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

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38 ändrade filer med 1106 tillägg och 893 borttagningar
  1. 0 7
      Assets/Res/Config/DialogueConfig1.json.meta
  2. 0 7
      Assets/Res/Config/HeroBasicEquipConfig.json.meta
  3. 0 7
      Assets/Res/Config/HeroPromoteConfig.json.meta
  4. 0 7
      Assets/Res/Config/LuckToQualityConfig.json.meta
  5. 0 7
      Assets/Res/Config/MentalPowerConfig.json.meta
  6. 0 7
      Assets/Res/Config/RandomEventConfig.json.meta
  7. 431 5
      Assets/Res/UI/CombatPanel.prefab
  8. 5 0
      Assets/Res/UI/DialoguePanel/DialoguePanel.prefab
  9. 429 405
      Assets/Scenes/testCombat.scene
  10. 0 11
      Assets/Scripts/GameData/ExcelConfig/HeroBasicEquipConfig.cs.meta
  11. 0 11
      Assets/Scripts/GameData/ExcelConfig/HeroPromoteConfig.cs.meta
  12. 0 11
      Assets/Scripts/GameData/ExcelConfig/MentalPowerConfig.cs.meta
  13. 0 11
      Assets/Scripts/GameData/ExcelConfig/RandomEventConfig.cs.meta
  14. 2 24
      Assets/Scripts/GameLogic/Bag/ItemInfo.cs
  15. 7 1
      Assets/Scripts/GameLogic/Combat/CombatState/CombatIdleState.cs
  16. 20 25
      Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs
  17. 1 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs
  18. 20 7
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  19. 5 0
      Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillSlots.cs
  20. 4 138
      Assets/Scripts/GameLogic/Equipment/EquipmentController.cs
  21. 4 71
      Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs
  22. 55 25
      Assets/Scripts/GameLogic/EventManager/EventSystemManager.cs
  23. 2 2
      Assets/Scripts/GameLogic/Player/AccountFileInfo.cs
  24. 4 4
      Assets/Scripts/GameLogic/Player/WuXingType.cs
  25. 33 27
      Assets/Scripts/GameUI/UI/CombatPanel/BossHpWidget.cs
  26. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/BossHpWidgetData.cs
  27. 25 15
      Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs
  28. 1 0
      Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidget.cs
  29. 2 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidget.cs
  30. 2 1
      Assets/Scripts/GameUI/UI/CombatPanel/SkillKongWidget.cs
  31. 2 1
      Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs
  32. 2 1
      Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanel.cs
  33. 5 3
      Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs
  34. 5 0
      Assets/Scripts/GameUI/UI/DialoguePanel/DialogueOptionWidget.cs
  35. 6 0
      Assets/Scripts/GameUI/UI/DialoguePanel/DialoguePanel.cs
  36. 11 0
      Assets/Scripts/GameUI/UI/DialoguePanel/DialoguePanelData.cs
  37. 10 0
      Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs
  38. 2 51
      Assets/Scripts/GameUI/UI/RewardsPanel/WidgetItem.cs

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   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_Maskable: 1
@@ -4417,6 +4744,105 @@ MonoBehaviour:
     packgJsonPath: /Art/UIAssets/TextrueJson/skillIcon.txt
     packgSpritePath: Assets/Res/UIAtlas/skillIcon.spriteatlasv2
     lasetJsonGUID: ba8dbdc12cfea95132d75e229eac99b8
+--- !u!1 &6295274134539792406
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 7
+  m_Component:
+  - component: {fileID: 2039375375775150576}
+  - component: {fileID: 6436239386036090082}
+  - component: {fileID: 53047741992606069}
+  - component: {fileID: 2336338192636825598}
+  m_Layer: 0
+  m_HasEditorInfo: 1
+  m_Name: myImage (2)
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!224 &2039375375775150576
+RectTransform:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 6295274134539792406}
+  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_ConstrainProportionsScale: 0
+  m_Children:
+  - {fileID: 4564223369088761043}
+  m_Father: {fileID: 4887869116457582439}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+  m_AnchorMin: {x: 0.5, y: 0.5}
+  m_AnchorMax: {x: 0.5, y: 0.5}
+  m_AnchoredPosition: {x: 0, y: 0}
+  m_SizeDelta: {x: 50, y: 50}
+  m_Pivot: {x: 0.5, y: 0.5}
+--- !u!222 &6436239386036090082
+CanvasRenderer:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 6295274134539792406}
+  m_CullTransparentMesh: 1
+--- !u!114 &53047741992606069
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 6295274134539792406}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 3c247620ca3a1fd4ab2a2f3a5b287e07, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_Material: {fileID: 0}
+  m_Color: {r: 1, g: 0.87076914, b: 0, a: 1}
+  m_RaycastTarget: 1
+  m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
+  m_Maskable: 1
+  m_OnCullStateChanged:
+    m_PersistentCalls:
+      m_Calls: []
+  m_Sprite: {fileID: 0}
+  m_Type: 0
+  m_PreserveAspect: 0
+  m_FillCenter: 1
+  m_FillMethod: 4
+  m_FillAmount: 1
+  m_FillClockwise: 1
+  m_FillOrigin: 0
+  m_UseSpriteMesh: 0
+  m_PixelsPerUnitMultiplier: 1
+  _icon_name: dec_slot_01
+  isNotLoadDeftIcon: 0
+  CurrSpriteAtlas: {fileID: 100100200, guid: 08bcd577b76e3c94cacfc8e9783bd09a, type: 3}
+  packInfo:
+    packName: battle
+    packgJsonPath: /Art/UIAssets/TextrueJson\battle.txt
+    packgSpritePath: Assets/Res/UIAtlas/battle.spriteatlasv2
+    lasetJsonGUID: b16af8f38185cf96d8030bb6e121b19f
+--- !u!114 &2336338192636825598
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 6295274134539792406}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 31a19414c41e5ae4aae2af33fee712f6, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_ShowMaskGraphic: 0
 --- !u!1 &6346921410703677861
 GameObject:
   m_ObjectHideFlags: 0

+ 5 - 0
Assets/Res/UI/DialoguePanel/DialoguePanel.prefab

@@ -244,6 +244,11 @@ MonoBehaviour:
     isAssetBundle: 0
     isList: 0
     ListCollectorDatas: []
+  - key: Dialgue
+    gameObject: {fileID: 3275273584098972649}
+    isAssetBundle: 0
+    isList: 0
+    ListCollectorDatas: []
   isAssetBundle: 1
 --- !u!1 &6013513864245940534
 GameObject:

Filskillnaden har hållts tillbaka eftersom den är för stor
+ 429 - 405
Assets/Scenes/testCombat.scene


+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/HeroBasicEquipConfig.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: DSwftCKsAXn1bd+WLwJ+PvDJOj5NjHvQvHGfohciqDOabFfCXDH5lyQ=
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/HeroPromoteConfig.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: CSwcsiiqAimijtYhcMW65LdVp+bT27ty1LO5KVe31kWKyydbxNc79a4=
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/MentalPowerConfig.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: D3ge4SmlB3KFvYT4V+VFbdUx1eVPJ2i0hUgaHPQUJJ8PvwrjfNw6fY+Rx1dg
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 11
Assets/Scripts/GameData/ExcelConfig/RandomEventConfig.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: WnoXs3+qVyr6v/0y5tLJACsi1UNJSICnTt6OWY4UB6/oltljEhr2VxR8+H2b
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 2 - 24
Assets/Scripts/GameLogic/Bag/ItemInfo.cs

@@ -54,30 +54,8 @@ namespace GameLogic.Bag
             
         }
 
-        /// <summary>
-        /// 是一个装备吗
-        /// </summary>
-        /// <returns></returns>
-        public bool IsEquipItem()
-        {
-            if (eqInfo != null && eqInfo.basicEquipConfig.ID > 0)
-            {
-                return true;
-            }
-
-            return false;
-        }
+       
 
-        public AccountFileInfo.ItemData ToItemData()
-        {
-            AccountFileInfo.ItemData itemData = new AccountFileInfo.ItemData(itemID, count.Value, guid);
-
-            if (eqInfo != null)
-            {
-                itemData.eqData = eqInfo.ToData();
-            }
-            
-            return itemData;
-        }
+     
     }
 }

+ 7 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatIdleState.cs

@@ -3,7 +3,7 @@ using GameLogic.Combat.Hero;
 
 namespace GameLogic.Combat.CombatState
 {
-    public class CombatIdleState:CombatStateBasic
+    public class CombatIdleState : CombatStateBasic
     {
         public CombatIdleState(CombatController combatController) : base(combatController)
         {
@@ -11,10 +11,16 @@ namespace GameLogic.Combat.CombatState
 
         protected override void ProEnter()
         {
+            CombatController.CombatCameraControllder.isStop = false;
+            CombatController.IsFightState = false;
+            CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
             if (playerHeroEntity != null)
             {
                 playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);
+
+
+                CombatController.MagicWeaponCombatSence.CloseSecene();
             }
         }
     }

+ 20 - 25
Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs

@@ -9,15 +9,15 @@ namespace GameLogic.Combat.CombatState
 {
     public class CombatUpdateState : CombatStateBasic
     {
-        // /// <summary>
-        // /// 下次遇见怪的时间
-        // /// </summary>
-        // private float _nextMonsterTime;
-        //
-        // /// <summary>
-        // /// 是否没有敌人
-        // /// </summary>
-        // protected bool isNullMonster;
+        /// <summary>
+        /// 下次遇见怪的时间
+        /// </summary>
+        private float _nextMonsterTime;
+        
+        /// <summary>
+        /// 是否没有敌人
+        /// </summary>
+        protected bool isNullMonster;
 
         public CombatUpdateState(CombatController combatController) : base(combatController)
         {
@@ -38,8 +38,8 @@ namespace GameLogic.Combat.CombatState
                     new TriggerData());
             }
 
-            // _nextMonsterTime = Random.Range(5, 10);
-            // isNullMonster = true;
+            _nextMonsterTime = Random.Range(5, 10);
+            isNullMonster = true;
             CombatController.MagicWeaponCombatSence.CloseSecene();
         }
 
@@ -51,20 +51,15 @@ namespace GameLogic.Combat.CombatState
                 return;
             }
 
-            // if (isNullMonster)
-            // {
-            //     _nextMonsterTime -= t;
-            //
-            //     if (_nextMonsterTime < 0)
-            //     {
-            //         isNullMonster = false;
-            //         TestCombatType testCombatType = CombatController.currActiveCombat.CombatTypeBasic as TestCombatType;
-            //         if (testCombatType != null)
-            //         {
-            //             testCombatType.CreateEnemy(new CTaskAwaitBuffer());
-            //         }
-            //     }
-            // }
+            if (isNullMonster)
+            {
+                _nextMonsterTime -= t;
+            
+                if (_nextMonsterTime < 0)
+                {   _nextMonsterTime = Random.Range(5, 10);
+                   EventSystemManager.Instance.DetectRandomEvents();
+                }
+            }
 
 
             CombatHeroEntity[] allHero =

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

@@ -42,7 +42,7 @@ namespace GameLogic.Combat.CombatTool
             StressReceiver = camera.transform.GetComponentInParent<StressReceiver>();
             TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
             EventManager.Instance.AddEventListener(CustomEventType.HeroClick, HeroClick);
-            CameraSelect_onValueChanged(0.7f);
+            // CameraSelect_onValueChanged(0.7f);
             // EventManager.Instance.AddEventListener(CustomEventType.HeroClick, HeroClick);
         }
 

+ 20 - 7
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -153,12 +153,12 @@ public class CombatHeroInfo
     }
 
 
-    protected Map<AttributeType, int> _AttributeCacheValue = new Map<AttributeType, int>();
+    protected Map<AttributeType, float> _AttributeCacheValue = new Map<AttributeType, float>();
 
 
-    public void AddAttributeValueToCache(AttributeType attributeType, int value)
+    public void AddAttributeValueToCache(AttributeType attributeType, float value)
     {
-        if (_AttributeCacheValue.TryGetValue(attributeType, out int v))
+        if (_AttributeCacheValue.TryGetValue(attributeType, out float v))
         {
             value += v;
         }
@@ -200,9 +200,22 @@ public class CombatHeroInfo
         _AttributeCacheValue.Clear();
         if (isMonster)
         {
+            unLockSkills.Clear();
             hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
             defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
             attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
+            k = MonsterPowerUpConfig.defK;
+            if (modelConfig.skillID != null)
+            {
+                for (int i = 0; i < modelConfig.skillID.Length; i++)
+                {
+                    int skillid = modelConfig.skillID[i] * 10 + MonsterPowerUpConfig.GongfaStar;
+                    SkillInfo skillInfo = new SkillInfo(skillid, MonsterPowerUpConfig.GongfaLv);
+                    unLockSkills.Add(skillInfo);
+                }
+            }
+
+           
         }
         else
         {
@@ -277,16 +290,16 @@ public class CombatHeroInfo
         for (int i = 0; i < skillConfig.addPropertyType.Length; i++)
         {
             int propertyType = skillConfig.addPropertyType[i];
-            int value = skillConfig.addPropertyValue[i];
+            float value = skillConfig.addPropertyValue[i];
             switch (propertyType)
             {
-                case 1:
+                case 101:
                     AddAttributeValueToCache(AttributeType.Hp, value);
                     break;
-                case 2:
+                case 102:
                     AddAttributeValueToCache(AttributeType.Att, value);
                     break;
-                case 3:
+                case 103:
                     AddAttributeValueToCache(AttributeType.Def, value);
                     break;
             }

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

@@ -117,6 +117,11 @@ namespace GameLogic.Combat.Hero.Turntable
 
         public float GetFinishAngle()
         {
+            if (SkillBasic == null)
+            {
+                return int.MaxValue;
+            }
+
             float v = angle % 360;
             int targetAngle = triggerAngle[currTriggerTypeIndex];
             float jd = v;

+ 4 - 138
Assets/Scripts/GameLogic/Equipment/EquipmentController.cs

@@ -68,14 +68,7 @@ namespace GameLogic.Equipment
         }
         
 
-        public void Init(ItemInfo itemInfo)
-        {
-            AddEquipment(itemInfo);
-            if (itemInfo.eqInfo != null && itemInfo.eqInfo.isWear)
-            {
-                AddToCurEquip(itemInfo, true);
-            }
-        }
+    
 
         private void CalZyEqAddAttribute()
         {
@@ -324,16 +317,7 @@ namespace GameLogic.Equipment
                         }
                     }
 
-                    if (bestBwEq != null)
-                    {
-                        bool b = AddToCurEquip(bestBwEq);
-
-                        if (!changed)
-                        {
-                            changed = b;     
-                        }
-
-                    }
+                
                 }
             }
             
@@ -341,74 +325,7 @@ namespace GameLogic.Equipment
         }
 
 
-        /// <summary>
-        /// 把装备加到:当前已经穿的装备列表中管理
-        /// </summary>
-        /// <param name="bestEqItem"></param>
-        /// <param name="isInit">true 表示是初始化,初始化时,不支持保存数据的逻辑</param>
-        /// <returns></returns>
-        public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
-        {
-            int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
-            
-            bool isAdd = true;
-            
-            if (equipZyEqDic.TryGetValue(zy, out var eqList))
-            {
-                // 从后往前遍历,这样删除元素不会影响索引
-                for (int i = eqList.Count - 1; i >= 0; i--)
-                {
-                    ItemInfo itemInfo = eqList[i];
-                    if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
-                    {
-                        //已经在已装备列表里面了,就不加了
-                        if (itemInfo.Equals(bestEqItem))
-                        {
-                            isAdd = false;
-                        }
-                        else
-                        {
-                            //老装备脱下来
-                            EquipLogic(false, itemInfo);
-                            //从已装备的列表处,移除
-                            eqList.RemoveAt(i);
-                            if (!isInit)
-                            {
-                                AccountFileInfo.Instance.SaveItemData(itemInfo);
-                            }
-                        }
-                        break;
-                    }
-                }
-
-                if (isAdd)
-                {
-                    EquipLogic(true, bestEqItem);
-                    eqList.Add(bestEqItem);
-                }
-            }
-            else
-            {
-                EquipLogic(true, bestEqItem);
-                
-                eqList = new List<ItemInfo>();
-                eqList.Add(bestEqItem);
-                equipZyEqDic.Add(zy, eqList);
-            }
-
-            //有装备变更时,计算一下装备提供的属性
-            if (isAdd)
-            {
-                CalZyEqAddAttribute();
-                if (!isInit)
-                {
-                    AccountFileInfo.Instance.SaveItemData(bestEqItem);
-                }
-            }
-
-            return isAdd;
-        }
-
+      
         /// <summary>
         /// 穿/脱 装备的逻辑
         /// </summary>
@@ -427,58 +344,7 @@ namespace GameLogic.Equipment
             }
         }
         
-        /// <summary>
-        /// 这里2次管理装备item的目的是为了:后续穿脱装备时,遍历效率更高
-        /// </summary>
-        /// <param name="eqItemInfo"></param>
-        public void AddEquipment(ItemInfo eqItemInfo)
-        {
-            if (!eqItemInfo.IsEquipItem())
-            {
-                return;
-            }
-            
-            // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
-            
-            int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
-            int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
-            if (allZyEqDic.TryGetValue(zy, out var bwDic))
-            {
-                if (bwDic.TryGetValue(bw, out var eqBwList))
-                {
-                    bool isAdd = true;
-                    foreach (ItemInfo itemInfo in eqBwList)
-                    {
-                        if (itemInfo.guid == eqItemInfo.guid)
-                        {
-                            isAdd = false;
-                            // LogTool.Warning("已经有这个装备,不再重复添加:"+ eqItemInfo.guid);
-                            break;
-                        }
-                    }
-
-                    if (isAdd)
-                    {
-                        eqBwList.Add(eqItemInfo);
-                    }
-                    
-                }
-                else
-                {
-                    eqBwList = new List<ItemInfo>();
-                    eqBwList.Add(eqItemInfo);
-                    bwDic.Add(bw, eqBwList);
-                }
-            }
-            else
-            {
-                bwDic = new Dictionary<int, List<ItemInfo>>();
-                List<ItemInfo> eqBwList = new List<ItemInfo>();
-                eqBwList.Add(eqItemInfo);
-                bwDic.Add(bw, eqBwList);
-                allZyEqDic.Add(zy, bwDic);
-            }
-        }
+     
 
         // public void RemoveEquipment(ItemInfo eqItemInfo)
         // {

+ 4 - 71
Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs

@@ -9,13 +9,7 @@ namespace GameLogic.Equipment
 {
     public class EquipmentInfo
     {
-        /// <summary>
-        /// guid= itemID + eLv + quality
-        /// 这几个值一样,那装备的属性就一定相同
-        /// 后续要做特殊装备的话,在加新的字段,以及根据新资源,来组合新guid
-        /// </summary>
-        // public string guid;
-        public HeroBasicEquipConfig basicEquipConfig;
+     
         // public ItemConfig itemConfig;
         // public ItemInfo itemInfo;
         // public int count;
@@ -44,8 +38,7 @@ namespace GameLogic.Equipment
             myItemInfo = itemInfo;
             isWear = eqData.isEquip;
             
-            basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(eqData.zyEqId);
-            level = basicEquipConfig.lv;
+        
             quality = eqData.quality;
 
             // CalAtt();
@@ -82,74 +75,14 @@ namespace GameLogic.Equipment
         public void InitEquipment(int itemID, int dropLv, int quality)
         {
             // itemInfo = new ItemInfo(itemID);
-            ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
-            // this.itemConfig = itemConfig;
-            this.quality = quality;
-            this.dropLv = dropLv;
 
-            // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
-            
-            // int equipmentConfigID =
-            //     GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], dropLv,
-            //         PlayerManager.Instance.heroController.mainLevel);
-            //
-            
-            // basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
-            level = basicEquipConfig.lv;
-            // guid = GlobalParam.GenerateGUID();
-            myItemInfo.guid = itemConfig.ID.ToString() + basicEquipConfig.lv + quality;
             
-            // LogTool.Log("装备职业:"+ basicEquipConfig.profession +
-            //             "-装备位置:" + basicEquipConfig.Type + 
-            //             "-装备品质:" + quality +
-            //             "-装备等级:" + basicEquipConfig.lv);
-            // CalAtt();
+        
         }
         
 
-        // public void CalAtt()
-        // {
-        //     // m_Attack = basicEquipConfig.att
-        //     // foreach (int attTyp in basicEquipConfig.AttType)
-        //     for(int i=0; i < basicEquipConfig.AttType.Length; i++)
-        //     {
-        //         int attTyp = basicEquipConfig.AttType[i];
-        //         int value =  Mathf.RoundToInt( basicEquipConfig.AttValue[i] *
-        //                                        PlayerManager.Instance.eqController.
-        //                                            GetEquipmentRarityAttributeFactor(quality));
-        //         switch (attTyp)
-        //         {
-        //             case 1:
-        //                 m_HP = value;
-        //                 break;
-        //             case 2:
-        //                 m_Attack = value;
-        //                 break;
-        //             case 3:
-        //                 m_Defense = value;
-        //                 break;
-        //         }
-        //     }
-        // }
-        
-        
 
-        public AccountFileInfo.EqData ToData()
-        {
-            AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
-            {
-                // guid = guid,
-                // count = count,
-                // itemConfigID = myItemInfo.config.ID,
-                // dropLv = dropLv,
-                zyEqId = basicEquipConfig.ID,
-                quality = quality,
-                // zy = zy,
-                isEquip = isWear,
-            };
-            return eqData;
-        }
-        
+     
         
     }
     

+ 55 - 25
Assets/Scripts/GameLogic/EventManager/EventSystemManager.cs

@@ -6,6 +6,7 @@ using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Combat;
 using GameLogic.Combat.CombatTool;
+using Unity.Plastic.Newtonsoft.Json.Serialization;
 using UnityEngine;
 using Utility;
 using Random = UnityEngine.Random;
@@ -22,9 +23,14 @@ public class EventSystemManager : Singleton<EventSystemManager>
 
     public bool isTriggerEvent;
 
+    List<DivineSenseConfig> divineSenseConfigs = new List<DivineSenseConfig>();
+
+    List<int> qualitys = new List<int>() { 1, 2, 3, 4, 5, 6 };
+
     public void CustomInit(IDialogueMono dialogueMono)
     {
         eventConfigs = ConfigComponent.Instance.GetAll<EventConfig>().ToList();
+        divineSenseConfigs = ConfigComponent.Instance.GetAll<DivineSenseConfig>().ToList();
         this.dialogueMono = dialogueMono;
         StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
     }
@@ -37,15 +43,20 @@ public class EventSystemManager : Singleton<EventSystemManager>
         if (timer > 1)
         {
             timer = 0;
-            AccountFileInfo.Instance.playerData.divineSensePoint += 3;
-            EventManager.Instance.Dispatch(CustomEventType.DivineSensePointChange, null);
-            AccountFileInfo.Instance.SavePlayerData();
+            HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(1);
+            if (AccountFileInfo.Instance.playerData.divineSensePoint < heroPowerUpConfig.ShenshiMax)
+            {
+                AccountFileInfo.Instance.playerData.divineSensePoint += 3;
+                EventManager.Instance.Dispatch(CustomEventType.DivineSensePointChange, null);
+                AccountFileInfo.Instance.SavePlayerData();
+            }
         }
     }
 
     public List<AccountFileInfo.EventList> UseDivinesense(int bigMapId)
     {
         DivineSenseConfig divineSenseConfig = ConfigComponent.Instance.Get<DivineSenseConfig>(AccountFileInfo.Instance.playerData.divineSenseLevel);
+        HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(1);
         int count = AccountFileInfo.Instance.playerData.divineSensePoint / PlayerManager.Instance.gameConstantConfig.DetectEventCount;
         if (count <= 0)
         {
@@ -53,11 +64,17 @@ public class EventSystemManager : Singleton<EventSystemManager>
             return null;
         }
 
-        AccountFileInfo.Instance.playerData.divineSenseexp += AccountFileInfo.Instance.playerData.divineSensePoint;
-        AccountFileInfo.Instance.playerData.divineSensePoint = 0;
+        int maxCount = heroPowerUpConfig.ShenshiMax / PlayerManager.Instance.gameConstantConfig.DetectEventCount;
+        count = count + AccountFileInfo.Instance.playerData.eventList.Count > maxCount ? maxCount - AccountFileInfo.Instance.playerData.eventList.Count : count;
+
+        int xiaoHao = count * PlayerManager.Instance.gameConstantConfig.DetectEventCount;
+
+        AccountFileInfo.Instance.playerData.divineSenseexp += xiaoHao;
+        AccountFileInfo.Instance.playerData.divineSensePoint -= xiaoHao;
         EventManager.Instance.Dispatch(CustomEventType.DivineSensePointChange, null);
-        //todo 神识升级逻辑
-        AccountFileInfo.Instance.SavePlayerData();
+        // 神识升级逻辑
+        UpDivinesense();
+        // AccountFileInfo.Instance.SavePlayerData();
 
         var eventConfigs = DetectEvents(bigMapId, count);
         if (eventConfigs == null || eventConfigs.Count == 0)
@@ -74,37 +91,50 @@ public class EventSystemManager : Singleton<EventSystemManager>
         return eventLists;
     }
 
+    private void UpDivinesense()
+    {
+        for (var i = AccountFileInfo.Instance.playerData.divineSenseLevel - 1; i < divineSenseConfigs.Count; i++)
+        {
+            if (AccountFileInfo.Instance.playerData.divineSenseexp >= divineSenseConfigs[i].exp)
+            {
+                AccountFileInfo.Instance.playerData.divineSenseexp -= divineSenseConfigs[i].exp;
+                AccountFileInfo.Instance.playerData.divineSenseLevel = divineSenseConfigs[i].ID;
+            }
+        }
+
+        AccountFileInfo.Instance.SavePlayerData();
+    }
+
 
     private List<EventConfig> DetectEvents(int bigMapId, int eventCount)
     {
-        if (isTriggerEvent)
-            return default;
         BigMap bigMap = ConfigComponent.Instance.Get<BigMap>(bigMapId);
         DivineSenseConfig divineSenseConfig = ConfigComponent.Instance.Get<DivineSenseConfig>(AccountFileInfo.Instance.playerData.divineSenseLevel);
 
-        List<int> qualitys = new List<int>() { 1, 2, 3, 4, 5, 6 };
 
-        //先掉落出品质
-        int quality = UtilTools.GetRandomByWeight(qualitys, divineSenseConfig.QualityBonusChance);
+        LogTool.Log($"使用神识,神识等级:{AccountFileInfo.Instance.playerData.divineSenseLevel}");
 
 
-        // 获取通用事件
-        List<EventConfig> globalEvents = eventConfigs.Where(e => e.EventTriggerType == 1 && CanTriggerEvent(e.ID) && e.EventQuality == quality).ToList();
+        var triggeredEvents = new List<EventConfig>();
+        for (int i = 0; i < eventCount; i++)
+        {
+            //先掉落出品质
+            int quality = UtilTools.GetRandomByWeight(qualitys, divineSenseConfig.QualityBonusChance);
 
 
-        //神识场景事件
-        List<EventConfig> candidateEvents = eventConfigs.Where(e => bigMap.DivineSenseGeneralEvent.Contains(e.ID) && CanTriggerEvent(e.ID) && e.EventQuality == quality).ToList();
+            // 获取通用事件
+            List<EventConfig> globalEvents = eventConfigs.Where(e => e.EventTriggerType == 1 && CanTriggerEvent(e.ID) && e.EventQuality == quality).ToList();
 
-        if (candidateEvents.Count == 0 && globalEvents.Count == 0)
-        {
-            LogTool.Error("没有可以刷新的事件");
-            return default;
-        }
+
+            //神识场景事件
+            List<EventConfig> candidateEvents = eventConfigs.Where(e => bigMap.DivineSenseGeneralEvent.Contains(e.ID) && CanTriggerEvent(e.ID) && e.EventQuality == quality).ToList();
+
+            if (candidateEvents.Count == 0 && globalEvents.Count == 0)
+            {
+                continue;
+            }
 
 
-        var triggeredEvents = new List<EventConfig>();
-        for (int i = 0; i < eventCount; i++)
-        {
             int randomValue1 = Random.Range(0, 101);
             //刷场景事件
             if (randomValue1 >= bigMap.DivineSenseGeneralProbability && candidateEvents.Count > 0)
@@ -283,7 +313,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
         AccountFileInfo.Instance.playerData.events.Add(eventData);
 
         if (AccountFileInfo.Instance.playerData.senceExplorationProgress < 100)
-            AccountFileInfo.Instance.playerData.senceExplorationProgress += 5;
+            AccountFileInfo.Instance.playerData.senceExplorationProgress += 1;
 
 
         AccountFileInfo.Instance.playerData.eventList.Remove(CurrentEventList);

+ 2 - 2
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -172,7 +172,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             // }
 
             // 快速找到索引,直接修改
-            playerData.ItemListData[index] = itemInfo.ToItemData();
+            // playerData.ItemListData[index] = itemInfo.ToItemData();
         }
         else
         {
@@ -185,7 +185,7 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
             }
 
             // 添加新数据并更新索引表
-            playerData.ItemListData.Add(itemInfo.ToItemData());
+            // playerData.ItemListData.Add(itemInfo.ToItemData());
             itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
         }
 

+ 4 - 4
Assets/Scripts/GameLogic/Player/WuXingType.cs

@@ -10,11 +10,12 @@ namespace GameLogic.Player
         // 金
         Gold = 1,
 
+        // 水
+        Water = 2,
+
         // 木
-        Wood = 2,
+        Wood = 4,
 
-        // 水
-        Water = 4,
 
         // 火
         Fire = 8,
@@ -22,5 +23,4 @@ namespace GameLogic.Player
         // 土
         Earth = 16,
     }
-
 }

+ 33 - 27
Assets/Scripts/GameUI/UI/CombatPanel/BossHpWidget.cs

@@ -25,57 +25,62 @@ namespace Fort23.Mono
         public override void AddEvent()
         {
             CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
+            StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
         }
 
         public override void DelEvent()
         {
+            StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
             UIManager.Instance.DormancyGComponent(heroHpWidget);
             heroHpWidget = null;
             UIManager.Instance.DormancyAllGComponent<gf_widget>("bossWidget");
         }
+        
 
         public override void AddButtonEvent()
         {
         }
 
-        private void UseSkill(IEventData iEventData)
+        private void AddUseGongFa(IEventData iEventData)
         {
+            AddUseGongFaEventData addUseGongFaEventData = iEventData as AddUseGongFaEventData;
+            if (addUseGongFaEventData.SkillBasic.CombatHeroEntity == combatHeroEntity )
+            {
+                ReshSkill();
+            }
         }
 
-        private async CTask ReshSkill()
+        private void UseSkill(IEventData iEventData)
         {
-            currShowGfWidget.Clear();
-            UIManager.Instance.DormancyAllGComponent<gf_widget>("bossWidget");
-            if (combatHeroSkillControl.currUseSkill != null)
+            CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;
+            if (combatUseSkillEventData.useSkill.CombatHeroEntity == combatHeroEntity)
             {
-                // gf_widget gfWidget = await UIManager.Instance.CreateGComponentForObject<gf_widget>(this.gf_widget, null,
-                //     SkillRoot,poolName:"bossWidget", isInstance: true);
-                // gfWidget.InitWidget();
+                currUseSkillIcon.icon_name = combatUseSkillEventData.useSkill.SelfSkillConfig.icon;
+                currUseSkillIcon.gameObject.SetActive(true);
             }
+        }
 
-            int maxCount = 2;
-            int queueCount = combatHeroSkillControl.useSkillCount;
-            if (queueCount > 0)
+        private void UseSkillFinish(IEventData iEventData)
+        {
+            UseSkillFinishEventData combatUseSkillEventData = iEventData as UseSkillFinishEventData;
+            if (combatUseSkillEventData.SkillBasic.CombatHeroEntity == combatHeroEntity)
             {
-                SkillBasic[] allSkill = combatHeroSkillControl.GetSkillQueue();
-                for (int i = 0; i < allSkill.Length; i++)
-                {
-                    if (maxCount <= 0)
-                    {
-                        break;
-                    }
-
-                    maxCount--;
-                    SkillBasic skillBasic = allSkill[i];
-                    gf_widget gfWidget = await UIManager.Instance.CreateGComponentForObject<gf_widget>(this.gf_widget,
-                        null,
-                        SkillRoot, poolName: "bossWidget", isInstance: true);
-                    gfWidget.InitSkillWidget(skillBasic);
-                    gfWidget.transform.SetAsLastSibling();
-                }
+                currUseSkillIcon.gameObject.SetActive(false);
             }
+        }
 
+        private async CTask ReshSkill()
+        {
+            currShowGfWidget.Clear();
+            UIManager.Instance.DormancyAllGComponent<gf_widget>("bossWidget");
+            
+            int maxCount = 2;
+           
             if (maxCount > 0)
             {
                 float minA = float.MaxValue;
@@ -148,6 +153,7 @@ namespace Fort23.Mono
                 return;
             }
 
+          
             for (int i = 0; i < currShowGfWidget.Count; i++)
             {
                 currShowGfWidget[i].Update();

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

@@ -63,6 +63,17 @@ namespace Fort23.Mono
 	      return _FaBaoRoot;
 	     }
 	   }
+	  private MyImage _currUseSkillIcon;
+	  public MyImage currUseSkillIcon
+	   {
+	   get{
+	      if (_currUseSkillIcon == null)
+	       {
+	         _currUseSkillIcon  = GetUIUnit<MyImage>("currUseSkillIcon"); 
+	       }
+	      return _currUseSkillIcon;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 25 - 15
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs

@@ -5,6 +5,7 @@ using Excel2Json;
 using Fort23.Core;
 using GameLogic.Bag;
 using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
 using GameLogic.Combat.Skill;
 using UnityEngine;
 
@@ -41,22 +42,23 @@ namespace Fort23.Mono
             UIManager.Instance.DormancyAllGComponent<BossHpWidget>();
             UIManager.Instance.DormancyGComponent(playerHeroHpWidget);
             playerHeroHpWidget = null;
+            UIManager.Instance.DormancyAllGComponent<MagicWeaponWidget>();
         }
 
         protected override void AddEvent()
         {
-            CombatEventManager.Instance.AddEventListener(CombatEventType.AddMagicWeaponHeroEntity,
-                AddMagicWeaponHeroEntity);
+            // CombatEventManager.Instance.AddEventListener(CombatEventType.AddMagicWeaponHeroEntity,
+            //     AddMagicWeaponHeroEntity);
             CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
 
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
-            CameraSelect.value = 0.7f;
+            // CameraSelect.value = 0.7f;
         }
 
         protected override void DelEvent()
         {
-            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddMagicWeaponHeroEntity,
-                AddMagicWeaponHeroEntity);
+            // CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddMagicWeaponHeroEntity,
+            //     AddMagicWeaponHeroEntity);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
 
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
@@ -78,19 +80,27 @@ namespace Fort23.Mono
             useQuqueSkill.transform.SetAsLastSibling();
         }
 
-        private async void AddMagicWeaponHeroEntity(IEventData ieveData)
+        private async void AddMagicWeaponHeroEntity()
         {
-            AddMagicWeaponHeroEntityEventData eventData = ieveData as AddMagicWeaponHeroEntityEventData;
+            CombatMagicWeaponEntity[] magicWeaponEntities = CombatController.currActiveCombat.CombatHeroController
+                .playerHeroEntity.MagicWeaponControl.AllMagicWeapon;
+            int count = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity.MagicWeaponControl
+                .MagicWeaponCount;
+
+            for (int i = 0; i < count; i++)
+            {
+                CombatMagicWeaponEntity weaponEntity = magicWeaponEntities[i];
+                MagicWeaponWidget shengShiEventWidget =
+                    await UIManager.Instance.CreateGComponentForObject<MagicWeaponWidget>(MagicWeaponWidget, null,
+                        MagicWeapon,
+                        isInstance: true);
+                shengShiEventWidget.InitWidget(weaponEntity);
+            }
+
 
-            MagicWeaponWidget shengShiEventWidget =
-                await UIManager.Instance.CreateGComponentForObject<MagicWeaponWidget>(MagicWeaponWidget, null,
-                    MagicWeapon,
-                    isInstance: true);
-            shengShiEventWidget.InitWidget(eventData.CombatMagicWeaponEntity);
             // shengShiEventWidget.InitShengShiEventWidget(configId);
         }
 
- 
 
         public async CTask ShowPanel()
         {
@@ -110,6 +120,8 @@ namespace Fort23.Mono
                         isInstance: true);
                 bossHpWidget.ShowWidget(enemy);
             }
+
+            AddMagicWeaponHeroEntity();
         }
 
 
@@ -124,8 +136,6 @@ namespace Fort23.Mono
         }
 
 
-
-
         private void CameraSelect_onValueChanged(float value)
         {
             if (CombatController.currActiveCombat == null ||

+ 1 - 0
Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidget.cs

@@ -17,6 +17,7 @@ namespace Fort23.Mono
         public int shieldSize = 50;
         public bool isFollowTarget = true;
 
+        
         private void Init()
         {
         }

+ 2 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidget.cs

@@ -29,6 +29,8 @@ namespace Fort23.Mono
 
         private void Button_onClick()
         {
+            if (EventSystemManager.Instance.isTriggerEvent)
+                return;
             UIManager.Instance.DormancyAllGComponent<ShengShiEventWidget>();
             EventSystemManager.Instance.TriggerEvent(eventList);
         }

+ 2 - 1
Assets/Scripts/GameUI/UI/CombatPanel/SkillKongWidget.cs

@@ -1,4 +1,5 @@
 
+using Core.Language;
 using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Hero;
@@ -41,7 +42,7 @@ namespace Fort23.Mono
                 }
 
                 SkillConfig skillConfig= SkillInfo.skillConfig;
-                SkillMassgePanel.OpenSkillSelectPanel(skillConfig.name, skillConfig.dec);
+                SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillConfig.name) , LanguageManager.Instance.Text(skillConfig.dec));
             };
         }
 

+ 2 - 1
Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs

@@ -1,3 +1,4 @@
+using Core.Language;
 using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Hero;
@@ -29,7 +30,7 @@ namespace Fort23.Mono
             myButton.OnPressAndHold=delegate
             {
                 SkillConfig skillConfig = skillConfigId.skillConfig;
-                SkillMassgePanel.OpenSkillSelectPanel(skillConfig.name, skillConfig.dec);
+                SkillMassgePanel.OpenSkillSelectPanel(LanguageManager.Instance.Text(skillConfig.name), LanguageManager.Instance.Text(skillConfig.dec));
             };
         }
 

+ 2 - 1
Assets/Scripts/GameUI/UI/CombatPanel/TaoismPanel.cs

@@ -1,4 +1,5 @@
 using System.Collections.Generic;
+using Core.Language;
 using Excel2Json;
 using Fort23.Core;
 using Fort23.UTool;
@@ -83,7 +84,7 @@ namespace Fort23.Mono
         {
             SkillConfig skillConfig = allSkill[index];
             myHeroTaoismSkillId = skillConfig.ID;
-            massge.text = skillConfig.dec;
+            massge.text = LanguageManager.Instance.Text(skillConfig.dec);
         }
     }
 }

+ 5 - 3
Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs

@@ -50,7 +50,8 @@ namespace Fort23.Mono
             if (SkillBasic == null)
             {
                 useSkillIcon.transform.parent.gameObject.SetActive(false);
-                quan.color = Color.white;
+                quan.color = new Color(1, 1, 1, 0.2f);
+                
                 return;
             }
 
@@ -70,10 +71,11 @@ namespace Fort23.Mono
                     quan.color = new Color(1f, 0.98f, 0.09f);
                     break;
                 case 2:
-                    quan.color = new Color(0.17f, 1f, 0.35f);
+                    quan.color = new Color(0.19f, 0.51f, 1f);
+                
                     break;
                 case 4:
-                    quan.color = new Color(0.19f, 0.51f, 1f);
+                    quan.color = new Color(0.17f, 1f, 0.35f);
                     break;
                 case 8:
                     quan.color = new Color(1f, 0.19f, 0.04f);

+ 5 - 0
Assets/Scripts/GameUI/UI/DialoguePanel/DialogueOptionWidget.cs

@@ -3,6 +3,8 @@ using System.Linq;
 using Core.Language;
 using Excel2Json;
 using Fort23.UTool;
+using UnityEngine;
+using UnityEngine.UI;
 
 namespace Fort23.Mono
 {
@@ -37,6 +39,9 @@ namespace Fort23.Mono
             int index = mainEventConditionConfig.optionPara1.ToList().IndexOf(eventConditionConfig.ID);
             Text_desc.text = LanguageManager.Instance.Text(mainEventConditionConfig.optionPara2[index]);
             this.callback = callback;
+           
+             LayoutRebuilder.ForceRebuildLayoutImmediate(Text_desc.GetComponent<RectTransform>());
+             LayoutRebuilder.ForceRebuildLayoutImmediate(transform);
         }
     }
 }

+ 6 - 0
Assets/Scripts/GameUI/UI/DialoguePanel/DialoguePanel.cs

@@ -6,6 +6,7 @@ using Fort23.UTool;
 using UnityEngine;
 using System;
 using Fort23.Core;
+using UnityEngine.UI;
 
 namespace Fort23.Mono
 {
@@ -157,6 +158,8 @@ namespace Fort23.Mono
                     _skipTyping = false;
                     break;
             }
+
+            LayoutRebuilder.ForceRebuildLayoutImmediate(Dialgue);
         }
 
         private async void ShowOptions()
@@ -172,6 +175,8 @@ namespace Fort23.Mono
                     await UIManager.Instance.CreateGComponent<DialogueOptionWidget>(null, OptionRoot);
                 dialogueOptionWidget.CustomInit(op, eventConditionConfig.ID, SelectOption);
             }
+
+            LayoutRebuilder.ForceRebuildLayoutImmediate(Dialgue);
         }
 
         private void SelectOption(DialogueOptionWidget obj)
@@ -212,6 +217,7 @@ namespace Fort23.Mono
                             ShowOptions();
                         }
                     }
+
                     // StartShowMassge();
                     // ShowNextIcon();
                     return;

+ 11 - 0
Assets/Scripts/GameUI/UI/DialoguePanel/DialoguePanelData.cs

@@ -63,6 +63,17 @@ namespace Fort23.Mono
 	      return _OptionRoot;
 	     }
 	   }
+	  private RectTransform _Dialgue;
+	  public RectTransform Dialgue
+	   {
+	   get{
+	      if (_Dialgue == null)
+	       {
+	         _Dialgue  = GetUIUnit<RectTransform>("Dialgue"); 
+	       }
+	      return _Dialgue;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 10 - 0
Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs

@@ -23,6 +23,7 @@ namespace Fort23.Mono
 
         private void CompleteEvent(IEventData e)
         {
+            Text_ExplorationProgress.text = $"火焰山   {AccountFileInfo.Instance.playerData.senceExplorationProgress}%";
             CreatShengShiEvent();
         }
 
@@ -46,6 +47,7 @@ namespace Fort23.Mono
         public override CTask<bool> AsyncInit(object[] uiData)
         {
             Text_divineSensePoint.text = $"{AccountFileInfo.Instance.playerData.divineSensePoint}/{PlayerManager.Instance.gameConstantConfig.DetectEventCount}";
+            Text_ExplorationProgress.text = $"火焰山   {AccountFileInfo.Instance.playerData.senceExplorationProgress}%";
             CreatShengShiEvent();
 
             return base.AsyncInit(uiData);
@@ -79,13 +81,21 @@ namespace Fort23.Mono
                 return;
             }
 
+            if (EventSystemManager.Instance.isTriggerEvent)
+                return;
 
+            EventSystemManager.Instance.isTriggerEvent = true;
+            CombatDrive.Instance.CombatController.ChangeState(CombatController.idle);
             CombatController.currActiveCombat.CombatSenceController.StartPayShengShi(CombatController.currActiveCombat
                 .CombatHeroController.playerHeroEntity.GameObject.transform);
             List<AccountFileInfo.EventList> eventLists = EventSystemManager.Instance.UseDivinesense(1);
+            await TimerComponent.Instance.WaitAsync(500);
+            EventSystemManager.Instance.isTriggerEvent = false;
+            CombatDrive.Instance.CombatController.ChangeState(CombatController.update);
             if (eventLists == null || eventLists.Count == 0)
                 return;
 
+
             AccountFileInfo.Instance.playerData.eventList.AddRange(eventLists);
             AccountFileInfo.Instance.SavePlayerData();
             CreatShengShiEvent();

+ 2 - 51
Assets/Scripts/GameUI/UI/RewardsPanel/WidgetItem.cs

@@ -101,56 +101,7 @@ namespace Fort23.Mono
             }
         }
 
-        /// <summary>
-        /// 设置单个装备的小红点
-        /// </summary>
-        /// <param name="oldEq"></param>
-        public bool SetEqItemRedPoint(ItemInfo best, int bwIdx)
-        {
-            //有更好的装备,且装备类型相同
-            if (best != null && best.eqInfo.basicEquipConfig.Type == bwIdx)
-            {
-                alertRed.SetActive(true);
-                // if (itemInfo == null)
-                // {
-                //     alertRed.SetActive(true);
-                // }
-                // //有装备,且装备类型相同,且装备等级更高
-                // if (itemInfo != null && best.eqInfo.basicEquipConfig.Type == eqTypIdx)
-                // {
-                //     alertRed.SetActive(true);
-                // }
-
-                return true;
-            }
-            else
-            {
-                alertRed.SetActive(false);
-            }
-
-            return false;
-        }
-
-        public void SetEmpty(Action onClickItem = null)
-        {
-            itemInfo = null;
-            this.onClickItem = onClickItem;
-
-            border.gameObject.SetActive(false);
-            light.gameObject.SetActive(false);
-
-            numObj.SetActive(false);
-            icon.gameObject.SetActive(false);
-            corner.gameObject.SetActive(false);
-            glow.gameObject.SetActive(false);
-            lvObj.SetActive(false);
-            heroShards.SetActive(false);
-            alertRed.SetActive(false);
-        }
-
-        public override void DormancyObj()
-        {
-            base.DormancyObj();
-        }
+   
+     
     }
 }

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