DESKTOP-FB72PO8\Administrator hace 3 semanas
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Se han modificado 82 ficheros con 4233 adiciones y 1104 borrados
  1. 33 0
      Assets/Art/ArtHero/Guixiu01.prefab
  2. 33 0
      Assets/Art/ArtHero/Nanzhu.prefab
  3. 2 2
      Assets/Art/VFX/FXPrefabs/fx_gf_mozhan.prefab
  4. 33 0
      Assets/Res/CombatHero/Guixiu01.prefab
  5. 33 0
      Assets/Res/CombatHero/Nanzhu.prefab
  6. 93 93
      Assets/Res/CombatHero/fb_dao1.prefab
  7. 83 83
      Assets/Res/CombatHero/fb_ding1.prefab
  8. 129 129
      Assets/Res/CombatHero/fb_huohulu.prefab
  9. 146 146
      Assets/Res/CombatHero/fb_jian1.prefab
  10. 138 138
      Assets/Res/CombatHero/fb_jian2.prefab
  11. 23 23
      Assets/Res/CombatHero/fb_wulonglun.prefab
  12. 136 136
      Assets/Res/CombatHero/fb_yuping.prefab
  13. 9 2
      Assets/Res/Config/HeroModelConfig.json
  14. 116 0
      Assets/Res/Config/SkillConfig.json
  15. 42 1
      Assets/Res/HeroAnimtion/Guixiu01.asset
  16. 113 23
      Assets/Res/UI/CombatShowTextPanel.prefab
  17. 1325 0
      Assets/Res/UI/ZhuanPanPanel.prefab
  18. 7 0
      Assets/Res/UI/ZhuanPanPanel.prefab.meta
  19. 184 0
      Assets/Res/UIAnimRes/TweenAssetInfoShowTextWidget.asset
  20. 8 0
      Assets/Res/UIAnimRes/TweenAssetInfoShowTextWidget.asset.meta
  21. 151 0
      Assets/Res/UIAnimRes/TweenAssetInfoText (Legacy).asset
  22. 8 0
      Assets/Res/UIAnimRes/TweenAssetInfoText (Legacy).asset.meta
  23. 107 22
      Assets/Scenes/testCombat.scene
  24. 25 1
      Assets/Scripts/Core/Pool/GPool/ParticleSystemPool.cs
  25. 8 0
      Assets/Scripts/Core/Triiger/OnTriggerEnterEventTrigger.cs
  26. 6 0
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  27. 4 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  28. 2 0
      Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs
  29. 10 4
      Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs
  30. 2 9
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  31. 1 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs
  32. 1 0
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs
  33. 2 2
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs
  34. 23 9
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatSenceController.cs
  35. 20 6
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatSencePath.cs
  36. 15 0
      Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCombatSence.cs
  37. 6 8
      Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs
  38. 19 21
      Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs
  39. 23 53
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs
  40. 12 5
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  41. 15 45
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  42. 78 14
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs
  43. 2 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs
  44. 5 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs
  45. 26 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFlightState.cs
  46. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFlightState.cs.meta
  47. 5 1
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs
  48. 4 1
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeapomDormancyState.cs
  49. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs
  50. 2 0
      Assets/Scripts/GameLogic/Combat/Hero/SubStatus/FightIdleSubState.cs
  51. 18 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901001.cs
  52. 9 0
      Assets/Scripts/GameLogic/Combat/Skill/S1001.cs
  53. 9 0
      Assets/Scripts/GameLogic/Combat/Skill/S2001.cs
  54. 28 2
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  55. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/SkillFeaturesData.cs
  56. 2 2
      Assets/Scripts/GameLogic/Hero/HeroInfo.cs
  57. 1 9
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs
  58. 21 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  59. 24 7
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs
  60. 3 2
      Assets/Scripts/GameUI/Combat/CombatDrive.cs
  61. 10 1
      Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs
  62. 78 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatShowTextPanel.cs
  63. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatShowTextPanel.cs.meta
  64. 29 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatShowTextPanelData.cs
  65. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatShowTextPanelData.cs.meta
  66. 63 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShowTextWidget.cs
  67. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShowTextWidget.cs.meta
  68. 43 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShowTextWidgetData.cs
  69. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShowTextWidgetData.cs.meta
  70. 116 0
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs
  71. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs.meta
  72. 108 0
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs
  73. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs.meta
  74. 52 0
      Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs
  75. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs.meta
  76. 29 0
      Assets/Scripts/GameUI/UI/CombatPanel/gf_widgetData.cs
  77. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/gf_widgetData.cs.meta
  78. 0 0
      Assets/StreamingAssets/assetConfig.txt
  79. BIN
      Excel2Json/Excel/HeroModel.xlsx
  80. BIN
      Excel2Json/Excel/skill.xlsx
  81. 224 102
      UserSettings/Layouts/default-2022.dwlt
  82. 1 0
      XiuXianGame.sln.DotSettings.user

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Assets/Scenes/testCombat.scene

@@ -734,6 +734,11 @@ Transform:
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   m_Father: {fileID: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!224 &244605564 stripped
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+  m_PrefabAsset: {fileID: 0}
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@@ -788,11 +793,11 @@ PrefabInstance:
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       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.size
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+      value: 2
       objectReference: {fileID: 0}
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       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
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-  - component: {fileID: 1217261035}
   m_Layer: 5
   m_HasEditorInfo: 1
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   m_Pivot: {x: 0.5, y: 0.5}
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@@ -2820,6 +2805,9 @@ PrefabInstance:
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       insertIndex: -1
       addedObject: {fileID: 1217261034}
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@@ -3994,6 +3982,103 @@ MeshRenderer:
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+      value: ZhuanPanPanel
+      objectReference: {fileID: 0}
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+ 25 - 1
Assets/Scripts/Core/Pool/GPool/ParticleSystemPool.cs

@@ -14,6 +14,7 @@ namespace Fort23.UTool
 #if !COMBAT_SERVER
 
         public string fxName;
+
         //public string endPlayerPartic;
         protected ParticleSystem[] m_particles;
         protected RenderSetting[] m_renderSetting;
@@ -40,6 +41,7 @@ namespace Fort23.UTool
 
         private TrailRenderer[] _trailRenderers;
         protected bool isInit;
+
         public ParticleSystem[] Particles
         {
             get
@@ -104,6 +106,8 @@ namespace Fort23.UTool
 
         private float m_duration = -1f;
 
+        protected float trailTime = 0.1f;
+        protected bool isUpdateTrail = false;
 
         protected override void ProResetData()
         {
@@ -118,7 +122,7 @@ namespace Fort23.UTool
 
                 if (_trailRenderers == null)
                 {
-                    _trailRenderers= gameObject.GetComponentsInChildren<TrailRenderer>(false);
+                    _trailRenderers = gameObject.GetComponentsInChildren<TrailRenderer>(false);
                 }
 
                 if (_trailRenderers != null)
@@ -126,7 +130,11 @@ namespace Fort23.UTool
                     for (int i = 0; i < _trailRenderers.Length; i++)
                     {
                         _trailRenderers[i].Clear();
+                        _trailRenderers[i].gameObject.SetActive(false);
                     }
+
+                    trailTime = 0;
+                    isUpdateTrail = true;
                 }
 
                 if (Particles != null)
@@ -217,6 +225,22 @@ namespace Fort23.UTool
         protected virtual void UpdatePool()
         {
             currDelayTime += Time.deltaTime;
+
+            if (isUpdateTrail)
+            {
+                trailTime += Time.deltaTime;
+                if (trailTime > 0.1f)
+                {
+                    for (int i = 0; i < _trailRenderers.Length; i++)
+                    {
+                        _trailRenderers[i].Clear();
+                        _trailRenderers[i].gameObject.SetActive(true);
+                    }
+
+                    isUpdateTrail = false;
+                }
+            }
+
             if (IsFinish())
             {
                 OnDurationUp();

+ 8 - 0
Assets/Scripts/Core/Triiger/OnTriggerEnterEventTrigger.cs

@@ -17,6 +17,14 @@ namespace Core.Triiger
         public readonly EasyEvent<Collider,ITriggerEntity> OnTriggerEnterEvent = new EasyEvent<Collider,ITriggerEntity>();
         private void OnTriggerEnter(Collider collider)
         {
+            OnTriggerEnterEventTrigger onTriggerEnterEventTrigger=   collider.GetComponent<OnTriggerEnterEventTrigger>();
+            ITriggerEntity triggerEntity = null;
+            if(onTriggerEnterEventTrigger!=null)
+            {
+                 triggerEntity=  collider.GetComponent<OnTriggerEnterEventTrigger>().triggerEntity;
+               
+            }
+            
             OnTriggerEnterEvent.Trigger(collider,triggerEntity);         
         }
     }

+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -21,6 +21,12 @@ public int ID;
 
 
 
+		/// <summary>
+		///技能属性 1=金 2=木 4=水 8=火 16=土
+		/// </summary>
+public int attribute;
+
+
 		/// <summary>
 		///图标
 		/// </summary>

+ 4 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -34,5 +34,9 @@
         /// </summary>
         CombatExpAlter,
         UseMagicWeapon,
+        /// <summary>
+        /// 功法改变
+        /// </summary>
+        ExercisesAlter,
     }
 }

+ 2 - 0
Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs

@@ -15,11 +15,13 @@ namespace GameLogic.Combat.CombatState
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
             CombatController.CombatCameraControllder.SetPos(playerHeroEntity.combatHeroGameObject.transform);
             CombatController.CombatCameraControllder.isStop = true;
+            CombatController.IsFightState = true;
         }
 
         protected override void ProExit()
         {
             CombatController.CombatCameraControllder.isStop = false;
+           
         }
 
         protected override void ProUpdate(float t)

+ 10 - 4
Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs

@@ -4,16 +4,22 @@ using UnityEngine;
 
 namespace GameLogic.Combat.CombatState
 {
-    public class CombatUpdateState:CombatStateBasic
+    public class CombatUpdateState : CombatStateBasic
     {
         public CombatUpdateState(CombatController combatController) : base(combatController)
         {
-            
         }
 
         protected override void ProEnter()
         {
             CombatController.CombatCameraControllder.isStop = false;
+            CombatController.IsFightState = false;
+            CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
+            if (playerHeroEntity != null)
+            {
+                playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
+            }
+            CombatController.MagicWeaponCombatSence.CloseSecene();
         }
 
         protected override void ProUpdate(float t)
@@ -38,7 +44,7 @@ namespace GameLogic.Combat.CombatState
             Vector3 dir = Vector3.zero;
             float fx = 1;
 
-            pos = CombatController.currActiveCombat.CombatSenceController.Move(0.005f);
+            pos = CombatController.currActiveCombat.CombatSenceController.Move(30*t);
             float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
             Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
             dir = (pos - p).normalized;
@@ -73,7 +79,7 @@ namespace GameLogic.Combat.CombatState
 
                 float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
                                                       playerHeroEntity.combatHeroGameObject.position);
-                if (distance < minDistance)
+                if (distance < minDistance && distance < 225f)
                 {
                     // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
                     {

+ 2 - 9
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -79,15 +79,8 @@ namespace GameLogic.Combat.CombatTool
                 return harmReturnInfo;
             }
 
-            long k = target.combatHeroEntity.This<CombatHeroEntity>().CurrCombatHeroInfo.defK;
-            float ms = 100 - (k * 100.0f / (k + target.combatHeroEntity.This<CombatHeroEntity>().CurrCombatHeroInfo.defense.Value));
-            att = GetVlaueRatioForLong(att, 100 - ms);
-            int odd = GetOdd(0, 100);
-            if (odd <= source.CurrCombatHeroInfo.crit + 5)
-            {
-                harmReturnInfo.harmType |= HarmType.BaoJi;
-                att += GetVlaueRatioForLong(att, source.CurrCombatHeroInfo.critDamage.Value);
-            }
+           
+         
 
             harmReturnInfo.att = att;
             target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs

@@ -72,7 +72,7 @@ namespace GameLogic.Combat.CombatTool
                 Vector3 p = combatHeroEntities.GameObject.transform.TransformPoint(new Vector3(0, 8, -10));
                 root.rotation = Quaternion.Lerp(root.rotation, combatHeroEntities.GameObject.transform.rotation,
                     1);
-                root.position = Vector3.Lerp(root.position, p, 0.9f);
+                root.position = Vector3.Lerp(root.position, p, 1);
             }
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -42,6 +42,7 @@ namespace GameLogic.Combat.CombatTool
         private bool _isFullUIShow;
 
         public bool IsGameOver;
+        public bool IsFightState;
 
         public CombatStateBasic CurrState
         {

+ 2 - 2
Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs

@@ -93,9 +93,9 @@ namespace GameLogic.Combat.CombatTool
             combatHeroEntity.MaxCombatHeroInfo.hp = combatHeroInfo.hp;
             combatHeroEntity.MaxCombatHeroInfo.defense = combatHeroInfo.defense;
             combatHeroEntity.MaxCombatHeroInfo.attack = combatHeroInfo.attack;
-            combatHeroEntity.MaxCombatHeroInfo.defK = combatHeroInfo.defK;
+         
             combatHeroEntity.CurrCombatHeroInfo.defense = combatHeroInfo.defense;
-            combatHeroEntity.CurrCombatHeroInfo.defK = combatHeroInfo.defK;
+       
             combatHeroEntity.CurrCombatHeroInfo.attack = combatHeroInfo.attack;
             combatHeroEntity.CurrCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;
             combatHeroEntity.MaxCombatHeroInfo.unLockSkills = combatHeroInfo.unLockSkills;

+ 23 - 9
Assets/Scripts/GameLogic/Combat/CombatTool/CombatSenceController.cs

@@ -28,7 +28,8 @@ namespace GameLogic.Combat.CombatTool
         public float currTime;
         public Transform moveRoot;
 
-        private List<CombatSencePath> reclaimSence=new List<CombatSencePath>();
+        private List<CombatSencePath> reclaimSence = new List<CombatSencePath>();
+
         public async CTask InitScenes()
         {
             GameObject gameObject = new GameObject("mvoeRoot");
@@ -102,7 +103,7 @@ namespace GameLogic.Combat.CombatTool
                 GameObject g = gameObjectPool.own;
                 g.SetActive(true);
                 besselPath.allPool.Add(gameObjectPool);
-                g.transform.position = new Vector3(p.x,0, p.z) + new Vector3(0, Random.Range(-4, -1), 0);
+                g.transform.position = new Vector3(p.x, 0, p.z) + new Vector3(0, Random.Range(-4, -1), 0);
                 g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
             }
         }
@@ -125,9 +126,22 @@ namespace GameLogic.Combat.CombatTool
             }
         }
 
-        public Vector3 Move(float speedTime)
+        public Vector3 GetNextPoint(float time)
+        {
+            if (NextBesselPath == null)
+            {
+                NextBesselPath = InitBesselPath(currBesselPath.b, 0);
+            }
+
+            return NextBesselPath.GetValue(time);
+        }
+
+        public Vector3 Move(float dis)
         {
-            currTime += speedTime;
+            float t = dis / currBesselPath.len;
+            currTime += t;
+            // Debug.Log("移动速度" + t + "/" + currBesselPath.len);
+
             Vector3 targetPos = Vector3.zero;
             if (currTime > 0.2f)
             {
@@ -136,7 +150,7 @@ namespace GameLogic.Combat.CombatTool
                     int odds = Random.Range(0, 100);
                     if (odds < 50)
                     {
-                        NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100)<50?-1:1);
+                        NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100) < 50 ? -1 : 1);
                     }
                     else
                     {
@@ -149,11 +163,11 @@ namespace GameLogic.Combat.CombatTool
             {
                 if (NextBesselPath == null)
                 {
-                    NextBesselPath = InitBesselPath(currBesselPath.b,  Random.Range(0, 100)<50?-1:1);
+                    NextBesselPath = InitBesselPath(currBesselPath.b, Random.Range(0, 100) < 50 ? -1 : 1);
                 }
 
                 currTime = currTime % 1;
-                targetPos = NextBesselPath.GetValue(currTime);
+                // targetPos = NextBesselPath.GetValue(currTime);
                 currBesselPath.reclaimTime = 3;
                 reclaimSence.Add(currBesselPath);
                 currBesselPath = NextBesselPath;
@@ -161,9 +175,9 @@ namespace GameLogic.Combat.CombatTool
             }
             else
             {
-                targetPos = currBesselPath.GetValue(currTime);
             }
 
+            targetPos = currBesselPath.GetValue(currTime);
             moveRoot.transform.position = targetPos;
             return targetPos;
         }
@@ -172,7 +186,7 @@ namespace GameLogic.Combat.CombatTool
         {
             for (int i = 0; i < reclaimSence.Count; i++)
             {
-                CombatSencePath sencePath=  reclaimSence[i];
+                CombatSencePath sencePath = reclaimSence[i];
                 sencePath.reclaimTime -= t;
                 if (sencePath.reclaimTime < 0)
                 {

+ 20 - 6
Assets/Scripts/GameLogic/Combat/CombatTool/CombatSencePath.cs

@@ -1,5 +1,3 @@
-
-
 using System;
 using System.Collections.Generic;
 using Fort23.Core;
@@ -9,7 +7,7 @@ using UnityEngine;
 namespace GameLogic.Combat.CombatTool
 {
     [Serializable]
-    public class CombatSencePath: CObject
+    public class CombatSencePath : CObject
     {
         public Vector3 a;
         public Vector3 b;
@@ -18,12 +16,16 @@ namespace GameLogic.Combat.CombatTool
 
         public float reclaimTime;
 
-        public List<GameObjectPool>allPool = new List<GameObjectPool>();
+        public List<GameObjectPool> allPool = new List<GameObjectPool>();
+
+        public float len;
+
         public void SetPos(Vector3 startPos, Vector3 target)
         {
             a = startPos;
             b = target;
             isCentre = false;
+            SetLen();
         }
 
         public void SetPos(Vector3 startPos, Vector3 centre, Vector3 target)
@@ -32,9 +34,21 @@ namespace GameLogic.Combat.CombatTool
             Centre = centre;
             b = target;
             isCentre = true;
+            SetLen();
         }
 
-       
+
+        private void SetLen()
+        {
+            float a = 1 / 100f;
+            len = 0;
+            for (int i = 0; i < 100; i++)
+            {
+                Vector3 p = GetValue(i * a);
+                Vector3 p2 = GetValue((i + 1) * a);
+                len += Vector3.Distance(p, p2);
+            }
+        }
 
         public Vector3 GetValue(float t)
         {
@@ -64,7 +78,6 @@ namespace GameLogic.Combat.CombatTool
 
         public override void ActiveObj()
         {
-            
         }
 
         public override void DormancyObj()
@@ -73,6 +86,7 @@ namespace GameLogic.Combat.CombatTool
             {
                 GObjectPool.Instance.Recycle(allPool[i]);
             }
+
             allPool.Clear();
         }
     }

+ 15 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCombatSence.cs

@@ -36,6 +36,21 @@ namespace GameLogic.Combat.CombatTool
             new Map<int, MagicWeaponCollisionInfo>();
 
         private int MagicWeaponCollisionID;
+        
+        public void CloseSecene()
+        {
+            magicWeaponCollisionInfoList.Clear();
+            for (int i = 0; i < _enemyMagicWeaponList.Count; i++)
+            {
+                _enemyMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
+            }
+            for (int i = 0; i < _playerMagicWeaponList.Count; i++)
+            {
+                _playerMagicWeaponList[i].CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
+            }
+            _playerMagicWeaponList.Clear();
+            _enemyMagicWeaponList.Clear();
+        }
 
         public void Init()
         {

+ 6 - 8
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -1,5 +1,6 @@
 using System.Collections.Generic;
 using Common.Utility.CombatEvent;
+using Core.Utility;
 using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
@@ -34,8 +35,6 @@ namespace GameLogic.Combat.CombatType
             EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
 
 
-         
-
             ShowTextEventData showTextEventData = ShowTextEventData.Create();
             showTextEventData.text = "+金币 20";
             showTextEventData.Color = new Color(1f, 0.64f, 0.22f);
@@ -69,7 +68,7 @@ namespace GameLogic.Combat.CombatType
 
         private void CreateEnemy(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
-           // return;
+            // return;
             _currBoChi += 1;
 
             for (int i = 0; i < enemyHeroInfo.Count; i++)
@@ -83,14 +82,13 @@ namespace GameLogic.Combat.CombatType
                 testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo));
                 // index %= nextConfig.monsterPoint.Length;
                 Vector3 pos =
-                    CombatController.currActiveCombat.CombatSenceController.GetTarget(
-                        CombatController.currActiveCombat.CombatSenceController.currTime + 0.15f)+new Vector3(0,1,0);
+                    CombatController.currActiveCombat.CombatSenceController.GetNextPoint(0.8f) + new Vector3(0, 1, 0);
 
                 cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
                     delegate(CombatHeroEntity entity)
                     {
+                        entity.CurrCombatHeroInfo.hp = (EncryptionLong)(2000);
                         combatController.CombatHeroController.AddHero(entity);
-                       
                     }));
             }
         }
@@ -113,10 +111,10 @@ namespace GameLogic.Combat.CombatType
             {
                 for (int i = 0; i < testCombatHeroConfig.myHeroInfo.Length; i++)
                 {
-                  
                     int index = i;
                     TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = testCombatHeroConfig.myHeroInfo[i];
                     CombatHeroEntity heroEntity = new CombatHeroEntity();
+                    CombatController.currActiveCombat.CombatHeroController.playerHeroEntity = heroEntity;
                     heroEntity.IsEnemy = false;
                     heroEntity.number = i;
                     CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
@@ -125,7 +123,7 @@ namespace GameLogic.Combat.CombatType
                     cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
                         delegate(CombatHeroEntity entity)
                         {
-                            CombatController.currActiveCombat.CombatHeroController.playerHeroEntity = entity;
+                            entity.CurrCombatHeroInfo.hp = (EncryptionLong)(20000);
                             combatController.CombatHeroController.AddHero(entity);
                         }));
                 }

+ 19 - 21
Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs

@@ -15,12 +15,12 @@ using UnityEngine.AI;
 public class CombatAIBasic : IDisposable
 {
     public StateControl stateControl;
-   
+
 
     protected BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
 
     // public NavMeshObstacle NavMeshObstacle;
-  
+
     protected CombatHeroEntity _showBaiscEntity;
 
     public CombatHeroStateBasic CurrState
@@ -34,31 +34,25 @@ public class CombatAIBasic : IDisposable
     public virtual IHero currFocusTarget
     {
         get { return _currFocusTarget; }
-        set
-        {
-          
-            _currFocusTarget = value;
-        }
+        set { _currFocusTarget = value; }
     }
 
     protected IHero _currFocusTarget;
 
- 
+
     private float _t;
 
     public virtual void Init(CombatHeroEntity combatHeroEntity)
     {
-        
         _showBaiscEntity = combatHeroEntity;
         stateControl = new StateControl();
-     
+
 
         ProInitState();
         ProInit();
     }
 
 
-
     protected virtual void ProInit()
     {
     }
@@ -72,7 +66,7 @@ public class CombatAIBasic : IDisposable
         }
     }
 
-    public  virtual T GetSubStatus<T>() where T : SubStatusBasic
+    public virtual T GetSubStatus<T>() where T : SubStatusBasic
     {
         for (int i = 0; i < _subStatusList.Count; i++)
         {
@@ -93,12 +87,21 @@ public class CombatAIBasic : IDisposable
         }
     }
 
+    public virtual void RemoveSubStatus<T>()
+    {
+        for (int i = 0; i < _subStatusList.Count; i++)
+        {
+            if (_subStatusList[i] is T)
+            {
+                _subStatusList.RemoveAt(i);
+                i--;
+            }
+        }
+    }
 
 
     protected virtual void ProInitState()
     {
-        
-        
     }
 
     public virtual void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
@@ -118,7 +121,6 @@ public class CombatAIBasic : IDisposable
             return;
         }
 
-     
 
         for (int i = 0; i < _subStatusList.Count; i++)
         {
@@ -132,22 +134,19 @@ public class CombatAIBasic : IDisposable
             _subStatusList[i].Update(t);
         }
 
-      
 
         stateControl.Update(t);
-       
 
-      
+
         ProUpdate();
     }
 
-   
 
     protected virtual void ProUpdate()
     {
     }
 
-  
+
     public void Dispose()
     {
         ProDispose();
@@ -158,6 +157,5 @@ public class CombatAIBasic : IDisposable
 
     protected virtual void ProDispose()
     {
-     
     }
 }

+ 23 - 53
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs

@@ -1,9 +1,11 @@
 using Common.Utility.CombatEvent;
 using Core.State;
 using Fort23.Core;
+using GameLogic.Combat.CombatState;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero.State;
 using GameLogic.Combat.Hero.SubStatus;
+using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 using UnityEngine;
 
 namespace GameLogic.Combat.Hero
@@ -86,6 +88,7 @@ namespace GameLogic.Combat.Hero
             stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
             stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
             stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.Flight, new CombatHeroFlightState(_combatHeroEntity));
             stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
         }
 
@@ -125,19 +128,25 @@ namespace GameLogic.Combat.Hero
                 _subStatusList[i].Update(t);
             }
 
-            if (currFocusTarget == null || currFocusTarget.isDie ||
-                (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
-                !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
+            if (CombatController.currActiveCombat.IsFightState)
             {
-                CombatHeroEntity[] allHero =
-                    CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
-                IHero minDistanceHero = FindMinDixtance(allHero);
-                currFocusTarget = minDistanceHero;
-                if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
+                if (currFocusTarget == null || currFocusTarget.isDie ||
+                    (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy))
                 {
-                    currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
+                    CombatHeroEntity[] allHero =
+                        CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
+                    IHero minDistanceHero = FindMinDixtance(allHero);
+                    currFocusTarget = minDistanceHero;
+                    if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
+                    {
+                        currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
+                    }
                 }
             }
+            else
+            {
+                currFocusTarget = null;
+            }
 
 
             stateControl.Update(t);
@@ -149,56 +158,17 @@ namespace GameLogic.Combat.Hero
                 if (p.sqrMagnitude > 0.00001)
                 {
                     _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
-                        _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
+                        _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
+                        0.5f);
                 }
             }
 
-            AreaUpdate();
+
             ProUpdate();
             if (currFocusTarget != null)
             {
-                _combatHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(currFocusTarget.dotPos-_combatHeroEntity.dotPos);
-            }
-          
-        }
-
-        private void AreaUpdate()
-        {
-            GameObject[] b = AreaList;
-            if (b == null)
-            {
-                return;
-            }
-
-            BetterList<GameObject> currArea = new BetterList<GameObject>();
-            for (int i = 0; i < b.Length; i++)
-            {
-                if (!_HindAreaList.Contains(AreaList[i]))
-                {
-                    currArea.Add(AreaList[i]);
-                    _HindAreaList.Add(AreaList[i]);
-                }
-            }
-
-            if (currArea != null && currArea.Count > 0)
-            {
-                float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
-                int odds = CombatCalculateTool.Instance.GetOdd();
-                if (odds < dodge)
-                {
-                    CombatHeroRollingState.RollingStateData rollingStateData =
-                        CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
-                    Vector3 pos = Vector3.zero;
-                    for (int i = 0; i < b.Length; i++)
-                    {
-                        pos += b[i].transform.position;
-                    }
-
-                    pos /= b.Length;
-                    Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
-                    rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
-                    _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
-                }
+                _combatHeroEntity.GameObject.transform.rotation =
+                    Quaternion.LookRotation(currFocusTarget.dotPos - _combatHeroEntity.dotPos);
             }
         }
 

+ 12 - 5
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -243,7 +243,12 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         CombatHeroSkillControl combatHeroSkillControl= CombatHeroSkillControl as CombatHeroSkillControl;
         if (combatHeroSkillControl != null)
         {
-            return combatHeroSkillControl.NormalAttSpeedScale;
+            if (combatHeroSkillControl.useSkillCount > 1)
+            {
+                return 4;
+            }
+
+            return CurrCombatHeroInfo.attSpeed.Value;
         }
         return 1;
     }
@@ -277,6 +282,11 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
 
     public void HeroHurt(HarmReturnInfo harmReturnInfo)
     {
+        if (isDie)
+        {
+            return;
+        }
+
         CurrCombatHeroInfo.hp -= harmReturnInfo.att;
         UpdateHarmText(harmReturnInfo);
         if (combatHeroGameObject.HeroGPUMono != null)
@@ -331,10 +341,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         heroLoopParticle.Clear();
     }
 
-    public bool IsAttDis(Vector3 pos)
-    {
-        return Vector3.SqrMagnitude(pos - combatHeroGameObject.transform.position) < CurrCombatHeroInfo.maxDisTo;
-    }
+
 
     public void Dispose()
     {

+ 15 - 45
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -26,38 +26,25 @@ public class CombatHeroInfo
     public EncryptionLong attack = new EncryptionLong();
 
 
-    public EncryptionFloat attSpeed = new EncryptionFloat();
-    public EncryptionFloat crit = new EncryptionFloat();
-    public EncryptionFloat critDamage = new EncryptionFloat();
-    // public EncryptionFloat dodge = new EncryptionFloat();
+    public EncryptionFloat attSpeed = (EncryptionFloat)2;
 
     public EncryptionInt level;
-
+    public EncryptionFloat exp = new EncryptionFloat();
 
     public HeroModelConfig modelConfig;
 
     public HeroPowerUpConfig powerUpConfig;
     public MonsterPowerUpConfig MonsterPowerUpConfig;
     public HeroPromoteConfig promoteConfig;
-    public HeroBasicEquipConfig basicEquipConfig;
-
-    public long defK;
-
-   
-    /// <summary>
-    /// 闪避 默认10%的几率
-    /// </summary>
-    public float dodge = 5;
 
+    
     /// <summary>
     /// 1=英雄 2=小怪 3=精英怪 4=boss
     /// </summary>
     public int heroType;
 
     public string modelName;
-    public float maxDis = 2;
-
-    public float maxDisTo = 2 * 2;
+   
 
     public bool isMonster;
 
@@ -80,25 +67,10 @@ public class CombatHeroInfo
 
 
 
-    private float rarityFactor;
-    private float starFactor;
 
-    private float factor;
 
     protected Map<AttributeType, int> _AttributeCacheValue = new Map<AttributeType, int>();
 
-    /// <summary>
-    /// 计算影响基础属性的参数
-    /// (稀有度、星级)
-    /// </summary>
-    protected void CalFactor()
-    {
-        rarityFactor = PlayerManager.Instance.gameConstantConfig.monsterRarityAttributeFactor[modelConfig.rarity - 1]
-                       / 100f;
-        starFactor = promoteConfig.star_Power / 100f;
-
-        factor = rarityFactor * starFactor;
-    }
 
     public void AddAttributeValueToCache(AttributeType attributeType, int value)
     {
@@ -115,20 +87,19 @@ public class CombatHeroInfo
         _AttributeCacheValue.Clear();
         if (isMonster)
         {
-            hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor * factor);
-            defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor * factor);
-            attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor * factor);
+            hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor );
+            defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor );
+            attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor );
 
-            defK = MonsterPowerUpConfig.defK;
-            // expGain = (EncryptionLong)(modelConfig.expGain * MonsterPowerUpConfig.EXPFactor * factor);
+         
         }
         else
         {
-            hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor * factor);
-            defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor * factor);
-            attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor * factor);
+            hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor );
+            defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor );
+            attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor );
 
-            defK = powerUpConfig.defK;
+          
 
             //职业装备提供的属性
             hp += PlayerManager.Instance.eqController.zyEqAddAttributeDic[modelConfig.profession].hp;
@@ -182,12 +153,11 @@ public class CombatHeroInfo
         CalBasicAttribute();
 
         attSpeed = (EncryptionFloat)modelConfig.speed_atk;
-        crit = (EncryptionFloat)modelConfig.crit;
+     
         // skillId = modelConfig.skillID;
         modelName = modelConfig.model;
         isGpu = modelConfig.isUseGpu;
-        maxDis = modelConfig.range_atk;
-        maxDisTo = maxDis * maxDis;
+     
         heroType = modelConfig.heroType;
     }
 
@@ -246,7 +216,7 @@ public class CombatHeroInfo
     {
         isMonster = true;
         SetDataConfig(modelID, level, star);
-        CalFactor();
+       
         CalAttribute();
        
     }

+ 78 - 14
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -18,26 +18,35 @@ namespace GameLogic.Combat.Hero
         /// </summary>
         private BetterList<SkillBasic> SkillCommands = new BetterList<SkillBasic>();
 
+        public int useSkillCount
+        {
+            get { return SkillCommands.size; }
+        }
+
         /// <summary>
         /// 当前能使用的技能
         /// </summary>
         public SkillBasic currUseSkill;
 
 
+        // public float NormalAttSpeedScale;
 
 
-        public float NormalAttSpeedScale;
-
-  
-
-        private BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
+        public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
+        public float skillQueueTime = 5f;
 
         // private BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
         private int _currUseQueueIndex = 0;
 
+        public float allMagic = 500;
+        protected float addMaicSpeed = 5000;
+        public float addChongNeng;
+        public bool isKuoLiQuanKai;
+        protected float qiankaiTime;
+
         protected override async CTask ProInit()
         {
-            NormalAttSpeedScale = 2;
+            // NormalAttSpeedScale = 2;
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
 
             List<int> skillId = _combatHeroEntity.CurrCombatHeroInfo.unLockSkills;
@@ -73,6 +82,12 @@ namespace GameLogic.Combat.Hero
             }
 
             await cTaskAwaitBuffer.WaitAll();
+            for (int i = 0; i < _skillQueue.Count; i++)
+            {
+                _skillQueue[i].angle -= i * 25;
+            }
+
+            CombatEventManager.Instance.Dispatch(CombatEventType.ExercisesAlter, null);
         }
 
 
@@ -169,27 +184,76 @@ namespace GameLogic.Combat.Hero
 
         protected override void ProUpdate(float t)
         {
-            if (currUseSkill == null && SkillCommands.Count <= 0)
+            if (CombatController.currActiveCombat.IsFightState)
             {
-                while (_currUseQueueIndex < _skillQueue.Count && SkillCommands.Count <= 0)
+                float speed = _combatHeroEntity.CurrCombatHeroInfo.attSpeed.Value * (isKuoLiQuanKai ? 3 : 1f);
+                for (int i = 0; i < _skillQueue.Count; i++)
                 {
-                    SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
-                    if (skillBasic.SelfSkillConfig.SkillType == 1)
+                    SkillBasic skillBasic = _skillQueue[i];
+                    skillBasic.angle += 1 * speed;
+                    float jd = skillBasic.angle % 360;
+                    if (jd > skillBasic.useAngle && skillBasic.angle > skillBasic.lasetAngle)
                     {
-                        if (skillBasic.IsCanUse())
+                        skillBasic.lasetAngle += 360;
+                        if (allMagic > 30)
                         {
+                            allMagic -= 30;
+                            skillBasic.useCount++;
+                            if (!isKuoLiQuanKai)
+                            {
+                                addChongNeng += 10;
+                                if (addChongNeng >= 150)
+                                {
+                                    isKuoLiQuanKai = true;
+
+                                }
+                            }
+
                             AddCommandSkill(skillBasic);
+                            // Debug.Log("旋转一圈");
                         }
                     }
+                }
+            }
 
-                    _currUseQueueIndex++;
+            if (isKuoLiQuanKai)
+            {
+                qiankaiTime += t;
+                if (qiankaiTime > 3)
+                {
+                    isKuoLiQuanKai = false;
+                    qiankaiTime = 0;
+                    addChongNeng = 0;
                 }
             }
 
-            if (_currUseQueueIndex >= _skillQueue.Count)
+            allMagic += t * addMaicSpeed;
+            if (allMagic > 500)
             {
-                StartPolling();
+                allMagic = 500;
             }
+
+            // if (currUseSkill == null && SkillCommands.Count <= 0)
+            // {
+            //     while (_currUseQueueIndex < _skillQueue.Count && SkillCommands.Count <= 0)
+            //     {
+            //         SkillBasic skillBasic = _skillQueue[_currUseQueueIndex];
+            //         if (skillBasic.SelfSkillConfig.SkillType == 1)
+            //         {
+            //             if (skillBasic.IsCanUse())
+            //             {
+            //                 AddCommandSkill(skillBasic);
+            //             }
+            //         }
+            //
+            //         _currUseQueueIndex++;
+            //     }
+            // }
+
+            // if (_currUseQueueIndex >= _skillQueue.Count)
+            // {
+            //     StartPolling();
+            // }
         }
 
 

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs

@@ -19,6 +19,8 @@ namespace GameLogic.Combat.Hero
         public static readonly string PickUp= "PickUp";//拾取状态
         public static readonly string Disappear= "disappear";//消失状态
         public static readonly string MagicWeaponPingDou= "MagicWeaponPingDou";//法宝碰撞
+        public static readonly string Flight= "flight";
+        
         
     }
 }

+ 5 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs

@@ -26,6 +26,11 @@ namespace GameLogic.Combat.Hero
 
         public void AddTimeLienData(TimeLienData timeLienData)
         {
+            if (_addTimeLienDatas.ContainsKey(timeLienData.timeLineName))
+            {
+                return;
+            }
+
             _addTimeLienDatas.Add(timeLienData.timeLineName, timeLienData);
         }
 

+ 26 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFlightState.cs

@@ -0,0 +1,26 @@
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero.SubStatus;
+
+namespace GameLogic.Combat.Hero.State
+{
+    public class CombatHeroFlightState : CombatHeroStateBasic
+    {
+        public CombatHeroFlightState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+        }
+
+        protected override void ProEnter()
+        {
+            combatHeroEntity.combatHeroAnimtion.Play("idle");
+            combatHeroEntity.CombatAIBasic.RemoveSubStatus<FightIdleSubState>();
+        }
+
+        protected override void ProUpdate(float t)
+        {
+            if (CombatController.currActiveCombat.IsFightState)
+            {
+                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFlightState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5be36d6ca4d843ca8f20708943115f2d
+timeCreated: 1742968590

+ 5 - 1
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs

@@ -1,3 +1,4 @@
+using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero.SubStatus;
 using UnityEngine;
 using UnityEngine.AI;
@@ -19,7 +20,10 @@ namespace GameLogic.Combat.Hero.State
         {
             if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
             {
-                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
+                if (!CombatController.currActiveCombat.IsFightState)
+                {
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
+                }
                 return;
             }
 

+ 4 - 1
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeapomDormancyState.cs

@@ -10,7 +10,10 @@ namespace GameLogic.Combat.Hero.State
         }
 
         protected override void ProEnter()
-        {
+        {  
+            CombatMagicWeaponEntity     myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
+            myCombatMagicWeaponEntity.MagicWeaponCollisionId = -1;
+            
             combatHeroEntity.GameObject.SetActive(false);
         }
     }

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs

@@ -64,6 +64,7 @@ namespace GameLogic.Combat.Hero.State
                 {
                     timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
                     {
+                      
                         timeLineEventLogicGroup.CloseLoopFx();
                         myCombatMagicWeaponEntity.isCombatState = true;
                         myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
@@ -79,6 +80,8 @@ namespace GameLogic.Combat.Hero.State
 
         protected override void ProExit()
         {
+            timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
+            timeLineEventLogicGroup = null;
         }
 
         public override bool IsUpdateLockTarget()

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Hero/SubStatus/FightIdleSubState.cs

@@ -22,6 +22,8 @@ namespace GameLogic.Combat.Hero.SubStatus
         protected override void ProInit()
         {
             initPos = CombatHeroEntity.dotPos;
+            allTimeX=Mathf.PI / 2;
+            allTime = 0;
         }
 
 

+ 18 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901001.cs

@@ -1,4 +1,6 @@
+using Fort23.Core;
 using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
 using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
@@ -33,10 +35,26 @@ namespace GameLogic.Combat.Skill.MagicSkill
         {
             Debug.Log("法宝对敌人照成伤害");
             ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();
+            if (lifetCycleHitPoint == null)
+            {
+                return;
+            }
+
             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
             cBetterList.Add(lifetCycleHitPoint);
             ActivationTimeLineData("gongji", currTarget: cBetterList);
             SkillPlayFinish();
+            
+            HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
+            harmReturnInfo.source = CombatHeroEntity;
+            harmReturnInfo.target = target.GetMainHotPoin<CombatHeroHitPoint>();
+            harmReturnInfo.att = 200;
+            harmReturnInfo.attType = AttType.Normal;
+            harmReturnInfo.harmType = HarmType.Default;
+            harmReturnInfo.triggerData = triggerData;
+            target.HeroHurt(harmReturnInfo);
+            // CombatCalculateTool.Instance.Harm(CombatHeroEntity, lifetCycleHitPoint as CombatHeroHitPoint, 200, AttType.Normal, triggerData,
+            //     HarmType.Default);
         }
     }
 }

+ 9 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1001.cs

@@ -1,4 +1,6 @@
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 namespace GameLogic.Combat.Skill
@@ -17,5 +19,12 @@ 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,
+                HarmType.Default);
+        }
     }
 }

+ 9 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs

@@ -1,4 +1,6 @@
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 namespace GameLogic.Combat.Skill
@@ -14,5 +16,12 @@ 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,
+                HarmType.Default);
+        }
     }
 }

+ 28 - 2
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -16,6 +16,7 @@ using UnityEngine;
 using Utility;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
+using Random = UnityEngine.Random;
 
 namespace GameLogic.Combat.Skill
 {
@@ -44,7 +45,11 @@ namespace GameLogic.Combat.Skill
         }
 
         private bool _isDis;
-
+     
+        public float angle=180;
+        public float useAngle;
+        public float lasetAngle=360;
+        public int useCount;
         /// <summary>
         /// 当前激活技能的TimeLine数据
         /// </summary>
@@ -126,7 +131,8 @@ namespace GameLogic.Combat.Skill
         {
             SkillFeaturesData = new SkillFeaturesData();
             SkillFeaturesData.SkillFeaturesType = SkillFeaturesType.Earth;
-            SkillFeaturesData.hp = 100;
+            SkillFeaturesData.hp = Random.Range(100,200);
+            SkillFeaturesData.isEnemy= combatHeroEntity.IsEnemy;
             _combatHeroEntity = combatHeroEntity;
             ProInitSkill();
         }
@@ -235,6 +241,26 @@ namespace GameLogic.Combat.Skill
             {
                 SkillIntensifierData = new SkillIntensifierData();
             }
+
+            switch (skillConfig.attribute)
+            {
+                case 1:
+                    useAngle = 0;
+                    break;
+                case 2:
+                    useAngle = 72;
+                    break;
+                case 4:
+                    useAngle = 144;
+                    break;
+                case 8:
+                    useAngle = 216;
+                    break;
+                case 16:
+                    useAngle = 288;
+                    break;
+                
+            }
             ProInitSkillConfig();
             // LogTool.Log("初始化技能"+skillConfig.scriptName);
         }

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/SkillFeaturesData.cs

@@ -36,6 +36,8 @@ namespace GameLogic.Combat.Skill
         /// </summary>
         public int hp;
 
+        public bool isEnemy;
+
 
         public SkillFeaturesType SkillFeaturesType;
 
@@ -90,6 +92,7 @@ namespace GameLogic.Combat.Skill
             SkillFeaturesData skillFeaturesData = CObjectPool.Instance.Fetch<SkillFeaturesData>();
             skillFeaturesData.hp = hp;
             skillFeaturesData.def = def;
+            skillFeaturesData.isEnemy = isEnemy;
             skillFeaturesData.SkillFeaturesType = SkillFeaturesType;
             return skillFeaturesData;
         }

+ 2 - 2
Assets/Scripts/GameLogic/Hero/HeroInfo.cs

@@ -86,7 +86,7 @@ namespace GameLogic.Hero
             SetDataConfig(modelID, 
                 powerID, 
                 promoteID);
-            CalFactor();
+          
             CalAttribute();
             SkillData = new SkillData(this);
             SkillData.InitSkills();
@@ -95,7 +95,7 @@ namespace GameLogic.Hero
         {
             level.Value++;
             powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level.Value);
-            CalFactor();
+            
             CalBasicAttribute();
             return this;
         }

+ 1 - 9
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs

@@ -102,15 +102,7 @@ namespace Common.Combat.FxAILogic
             }
         }
 
-        private void FinishHit(Vector3 pos, string hitFxName)
-        {
-            if (!string.IsNullOrEmpty(hitFxName))
-            {
-                CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
-                    pos, null, false, null, null);
-            }
-        }
-
+      
         protected override void ProCombatUpdate(float time)
         {
             Vector3 lastPos = _currPos;

+ 21 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -22,6 +22,7 @@ namespace Common.Combat.FxAILogic
         private ILifetCycleHitPoint _attTarget;
 
         public SkillFeaturesData SkillFeaturesData;
+        [Header("延迟时间发射")] public float delayTime;
         [Header("碰撞时的特效")] public string hitFxName;
         [Header("碰撞音效")] public string hitAudioName;
 
@@ -76,6 +77,7 @@ namespace Common.Combat.FxAILogic
 
         protected bool _isUpdateBasic;
 
+        private float _currDelayTime;
         public void Init(Vector3 startPos,
             TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic, ILifetCycleHitPoint attTarget,
             SpecialDotInfo specialDotInfo = null)
@@ -86,6 +88,7 @@ namespace Common.Combat.FxAILogic
                 return;
             }
 
+            _currDelayTime = 0;
             _currPos = startPos;
             this.startPos = startPos;
             this._timeLineEventParticleLogicBasic = timeLineEventParticleLogicBasic;
@@ -131,6 +134,19 @@ namespace Common.Combat.FxAILogic
         // protected virtual void ProDetection()
         // {
         // }
+        public void PlayHit()
+        {
+            FinishHit(CurrPos,hitFxName);
+        }
+
+        protected void FinishHit(Vector3 pos, string hitFxName)
+        {
+            if (!string.IsNullOrEmpty(hitFxName))
+            {
+                CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle(hitFxName,
+                    pos, null, false, null, null);
+            }
+        }
 
 
         protected void Hit(string fxName, Vector3 startPos, ILifetCycleHitPoint fxTarget, bool isRotate,
@@ -170,7 +186,11 @@ namespace Common.Combat.FxAILogic
             {
                 return;
             }
-
+            _currDelayTime+=time;
+            if (_currDelayTime < delayTime)
+            {
+                return;
+            }
 
             ProCombatUpdate(time);
             if (_timeLineEventParticleLogicBasic == null)

+ 24 - 7
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -17,6 +17,7 @@ namespace Common.Combat.FxAILogic
 
         [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;
+      
         private Vector3 endPos;
         private Vector3 dir;
         public float maxDis = 20;
@@ -48,8 +49,9 @@ namespace Common.Combat.FxAILogic
             Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
             startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
                                                                             new Vector3(
-                                                                                Mathf.Sign(Random.Range(-1, 1) * 0.5f),
-                                                                                Random.Range(0.1f, 0.3f), 0));
+                                                                                Mathf.Sign(Random.Range(-1, 1)),
+                                                                                Random.Range(0.1f, 1f),
+                                                                                Random.Range(0.1f, 5f)));
 
             startDir = (startDir - _currPos).normalized;
             dirLerpTime = 0;
@@ -104,6 +106,11 @@ namespace Common.Combat.FxAILogic
             if (fxAILogicBasic != null) //击中其他的功法
             {
                 SkillFeaturesData skillFeaturesData = fxAILogicBasic.SkillFeaturesData;
+                if (skillFeaturesData.isEnemy == SkillFeaturesData.isEnemy)
+                {
+                    return;
+                }
+
                 int myRestrained = SkillFeaturesData.GetRestrained(skillFeaturesData.SkillFeaturesType);
                 int targetRestrained = skillFeaturesData.GetRestrained(SkillFeaturesData.SkillFeaturesType);
                 int c = myRestrained - targetRestrained;
@@ -122,6 +129,7 @@ namespace Common.Combat.FxAILogic
                 {
                     myHp -= targetHp;
                     SkillFeaturesData.hp = myHp;
+                    fxAILogicBasic.PlayHit();
                     fxAILogicBasic.Dispose();
                 }
                 else if (myHp < targetHp)
@@ -129,12 +137,15 @@ namespace Common.Combat.FxAILogic
                     targetHp -= myHp;
                     skillFeaturesData.hp = targetHp;
                     Dispose();
+                    PlayHit();
                 }
                 else if (myHp == targetHp)
                 {
                     myHp = 0;
+                    fxAILogicBasic.PlayHit();
                     fxAILogicBasic.Dispose();
                     Dispose();
+                    PlayHit();
                 }
 
                 return;
@@ -154,8 +165,14 @@ namespace Common.Combat.FxAILogic
             }
 
             CombatHeroEntity target = heroEntityMono.combatHeroEntity;
-            if (target.IsEnemy == CombatHeroEntity.IsEnemy)
+            if (target.IsEnemy == CombatHeroEntity.IsEnemy||target is CombatMagicWeaponEntity)
+            {
+                return;
+            }
+
+            if (TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName == null)
             {
+                Dispose();
                 return;
             }
 
@@ -206,10 +223,10 @@ namespace Common.Combat.FxAILogic
             gameObject.transform.position = _currPos;
 
             gameObject.transform.rotation = Quaternion.LookRotation(dir);
-            if (Vector3.Distance(endPos, _currPos) < 0.5f)
-            {
-                Dispose();
-            }
+            // if (Vector3.Distance(endPos, _currPos) < 0.5f)
+            // {
+            //     Dispose();
+            // }
         }
 
         protected override void ProDispose()

+ 3 - 2
Assets/Scripts/GameUI/Combat/CombatDrive.cs

@@ -38,10 +38,11 @@ namespace GameLogic.Combat
             CombatEquipFallManager.Instance.Init();
             CTaskAwaitBuffer cTaskAwaitBuffer = new 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);

+ 10 - 1
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs

@@ -1,3 +1,5 @@
+using Common.Utility.CombatEvent;
+
 namespace Fort23.Mono
 {
     [UIBinding(prefab = "CombatPanel")]
@@ -9,20 +11,27 @@ 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);
         }
+        
 
         private void Bnt_shengShi_onClick()
         {
-       
+        }
+
+        public void Update()
+        {
         }
     }
 }

+ 78 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatShowTextPanel.cs

@@ -0,0 +1,78 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using UnityEngine;
+using Utility;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "CombatShowTextPanel")]
+    public partial class CombatShowTextPanel : UIPanel
+    {
+        // public static Font huiFuFont;
+        // public static Font shangHai;
+
+
+        public static void OpenCombatShowTextPanel(CTaskAwaitBuffer cTaskAwaitBuffer)
+        {
+            cTaskAwaitBuffer.AddTask(UIManager.Instance.LoadAndOpenPanel<CombatShowTextPanel>(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()
+        {
+        }
+
+        protected override void AddEvent()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.HarmUpdate, HarmUpdate);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.RecoverUpdate, RecoverUpdate);
+        }
+
+        protected override void DelEvent()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HarmUpdate, HarmUpdate);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.RecoverUpdate, RecoverUpdate);
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        public override async CTask Open()
+        {
+            await base.Open();
+            transform.SetSiblingIndex(0);
+        }
+
+        private async void RecoverUpdate(IEventData iEventData)
+        {
+            HarmUpdateEventData harmUpdateEventData = iEventData as HarmUpdateEventData;
+            HarmReturnInfo harmReturnInfo = harmUpdateEventData.HarmReturnInfo;
+            CombatHeroEntity heroEntity = harmReturnInfo.target.combatHeroEntity as CombatHeroEntity;
+            long att = harmReturnInfo.att;
+            HarmType harmType = harmReturnInfo.harmType;
+            ShowTextWidget widget =
+                await UIManager.Instance.CreateGComponentForObject<ShowTextWidget>(ShowTextWidget, null, transform,
+                    isInstance: true);
+            widget.ShowUI(heroEntity, att, harmType, false);
+        }
+
+        private async void HarmUpdate(IEventData iEventData)
+        {
+            HarmUpdateEventData harmUpdateEventData = iEventData as HarmUpdateEventData;
+            HarmReturnInfo harmReturnInfo = harmUpdateEventData.HarmReturnInfo;
+            CombatHeroEntity heroEntity = harmReturnInfo.target.combatHeroEntity as CombatHeroEntity;
+            long att = harmReturnInfo.att;
+            HarmType harmType = harmReturnInfo.harmType;
+            ShowTextWidget widget =
+                await UIManager.Instance.CreateGComponentForObject<ShowTextWidget>(ShowTextWidget, null, transform,
+                    isInstance: true);
+            widget.ShowUI(heroEntity, att, harmType, true);
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatShowTextPanel.cs.meta

@@ -0,0 +1,11 @@
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+guid: DClJ4X6sAXpNhVzcrOQDAxrGyzWtfue9o7ci8woKXAznmgV8lxYq/ak=
+MonoImporter:
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+  assetBundleName: 
+  assetBundleVariant: 

+ 29 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatShowTextPanelData.cs

@@ -0,0 +1,29 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class CombatShowTextPanel 
+	{
+	  #region 自定义数据 
+	  private GameObject _ShowTextWidget;
+	  public GameObject ShowTextWidget
+	   {
+	   get{
+	      if (_ShowTextWidget == null)
+	       {
+	         _ShowTextWidget  = GetUIUnit<GameObject>("ShowTextWidget"); 
+	       }
+	      return _ShowTextWidget;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatShowTextPanelData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: XHwfsSypU3+wM1L6z4UVkxUMHIAvP0k+U40H1g4CvHwYZ7oRneiarsg=
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
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+ 63 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShowTextWidget.cs

@@ -0,0 +1,63 @@
+using Common.Utility.CombatTimer;
+using Fort23.Core;
+using Fort23.UTool;
+using GameLogic.Combat.CombatTool;
+using UnityEngine;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "ShowTextWidget")]
+    public partial class ShowTextWidget : UIComponent
+    {
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        public void ShowUI(CombatHeroEntity heroEntity,long att , HarmType harmType, bool isHarm)
+        {
+            Vector3 worldPos =heroEntity.combatHeroGameObject.hpTransform.position;
+            Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(worldPos);
+            Vector3 p2 = UIManager.Instance.UICamera.ScreenToWorldPoint(p);
+            transform.position = p2;
+            if (isHarm)
+            {
+                text.color=heroEntity.IsEnemy?Color.white:Color.red;
+            }
+            else
+            {
+                text.color=Color.green;
+            }
+
+            text.text = att.ToString();
+            anim.Play("show",false);
+            // if (Animator != null)
+            // {
+            //     if (harmType.HasFlag(HarmType.BaoJi))
+            //     {
+            //         Animator.Play("ShowTextWidgetBaoji");
+            //     }
+            //     else
+            //     {
+            //         Animator.Play("ShowTextWidgetShow");
+            //     }
+            // }
+
+            CombatTimerManager.Instance.AddTimer(1, delegate
+            {
+                GObjectPool.Instance.Recycle(this);
+            });
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShowTextWidget.cs.meta

@@ -0,0 +1,11 @@
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+guid: WXgft36vAXoqqprApZZyzHuJhjQhQFHbGTny0Rrkam4uwydxXk4gQFHG1RXQ
+MonoImporter:
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+  serializedVersion: 2
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+  assetBundleName: 
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+ 43 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShowTextWidgetData.cs

@@ -0,0 +1,43 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+using Core.UI.UTool.UITween;
+using TMPro;
+
+namespace Fort23.Mono
+{
+	public partial class ShowTextWidget 
+	{
+	  #region 自定义数据 
+	  private TextMeshProUGUI _text;
+	  public TextMeshProUGUI text
+	   {
+	   get{
+	      if (_text == null)
+	       {
+	         _text  = GetUIUnit<TextMeshProUGUI>("text"); 
+	       }
+	      return _text;
+	     }
+	   }
+	  private UITweenController _anim;
+	  public UITweenController anim
+	   {
+	   get{
+	      if (_anim == null)
+	       {
+	         _anim  = GetUIUnit<UITweenController>("anim"); 
+	       }
+	      return _anim;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShowTextWidgetData.cs.meta

@@ -0,0 +1,11 @@
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+ 116 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -0,0 +1,116 @@
+using System;
+using System.Collections.Generic;
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using GameLogic.Combat.Skill;
+using UnityEngine;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "ZhuanPanPanel")]
+    public partial class ZhuanPanPanel : UIPanel
+    {
+        private List<gf_widget> _gfWidgets = new List<gf_widget>();
+
+        public static async CTask OpenZhuanPanPanel()
+        {
+            await UIManager.Instance.LoadAndOpenPanel<ZhuanPanPanel>(null, UILayer.Bottom);
+        }
+
+        private void Init()
+        {
+        }
+
+        protected override void AddEvent()
+        {
+            StaticUpdater.Instance.AddLateUpdateCallBack(Update);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
+        }
+
+        protected override void DelEvent()
+        {
+            StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+
+        private async void ExercisesAlter(IEventData iEventData)
+        {
+            CombatHeroSkillControl combatHeroSkillControl = CombatController.currActiveCombat.CombatHeroController
+                .playerHeroEntity.CombatHeroSkillControl
+                .This<CombatHeroSkillControl>();
+            for (int i = 0; i < combatHeroSkillControl._skillQueue.Count; i++)
+            {
+                SkillBasic skillBasic = combatHeroSkillControl._skillQueue[i];
+                gf_widget gfWidget = await UIManager.Instance.CreateGComponentForObject<gf_widget>(this.gf_widget, null,
+                    Gf_root, isInstance: true, poolName: "gf_widget");
+                gfWidget.SkillBasic = skillBasic;
+                gfWidget.InitWidget(skillBasic);
+                _gfWidgets.Add(gfWidget);
+            }
+        }
+
+        public void Update()
+        {
+            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
+                .This<CombatHeroSkillControl>();
+            lanLiang.fillAmount=combatHeroSkillControl.addChongNeng/150f;
+            lanLiang.color=!combatHeroSkillControl.isKuoLiQuanKai? new Color(0f, 0.84f, 1f):Color.red;
+            for (int i = 0; i < _gfWidgets.Count; i++)
+            {
+                gf_widget gfWidget = _gfWidgets[i];
+                // gfWidget.SkillBasic.angle += 1;
+                // float jd = gfWidget.SkillBasic.angle % 360;
+                // if (jd > gfWidget.SkillBasic.useAngle && gfWidget.SkillBasic.angle > gfWidget.SkillBasic.lasetAngle)
+                // {
+                //     gfWidget.SkillBasic.lasetAngle += 360;
+                //     Debug.Log("旋转一圈");
+                // }
+
+                if (gfWidget.useCount != gfWidget.SkillBasic.useCount)
+                {
+                    gfWidget.useCount = gfWidget.SkillBasic.useCount;
+                    switch (gfWidget.SkillBasic.SelfSkillConfig.attribute)
+                    {
+                        case 1: 
+                            jin.Play("show",false);
+                            break;
+                        case 2: 
+                            mu.Play("show",false);
+                            break;
+                        case 4: 
+                            shui.Play("show",false);
+                            break;
+                        case 8: 
+                            huo.Play("show",false);
+                            break;
+                        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);
+                double c = Math.Sin(hd);
+                double d = a;
+                double x = a * 0 + b * 60;
+                double y = c * 0 + d * 60;
+
+                gfWidget.transform.anchoredPosition = new Vector2((float)x, (float)y);
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs.meta

@@ -0,0 +1,11 @@
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+ 108 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs

@@ -0,0 +1,108 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+using Core.UI.UTool.UITween;
+
+namespace Fort23.Mono
+{
+	public partial class ZhuanPanPanel 
+	{
+	  #region 自定义数据 
+	  private GameObject _gf_widget;
+	  public GameObject gf_widget
+	   {
+	   get{
+	      if (_gf_widget == null)
+	       {
+	         _gf_widget  = GetUIUnit<GameObject>("gf_widget"); 
+	       }
+	      return _gf_widget;
+	     }
+	   }
+	  private RectTransform _Gf_root;
+	  public RectTransform Gf_root
+	   {
+	   get{
+	      if (_Gf_root == null)
+	       {
+	         _Gf_root  = GetUIUnit<RectTransform>("Gf_root"); 
+	       }
+	      return _Gf_root;
+	     }
+	   }
+	  private UITweenController _jin;
+	  public UITweenController jin
+	   {
+	   get{
+	      if (_jin == null)
+	       {
+	         _jin  = GetUIUnit<UITweenController>("jin"); 
+	       }
+	      return _jin;
+	     }
+	   }
+	  private UITweenController _mu;
+	  public UITweenController mu
+	   {
+	   get{
+	      if (_mu == null)
+	       {
+	         _mu  = GetUIUnit<UITweenController>("mu"); 
+	       }
+	      return _mu;
+	     }
+	   }
+	  private UITweenController _shui;
+	  public UITweenController shui
+	   {
+	   get{
+	      if (_shui == null)
+	       {
+	         _shui  = GetUIUnit<UITweenController>("shui"); 
+	       }
+	      return _shui;
+	     }
+	   }
+	  private UITweenController _huo;
+	  public UITweenController huo
+	   {
+	   get{
+	      if (_huo == null)
+	       {
+	         _huo  = GetUIUnit<UITweenController>("huo"); 
+	       }
+	      return _huo;
+	     }
+	   }
+	  private UITweenController _tu;
+	  public UITweenController tu
+	   {
+	   get{
+	      if (_tu == null)
+	       {
+	         _tu  = GetUIUnit<UITweenController>("tu"); 
+	       }
+	      return _tu;
+	     }
+	   }
+	  private Image _lanLiang;
+	  public Image lanLiang
+	   {
+	   get{
+	      if (_lanLiang == null)
+	       {
+	         _lanLiang  = GetUIUnit<Image>("lanLiang"); 
+	       }
+	      return _lanLiang;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs.meta

@@ -0,0 +1,11 @@
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+ 52 - 0
Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs

@@ -0,0 +1,52 @@
+using GameLogic.Combat.Skill;
+using UnityEngine;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "gf_widget")]
+    public partial class gf_widget : UIComponent
+    {
+        public SkillBasic SkillBasic;
+        public float jd;
+        public int useCount;
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        public void InitWidget( SkillBasic SkillBasic)
+        {
+            this.SkillBasic = SkillBasic;
+            useCount= SkillBasic.UseCount;
+            switch (SkillBasic.SelfSkillConfig.attribute)
+            {
+              case 1: 
+                  gf_icon.color=new Color(1f, 0.98f, 0.09f);
+                  break;
+              case 2: 
+                  gf_icon.color=new Color(0.17f, 1f, 0.35f);
+                  break;
+              case 4: 
+                  gf_icon.color=new Color(0.19f, 0.51f, 1f);
+                  break;
+              case 8: 
+                  gf_icon.color=new Color(1f, 0.19f, 0.04f);
+                  break;
+              case 16: 
+                  gf_icon.color=new Color(1f, 0.65f, 0.17f);
+                  break;
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs.meta

@@ -0,0 +1,11 @@
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+ 29 - 0
Assets/Scripts/GameUI/UI/CombatPanel/gf_widgetData.cs

@@ -0,0 +1,29 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class gf_widget 
+	{
+	  #region 自定义数据 
+	  private Image _gf_icon;
+	  public Image gf_icon
+	   {
+	   get{
+	      if (_gf_icon == null)
+	       {
+	         _gf_icon  = GetUIUnit<Image>("gf_icon"); 
+	       }
+	      return _gf_icon;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/gf_widgetData.cs.meta

@@ -0,0 +1,11 @@
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La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/HeroModel.xlsx


BIN
Excel2Json/Excel/skill.xlsx


+ 224 - 102
UserSettings/Layouts/default-2022.dwlt

@@ -1,6 +1,30 @@
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-  - {fileID: 16}
+  - {fileID: 25}
+  - {fileID: 20}
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+  - {fileID: 27}
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---- !u!114 &8
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     speed: 2
-    m_Value: {x: 0.06722747, y: -0.9033183, z: 0.39551336, w: 0.15187433}
+    m_Value: {x: 0.1764202, y: -0.13258554, z: 0.022621702, w: 0.9750822}
   m_Size:
-    m_Target: 4.138896
+    m_Target: 0.8660254
     speed: 2
-    m_Value: 4.138896
+    m_Value: 0.8660254
   m_Ortho:
     m_Target: 0
     speed: 2

+ 1 - 0
XiuXianGame.sln.DotSettings.user

@@ -1,6 +1,7 @@
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