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修改配置

DESKTOP-BGJIU14\ck 1 天之前
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864b26b438

+ 154 - 78
Assets/Resources/Shader/ShengShiShader.shadergraph

@@ -162,9 +162,6 @@
         {
             "m_Id": "414f77a10a844635b64b907030ad3afc"
         },
-        {
-            "m_Id": "da8c100616ec42bdbf3a2f711206d25f"
-        },
         {
             "m_Id": "709cb9a0ca1e4777b1e051e6e3a3531a"
         },
@@ -188,6 +185,9 @@
         },
         {
             "m_Id": "d47e8dfa086445768c39599c798227eb"
+        },
+        {
+            "m_Id": "6b2ce9fef2314b69aca7aecbd6a1a58a"
         }
     ],
     "m_LocalVariables": [],
@@ -391,6 +391,20 @@
                 "m_SlotId": 0
             }
         },
+        {
+            "m_OutputSlot": {
+                "m_Node": {
+                    "m_Id": "4ccf391d83134e1b9956b31e6918b4ac"
+                },
+                "m_SlotId": 1
+            },
+            "m_InputSlot": {
+                "m_Node": {
+                    "m_Id": "6b2ce9fef2314b69aca7aecbd6a1a58a"
+                },
+                "m_SlotId": 0
+            }
+        },
         {
             "m_OutputSlot": {
                 "m_Node": {
@@ -976,6 +990,21 @@
     ]
 }
 
+{
+    "m_SGVersion": 0,
+    "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
+    "m_ObjectId": "021bd139927b477d825ccf027031e81b",
+    "m_Id": 4,
+    "m_DisplayName": "A",
+    "m_SlotType": 1,
+    "m_Hidden": false,
+    "m_ShaderOutputName": "A",
+    "m_StageCapability": 3,
+    "m_Value": 0.0,
+    "m_DefaultValue": 0.0,
+    "m_Labels": []
+}
+
 {
     "m_SGVersion": 0,
     "m_Type": "UnityEditor.ShaderGraph.SampleTexture2DNode",
@@ -2003,6 +2032,21 @@
     }
 }
 
+{
+    "m_SGVersion": 0,
+    "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
+    "m_ObjectId": "2adc56eedc154949b009baafac4e3130",
+    "m_Id": 2,
+    "m_DisplayName": "G",
+    "m_SlotType": 1,
+    "m_Hidden": false,
+    "m_ShaderOutputName": "G",
+    "m_StageCapability": 3,
+    "m_Value": 0.0,
+    "m_DefaultValue": 0.0,
+    "m_Labels": []
+}
+
 {
     "m_SGVersion": 0,
     "m_Type": "UnityEditor.ShaderGraph.BranchNode",
@@ -2511,10 +2555,10 @@
         "m_Expanded": true,
         "m_Position": {
             "serializedVersion": "2",
-            "x": -12.000187873840332,
-            "y": 834.0000610351563,
-            "width": 208.00013732910157,
-            "height": 325.99993896484377
+            "x": -99.99996185302735,
+            "y": 768.9998779296875,
+            "width": 208.00003051757813,
+            "height": 326.0001220703125
         }
     },
     "m_Slots": [
@@ -3433,6 +3477,21 @@
     }
 }
 
+{
+    "m_SGVersion": 0,
+    "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
+    "m_ObjectId": "59aea4cd945042d2b05495b868c24c1f",
+    "m_Id": 1,
+    "m_DisplayName": "R",
+    "m_SlotType": 1,
+    "m_Hidden": false,
+    "m_ShaderOutputName": "R",
+    "m_StageCapability": 3,
+    "m_Value": 0.0,
+    "m_DefaultValue": 0.0,
+    "m_Labels": []
+}
+
 {
     "m_SGVersion": 0,
     "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
@@ -3868,6 +3927,54 @@
     ]
 }
 
+{
+    "m_SGVersion": 0,
+    "m_Type": "UnityEditor.ShaderGraph.SplitNode",
+    "m_ObjectId": "6b2ce9fef2314b69aca7aecbd6a1a58a",
+    "m_Group": {
+        "m_Id": ""
+    },
+    "m_Name": "Split",
+    "m_DrawState": {
+        "m_Expanded": true,
+        "m_Position": {
+            "serializedVersion": "2",
+            "x": -1064.0,
+            "y": 1153.0,
+            "width": 120.00006103515625,
+            "height": 149.0
+        }
+    },
+    "m_Slots": [
+        {
+            "m_Id": "963633b814324335993320c4d7bfe6ac"
+        },
+        {
+            "m_Id": "59aea4cd945042d2b05495b868c24c1f"
+        },
+        {
+            "m_Id": "2adc56eedc154949b009baafac4e3130"
+        },
+        {
+            "m_Id": "dd06105a372741c8869db9a2304e961e"
+        },
+        {
+            "m_Id": "021bd139927b477d825ccf027031e81b"
+        }
+    ],
+    "synonyms": [
+        "separate"
+    ],
+    "m_Precision": 0,
+    "m_PreviewExpanded": true,
+    "m_NodeLOD": 0,
+    "m_DismissedVersion": 0,
+    "m_PreviewMode": 0,
+    "m_CustomColors": {
+        "m_SerializableColors": []
+    }
+}
+
 {
     "m_SGVersion": 0,
     "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
@@ -4275,31 +4382,6 @@
     }
 }
 
-{
-    "m_SGVersion": 0,
-    "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot",
-    "m_ObjectId": "7c1dccb0a856420fb0a760fe4eb2f062",
-    "m_Id": 0,
-    "m_DisplayName": "Out",
-    "m_SlotType": 1,
-    "m_Hidden": false,
-    "m_ShaderOutputName": "Out",
-    "m_StageCapability": 3,
-    "m_Value": {
-        "x": 0.0,
-        "y": 0.0,
-        "z": 0.0,
-        "w": 0.0
-    },
-    "m_DefaultValue": {
-        "x": 0.0,
-        "y": 0.0,
-        "z": 0.0,
-        "w": 0.0
-    },
-    "m_Labels": []
-}
-
 {
     "m_SGVersion": 0,
     "m_Type": "UnityEditor.ShaderGraph.SceneDepthNode",
@@ -4800,6 +4882,30 @@
     }
 }
 
+{
+    "m_SGVersion": 0,
+    "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot",
+    "m_ObjectId": "963633b814324335993320c4d7bfe6ac",
+    "m_Id": 0,
+    "m_DisplayName": "In",
+    "m_SlotType": 0,
+    "m_Hidden": false,
+    "m_ShaderOutputName": "In",
+    "m_StageCapability": 3,
+    "m_Value": {
+        "x": 0.0,
+        "y": 0.0,
+        "z": 0.0,
+        "w": 0.0
+    },
+    "m_DefaultValue": {
+        "x": 0.0,
+        "y": 0.0,
+        "z": 0.0,
+        "w": 0.0
+    }
+}
+
 {
     "m_SGVersion": 0,
     "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot",
@@ -6103,51 +6209,6 @@
     }
 }
 
-{
-    "m_SGVersion": 1,
-    "m_Type": "UnityEditor.ShaderGraph.ColorNode",
-    "m_ObjectId": "da8c100616ec42bdbf3a2f711206d25f",
-    "m_Group": {
-        "m_Id": ""
-    },
-    "m_Name": "Color",
-    "m_DrawState": {
-        "m_Expanded": true,
-        "m_Position": {
-            "serializedVersion": "2",
-            "x": -467.2383728027344,
-            "y": 1066.321044921875,
-            "width": 0.0,
-            "height": 0.0
-        }
-    },
-    "m_Slots": [
-        {
-            "m_Id": "7c1dccb0a856420fb0a760fe4eb2f062"
-        }
-    ],
-    "synonyms": [
-        "rgba"
-    ],
-    "m_Precision": 0,
-    "m_PreviewExpanded": true,
-    "m_NodeLOD": 0,
-    "m_DismissedVersion": 0,
-    "m_PreviewMode": 0,
-    "m_CustomColors": {
-        "m_SerializableColors": []
-    },
-    "m_Color": {
-        "color": {
-            "r": 0.0,
-            "g": 0.5251784324645996,
-            "b": 1.0,
-            "a": 0.0
-        },
-        "mode": 0
-    }
-}
-
 {
     "m_SGVersion": 0,
     "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot",
@@ -6188,6 +6249,21 @@
     "m_Labels": []
 }
 
+{
+    "m_SGVersion": 0,
+    "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
+    "m_ObjectId": "dd06105a372741c8869db9a2304e961e",
+    "m_Id": 3,
+    "m_DisplayName": "B",
+    "m_SlotType": 1,
+    "m_Hidden": false,
+    "m_ShaderOutputName": "B",
+    "m_StageCapability": 3,
+    "m_Value": 0.0,
+    "m_DefaultValue": 0.0,
+    "m_Labels": []
+}
+
 {
     "m_SGVersion": 0,
     "m_Type": "UnityEditor.ShaderGraph.PositionMaterialSlot",
@@ -6261,7 +6337,7 @@
         "m_Expanded": true,
         "m_Position": {
             "serializedVersion": "2",
-            "x": -4093.0,
+            "x": -4094.0,
             "y": 1352.0,
             "width": 208.0,
             "height": 313.0

+ 1 - 0
Assets/Scripts/Core/UI/UTool/CTween/AnimationCurveLibrary.cs

@@ -23,4 +23,5 @@ public class AnimationCurveLibrary : ScriptableObject
     [Header("法宝对拼速度曲线")] public AnimationCurve fabaoDuiPing;
     [Header("一次对拼的速度")]public float fabaoSpeed=0.7f;
     [Header("法宝飞上来的速度")]public float fabaoMoveTopSpeed=6f;
+    [Header("法宝飞过去打敌人的速度")]public float fabaoMoveTopEnemySpeed=15;
 }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -332,7 +332,7 @@ namespace GameLogic.Combat.CombatTool
                 SceneMonoConfig.shengShiMaterial.SetFloat(Ran,shengShiRan); 
                 // float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);
                 // ShengShiQiuTi.own.transform.localScale = Vector3.one * v;
-                if (shengShiRan >= 180)
+                if (shengShiRan >= 200)
                 {
                     SceneMonoConfig.shengShiMaterial.SetFloat(Ran,0.1f); 
                     

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/SkillShow/StraightLineShow.cs

@@ -11,7 +11,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
     {
         private BesselPath _besselPath;
         private float allTime;
-        private float speed = 15;
+        // private float speed = 15;
 
         private float addTime;
 
@@ -28,7 +28,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             _besselPath.controlPoints.Add(target.dotPos);
             float d = _besselPath.GetLengthAtT(allTime);
 
-            addTime = 1.0f / (d / speed);
+            addTime = 1.0f / (d /  CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopEnemySpeed);
             allTime = 0;
         }
 

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/SkillShow/XiaoShiAndShow.cs

@@ -75,7 +75,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
                 switch (timeLineMagicWeaponShowPointSerializtion.showPointType)
                 {
                     case TimeLineMagicWeaponShowPointSerializtion.ShowPointType.Head:
-                        Vector3 headPos = target.dotPos + new Vector3(0, 8, 0);
+                        Vector3 headPos = target.dotPos + new Vector3(0, 6, 0);
                         CombatHeroEntity.combatHeroGameObject.SetPosition(headPos);
                         break;
                     case TimeLineMagicWeaponShowPointSerializtion.ShowPointType.Customize:
@@ -87,7 +87,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             }
             else
             {
-                Vector3 headPos = target.dotPos + new Vector3(0, 8, 0);
+                Vector3 headPos = target.dotPos + new Vector3(0, 6, 0);
                 CombatHeroEntity.combatHeroGameObject.SetPosition(headPos);
             }
 

+ 5 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -28,7 +28,7 @@ namespace Common.Combat.FxAILogic
         [Header("多目标时延迟")] public float multipleTargetDelayTime;
         [Header("碰撞时的特效")] public string hitFxName;
         [Header("碰撞音效")] public string hitAudioName;
-
+        [Header("对碰时播放的特效")] public string pengZhuangHitFxName;
         public BarrierTriggerData BarrierTriggerData;
 
         /// <summary>
@@ -180,6 +180,10 @@ namespace Common.Combat.FxAILogic
         {
             FinishHit(CurrPos, hitFxName);
         }
+        public void PlayPengZhuangHit()
+        {
+            FinishHit(CurrPos, pengZhuangHitFxName);
+        }
 
         protected void FinishHit(Vector3 pos, string hitFxName)
         {

+ 5 - 5
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -206,20 +206,20 @@ namespace Common.Combat.FxAILogic
                     fxAILogicBasic.CombatHeroEntity);
                 if (SkillFeaturesData.hp > 0)
                 {
-                    fxAILogicBasic.PlayHit();
+                    fxAILogicBasic.PlayPengZhuangHit();
                     fxAILogicBasic.Dispose();
                 }
                 else if (skillFeaturesData.hp > 0)
                 {
                     Dispose();
-                    PlayHit();
+                    PlayPengZhuangHit();
                 }
                 else
                 {
-                    fxAILogicBasic.PlayHit();
+                    fxAILogicBasic.PlayPengZhuangHit();
                     fxAILogicBasic.Dispose();
                     Dispose();
-                    PlayHit();
+                    PlayPengZhuangHit();
                 }
 
                 return;
@@ -247,7 +247,7 @@ namespace Common.Combat.FxAILogic
                 targetCombatHeroEntity);
             if (SkillFeaturesData.hp <= 0)
             {
-                PlayHit();
+                PlayPengZhuangHit();
                 Dispose();
             }
         }

+ 2 - 2
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/S1101_FxLogic.cs

@@ -17,7 +17,7 @@ public class S1101_FxLogic : FxParabolaBulletLogic
         moveStateTime = 0;
         base.ProInit();
         CombatHeroEntity combatHeroEntity = TimeLineEventParticleLogicBasic.castEntity as CombatHeroEntity;
-        moveStateOneStartPos = combatHeroEntity.dotPos;
+        moveStateOneStartPos = combatHeroEntity.GetSpecialDotInfo("hitpos").GetWorlPos();
     }
 
     public override void CombatUpdate(float time)
@@ -29,7 +29,7 @@ public class S1101_FxLogic : FxParabolaBulletLogic
 
         if (moveState == 0)
         {
-            moveStateTime += time * 4;
+            moveStateTime += time * 6;
             Vector3 newPos = Vector3.Lerp(moveStateOneStartPos, startPos, moveStateTime);
             moveTarget.transform.position = newPos;
             if (moveStateTime >= 1)

+ 1 - 0
Assets/Scripts/GameTimeLine/CustomizeTime/TimeLineParticleSystem/TimeLineParticleSystemAsset.cs

@@ -9,6 +9,7 @@ public class TimeLineParticleSystemAsset : ControlPlayableAsset
     [Header("作用目标")] public FXTargetType targetType;
     [Header("播放目标位置")] public FXLocationType LocationType;
     [Header("特定目标位置名")] public string targetSpecialDotName;
+    [Header("随机范围组")] public int randomGroup;
     [Header("是否使用随机范围点")] public bool isUseRandom;
     [Header("x范围")]  public TimeLineVector2 xoff;
     [Header("y范围")]  public TimeLineVector2 yoff;

+ 3 - 8
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs

@@ -215,14 +215,9 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                         startPos = targetSpecialDotInfo.GetWorlPos();
                     }
 
-
-                    float x = timeLinePlayFxSerializtion.GetRandom(timeLinePlayFxSerializtion.xoff.x,
-                        timeLinePlayFxSerializtion.xoff.y);
-                    float y = timeLinePlayFxSerializtion.GetRandom(timeLinePlayFxSerializtion.yoff.x,
-                        timeLinePlayFxSerializtion.yoff.y);
-                    float z = timeLinePlayFxSerializtion.GetRandom(timeLinePlayFxSerializtion.zoff.x,
-                        timeLinePlayFxSerializtion.zoff.y);
-                    startPos += new Vector3(x, y, z);
+                    Vector3 randomPos = _timeLineEventLogicGroup.GetRandomPos(timeLinePlayFxSerializtion.randomGroup,timeLinePlayFxSerializtion.xoff,timeLinePlayFxSerializtion.yoff,timeLinePlayFxSerializtion.zoff);
+                   
+                    startPos += randomPos;
                     targetSpecialDotInfo = null;
                 }
                 else if (timeLinePlayFxSerializtion.isActivityCustomTargetPos && customizePos != null &&

+ 52 - 3
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicGroupBasic.cs

@@ -1,10 +1,13 @@
 using System;
 using System.Collections.Generic;
+using CombatCore.SerializationTimeLine.TimeLineSerialization;
 using Fort23.Core;
 using Fort23.UTool;
 using UnityEngine;
+using Utility;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
+using Random = System.Random;
 
 namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
 {
@@ -55,6 +58,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
         {
             get { return castEntity; }
         }
+
         protected ILifeCycle castEntity;
 
         /// <summary>
@@ -72,6 +76,22 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
 
         public float SkillPreparationTime;
 
+        public Random Random
+        {
+            get
+            {
+                if (_random == null)
+                {
+                    _random = new Random((int)Time.time);
+                }
+
+                return _random;
+            }
+        }
+
+        private Random _random;
+
+        private Map<int, Vector3> randomPos = new Map<int, Vector3>();
         // public void AddAssociationGroupBasics(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
         // {
         //     _AssociationGroupBasics.Add(timeLineEventLogicGroupBasic);
@@ -127,6 +147,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
 
         public void Init(List<TimeLineAssetSerialization> timeLineAssetSerializations)
         {
+            randomPos.Clear();
             for (int i = 0; i < timeLineAssetSerializations.Count; i++)
             {
                 TimeLineAssetSerialization timeLineAssetSerialization = timeLineAssetSerializations[i];
@@ -167,6 +188,34 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
         {
         }
 
+        public Vector3 GetRandomPos(int randomGroup, TimeLineVector2 xoff, TimeLineVector2 yoff, TimeLineVector2 zoff)
+        {
+            if (randomPos.TryGetValue(randomGroup, out var pos))
+            {
+                return pos;
+            }
+
+            float x = GetRandom(xoff.x,
+                xoff.y);
+            float y = GetRandom(yoff.x,
+                yoff.y);
+            float z = GetRandom(zoff.x,
+                zoff.y);
+            Vector3 pos1 = new Vector3(x, y, z);
+            randomPos.Add(randomGroup, pos1);
+            return pos1;
+        }
+
+        public float GetRandom(float min, float max)
+        {
+            if (min > max)
+            {
+                (min, max) = (max, min);
+            }
+
+            return Random.Next((int)(min * 100), (int)(max * 100)) / 100f;
+        }
+
         /// <summary>
         /// 
         /// </summary>
@@ -178,7 +227,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
         public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
             BetterList<ILifetCycleHitPoint> currTarget,
             TriggerData extraData,
-            Vector3[] customizePos,int indexCount)
+            Vector3[] customizePos, int indexCount)
         {
             updateEnd = false;
             this.castEntity = castEntity;
@@ -186,7 +235,8 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
             timeLineTime = (float)0;
             for (int i = 0; i < timeLineLogic.Count; i++)
             {
-                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos, indexCount);
+                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos,
+                    indexCount);
             }
 
 
@@ -297,7 +347,6 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
             }
         }
 
-     
 
         // public void Dispose()
         // {

+ 4 - 24
Assets/Scripts/GameTimeLine/SerializationTimeLine/TimeLineSerialization/TimeLinePlayFxSerializtion.cs

@@ -60,22 +60,9 @@ public class TimeLinePlayFxSerializtion : TimeLineAssetSerialization
     public TimeLineVector2 xoff;
     public TimeLineVector2 yoff;
     public TimeLineVector2 zoff;
-    public int zhongZhi;
+ 
+    public int randomGroup;
 
-    public Random Random
-    {
-        get
-        {
-            if (_random == null)
-            {
-                _random = new Random(zhongZhi);
-            }
-
-            return _random;
-        }
-    }
-
-    private Random _random;
     public TimeLinePlayFxSerializtion()
     {
     }
@@ -127,18 +114,11 @@ public class TimeLinePlayFxSerializtion : TimeLineAssetSerialization
             xoff = controlPlayableAsset.xoff;
             yoff = controlPlayableAsset.yoff;
             zoff = controlPlayableAsset.zoff;
+            randomGroup = controlPlayableAsset.randomGroup;
         }
     }
 
-    public float GetRandom(float min, float max)
-    {
-        if (min > max)
-        {
-            (min, max) = (max, min);
-        }
-
-        return Random.Next((int)(min * 100), (int)(max * 100)) / 100f;
-    }
+  
 #endif
     public override TimeLineEventLogicBasic CreateLogic()
     {