoints[i] =
+                            newPosition - fxParabolaBulletLogic.gameObject.transform.position;
+                    }
+                }
+            }
+        }
+#endif
     }
 }

+ 3 - 1
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicBasic.cs

@@ -54,6 +54,7 @@ public abstract class TimeLineEventLogicBasic : CObject
 
     protected BetterList<ILifetCycleHitPoint> currTarget;
     protected TriggerData _extraData;
+    public int indexCount;
 
     public Vector3[] customizePos
     {
@@ -161,13 +162,14 @@ public abstract class TimeLineEventLogicBasic : CObject
     public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
         BetterList<ILifetCycleHitPoint> currTarget,
         TriggerData extraData,
-        Vector3[] customizePos)
+        Vector3[] customizePos,int indexCount)
     {
         this._castEntity = castEntity;
         this._timeLineTriggerEntity = targetEntity;
         this.currTarget = currTarget;
         this._extraData = extraData;
         this._customizePos = customizePos;
+        this.indexCount = indexCount;
         ProSetCombatInfo();
     }
 

+ 2 - 2
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicGroupBasic.cs

@@ -178,7 +178,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
         public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
             BetterList<ILifetCycleHitPoint> currTarget,
             TriggerData extraData,
-            Vector3[] customizePos)
+            Vector3[] customizePos,int indexCount)
         {
             updateEnd = false;
             this.castEntity = castEntity;
@@ -186,7 +186,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
             timeLineTime = (float)0;
             for (int i = 0; i < timeLineLogic.Count; i++)
             {
-                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos);
+                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos, indexCount);
             }
 
 

+ 1 - 1
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -65,7 +65,7 @@ namespace Fort23.Mono
             CombatHeroSkillControl combatHeroSkillControl    =CombatController.currActiveCombat.CombatHeroController.playerHeroEntity.CombatHeroSkillControl
                 .This<CombatHeroSkillControl>();
             lanLiang.fillAmount=combatHeroSkillControl.addChongNeng/150f;
-            lanLiang.color=!combatHeroSkillControl.isKuoLiQuanKai? new Color(0f, 0.84f, 1f):Color.red;
+            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];

Dosya farkı çok büyük olduğundan ihmal edildi
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/HeroModel.xlsx


+ 3 - 3
UserSettings/EditorUserSettings.asset

@@ -54,13 +54,13 @@ EditorUserSettings:
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       flags: 0
     UnityEditor.ShaderGraph.Blackboard:
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+      value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd3c3e302a07a37e0901373ae01e0008f707250d171df81a53a5405d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd8a8691f0beb6fdd1cbfceba0b9f0b3bed8e8f5ace1ff8c978883d3f59e98969a89eacfcc
       flags: 0
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+      value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b98d9884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0f7b0e1e380cafbf2c3adc18e9cd285a2908b82ec869c8395949c9483d68a8e97ddbd90bf
       flags: 0
     UnityEditor.ShaderGraph.InspectorWindow:
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+      value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a5602b2e2c07a37e0901373ae01e0008f707250d171df81a53a5415d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd88908fecb0f9cfddf1eff4e7a1b1eae482f0fba6e9e1928b86d888ed919c928797a7cf
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     vcSharedLogLevel:
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Dosya farkı çok büyük olduğundan ihmal edildi
+ 2272 - 65
UserSettings/Layouts/default-2022.dwlt


+ 1 - 0
XiuXianGame.sln.DotSettings.user

@@ -5,6 +5,7 @@
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Bu fark içinde çok fazla dosya değişikliği olduğu için bazı dosyalar gösterilmiyor