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修改bug

lzx 1 月之前
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878e3b1631
共有 26 个文件被更改,包括 316 次插入254 次删除
  1. 30 25
      Assets/Scripts/Core/UI/Core/UIManager.cs
  2. 18 1
      Assets/Scripts/Core/UI/Core/UIPanel.cs
  3. 46 44
      Assets/Scripts/GameData/ExcelConfig/EventConfig.cs
  4. 5 5
      Assets/Scripts/GameLogic/Combat/CombatGuide/CombatGuideManager.cs
  5. 1 1
      Assets/Scripts/GameLogic/Combat/CombatType/CombatTypeBasic.cs
  6. 4 0
      Assets/Scripts/GameLogic/Combat/CombatType/StartCombatInfo.cs
  7. 36 35
      Assets/Scripts/GameLogic/Player/AccountFileInfo.cs
  8. 10 3
      Assets/Scripts/GameUI/Combat/CombatDrive.cs
  9. 14 3
      Assets/Scripts/GameUI/Combat/LevelBattleCombatMono.cs
  10. 10 2
      Assets/Scripts/GameUI/EventManager/DialogueManager.cs
  11. 32 43
      Assets/Scripts/GameUI/EventManager/EventSystemManager.cs
  12. 1 1
      Assets/Scripts/GameUI/GameApplction.cs
  13. 17 13
      Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs
  14. 52 52
      Assets/Scripts/GameUI/UI/BattleSettlementPanel/BattleSettlementPanel.cs
  15. 14 2
      Assets/Scripts/GameUI/UI/DialoguePanel/DialogueBubblePanel.cs
  16. 8 0
      Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventPreviewPanel.cs
  17. 2 0
      Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventResultPanel.cs
  18. 2 2
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs
  19. 1 1
      Assets/Scripts/GameUI/UI/HeroInformationPanel/SelectBreakthroughItemPanel.cs
  20. 1 1
      Assets/Scripts/GameUI/UI/HeroInformationPanel/SelectElixirPanel.cs
  21. 1 0
      Assets/Scripts/GameUI/UI/HeroInformationPanel/UseExpElixirPanel.cs
  22. 6 4
      Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs
  23. 2 1
      Assets/Scripts/GameUI/UI/RewardsPanel/ShowItemNumberCom.cs
  24. 1 15
      Assets/Scripts/GameUI/UI/ShopPanel/ShopPanel.cs
  25. 二进制
      Excel2Json/Excel/EventConfig.xlsx
  26. 2 0
      XiuXianGame.sln.DotSettings.user

+ 30 - 25
Assets/Scripts/Core/UI/Core/UIManager.cs

@@ -67,6 +67,11 @@ namespace Fort23.Mono
         /// 所有top层ui
         /// 所有top层ui
         /// </summary>
         /// </summary>
         public List<UIPanel> NoFocusTopUIPanels = new List<UIPanel>();
         public List<UIPanel> NoFocusTopUIPanels = new List<UIPanel>();
+        
+        /// <summary>
+        /// 弹窗ui
+        /// </summary>
+        public List<UIPanel> popUIPanels = new List<UIPanel>();
 
 
         /// <summary>
         /// <summary>
         /// 预先定好的几个层,数量和UILayer对应
         /// 预先定好的几个层,数量和UILayer对应
@@ -358,21 +363,21 @@ namespace Fort23.Mono
                 }
                 }
 
 
                 // TDManager.Instance.PartCount(uiBindingAttribute.prefab);
                 // TDManager.Instance.PartCount(uiBindingAttribute.prefab);
-                if (isFocus)
-                {
-                    if (currOpenPanel != null)
-                    {
-                        if (currOpenPanel.isShow)
-                        {
-                            await currOpenPanel.LoseFocus();
-                            currOpenPanel = null;
-                        }
-                        else
-                        {
-                            currOpenPanel = null;
-                        }
-                    }
-                }
+                // if (isFocus)
+                // {
+                //     if (currOpenPanel != null)
+                //     {
+                //         if (currOpenPanel.isShow)
+                //         {
+                //             await currOpenPanel.LoseFocus();
+                //             currOpenPanel = null;
+                //         }
+                //         else
+                //         {
+                //             currOpenPanel = null;
+                //         }
+                //     }
+                // }
 
 
 
 
                 using (await CoroutineLockComponent.Instance.Wait(uiBindingAttribute.prefab))
                 using (await CoroutineLockComponent.Instance.Wait(uiBindingAttribute.prefab))
@@ -442,10 +447,10 @@ namespace Fort23.Mono
                         uiPanel.isActiveAnima = isActiveAnima;
                         uiPanel.isActiveAnima = isActiveAnima;
                         await uiPanel.Open();
                         await uiPanel.Open();
                         AudioManager.Instance.PlayAudio("openui.wav");
                         AudioManager.Instance.PlayAudio("openui.wav");
-                        // if (uiPanel.isAddStack)
-                        {
-                            currOpenPanel = uiPanel;
-                        }
+                        // if (currOpenPanel.add)
+                        // {
+                        //     currOpenPanel = uiPanel;
+                        // }
 
 
                         if (current != null)
                         if (current != null)
                         {
                         {
@@ -635,12 +640,12 @@ namespace Fort23.Mono
         /// <summary>
         /// <summary>
         /// 打开堆栈最上方
         /// 打开堆栈最上方
         /// </summary>
         /// </summary>
-        public async void OpenTopUI()
+        public async CTask OpenTopUI()
         {
         {
             if (TopUIPanels.Count > 0)
             if (TopUIPanels.Count > 0)
             {
             {
                 UIPanel uiPanel = TopUIPanels[^1];
                 UIPanel uiPanel = TopUIPanels[^1];
-
+                // currOpenPanel = uiPanel;
                 await uiPanel.Show();
                 await uiPanel.Show();
             }
             }
         }
         }
@@ -834,13 +839,13 @@ namespace Fort23.Mono
             }
             }
         }
         }
 
 
-        public void HideUIUIPanel<T>(UIDestroyType uiDestroyType = UIDestroyType.DelayDestroy,
+        public async CTask HideUIUIPanel<T>(UIDestroyType uiDestroyType = UIDestroyType.DelayDestroy,
             bool isBreadcrumbBarPanel = false) where T : UIPanel
             bool isBreadcrumbBarPanel = false) where T : UIPanel
         {
         {
             UIPanel uiPanel = GetComponent<T>();
             UIPanel uiPanel = GetComponent<T>();
             if (uiPanel != null)
             if (uiPanel != null)
             {
             {
-                HideUIUIPanel(uiPanel, uiDestroyType, isBreadcrumbBarPanel);
+                await HideUIUIPanel(uiPanel, uiDestroyType, isBreadcrumbBarPanel);
             }
             }
         }
         }
 
 
@@ -848,7 +853,7 @@ namespace Fort23.Mono
         /// 关闭UI
         /// 关闭UI
         /// </summary>
         /// </summary>
         /// <param name="uiPanel"></param>
         /// <param name="uiPanel"></param>
-        public void HideUIUIPanel(UIPanel uiPanel, UIDestroyType uiDestroyType = UIDestroyType.DelayDestroy,
+        public async CTask HideUIUIPanel(UIPanel uiPanel, UIDestroyType uiDestroyType = UIDestroyType.DelayDestroy,
             bool isBreadcrumbBarPanel = false)
             bool isBreadcrumbBarPanel = false)
         {
         {
             if (uiPanel == null)
             if (uiPanel == null)
@@ -880,7 +885,7 @@ namespace Fort23.Mono
                     if (uiPanel != null)
                     if (uiPanel != null)
                     {
                     {
                         LastUIPanel = uiPanel1;
                         LastUIPanel = uiPanel1;
-                        OpenTopUI();
+                        await OpenTopUI();
                         return;
                         return;
                     }
                     }
                 }
                 }

+ 18 - 1
Assets/Scripts/Core/UI/Core/UIPanel.cs

@@ -98,6 +98,11 @@ namespace Fort23.Mono
         //是否加入堆栈
         //是否加入堆栈
         public bool isAddStack = false;
         public bool isAddStack = false;
 
 
+        /// <summary>
+        /// 是否是弹窗ui
+        /// </summary>
+        public bool isPopUi = false;
+
         /// <summary>
         /// <summary>
         /// 面板名字
         /// 面板名字
         /// </summary>
         /// </summary>
@@ -241,6 +246,12 @@ namespace Fort23.Mono
 
 
             _closedTask?.SetResult();
             _closedTask?.SetResult();
             _closedTask = null;
             _closedTask = null;
+
+            if (isPopUi)
+            {
+                if (UIManager.Instance.popUIPanels.Contains(this))
+                    UIManager.Instance.popUIPanels.Remove(this);
+            }
         }
         }
 
 
 
 
@@ -275,7 +286,7 @@ namespace Fort23.Mono
         /// </summary>
         /// </summary>
         public virtual async CTask GetFocus()
         public virtual async CTask GetFocus()
         {
         {
-            if (isFocus)
+            if (isAddStack)
             {
             {
                 if (!IsShowAppBar)
                 if (!IsShowAppBar)
                 {
                 {
@@ -290,6 +301,12 @@ namespace Fort23.Mono
 
 
                 UIManager.Instance.currOpenPanel = this;
                 UIManager.Instance.currOpenPanel = this;
             }
             }
+
+            if (isPopUi)
+            {
+                if (!UIManager.Instance.popUIPanels.Contains(this))
+                    UIManager.Instance.popUIPanels.Add(this);
+            }
         }
         }
 
 
         /// <summary>
         /// <summary>

+ 46 - 44
Assets/Scripts/GameData/ExcelConfig/EventConfig.cs

@@ -1,98 +1,100 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\EventConfig.xlsx. SheetName: EventConfig
+// Auto Generated Code By excel2json
+// Generate From Excel\EventConfig.xlsx. SheetName: EventConfig
 
 
-using System;
+using System;
 using Fort23.GameData;
 using Fort23.GameData;
-
+
 namespace Excel2Json
 namespace Excel2Json
-{
-	[Config(prefab = "EventConfig.json")]
-	public partial class EventConfigHolder : ConfigHolder<EventConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct EventConfig : IConfig
	{
-		public int GetID() {return ID;} 
+{
+	[Config(prefab = "EventConfig.json")]
+	public partial class EventConfigHolder : ConfigHolder<EventConfig>
+	{
+	}
+
+
+	[Serializable]
+	public struct EventConfig : IConfig
+	{
+		public int GetID() {return ID;} 
 		/// <summary>
 		/// <summary>
 		///ID
 		///ID
 		/// </summary>
 		/// </summary>
 public int ID;
 public int ID;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///事件的起始ID
 		///事件的起始ID
 		/// </summary>
 		/// </summary>
 public int[] EventLinksId;
 public int[] EventLinksId;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///触发事件类型: 1.通用事件 2.挂机事件 4.主线任务 99.无标记事件 
 		///触发事件类型: 1.通用事件 2.挂机事件 4.主线任务 99.无标记事件 
 		/// </summary>
 		/// </summary>
 public int EventTriggerType;
 public int EventTriggerType;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///tag 1主线 2支线 3通用 4地图通用 5道友
 		///tag 1主线 2支线 3通用 4地图通用 5道友
 		/// </summary>
 		/// </summary>
 public int EventTag;
 public int EventTag;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///1.正常触发 2.直接结算
 		///1.正常触发 2.直接结算
 		/// </summary>
 		/// </summary>
 public int EventType;
 public int EventType;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///增加进度值
 		///增加进度值
 		/// </summary>
 		/// </summary>
 public int Score;
 public int Score;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///事件品质
 		///事件品质
 		/// </summary>
 		/// </summary>
 public int EventQuality;
 public int EventQuality;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///触发条件类型 只能配处于什么状态和数值,不能配变化的数值
 		///触发条件类型 只能配处于什么状态和数值,不能配变化的数值
 		/// </summary>
 		/// </summary>
-public int[] EventConditionId;
-
-
+public int EventConditionId;
+
+
 		/// <summary>
 		/// <summary>
 		///触发效果值
 		///触发效果值
 		/// </summary>
 		/// </summary>
 public int[] EventValue;
 public int[] EventValue;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///触发判定数量or次数
 		///触发判定数量or次数
 		/// </summary>
 		/// </summary>
 public int EventCount;
 public int EventCount;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///描述(题目)
 		///描述(题目)
 		/// </summary>
 		/// </summary>
 public int EventName;
 public int EventName;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///
 		///
 		/// </summary>
 		/// </summary>
 public int Description;
 public int Description;
-
-
+
+
 		/// <summary>
 		/// <summary>
 		///特殊功能参数
 		///特殊功能参数
 		/// </summary>
 		/// </summary>
 public int[] associateVlaue;
 public int[] associateVlaue;
-
-
-	}
-
-}
-// End of Auto Generated Code
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 5 - 5
Assets/Scripts/GameLogic/Combat/CombatGuide/CombatGuideManager.cs

@@ -19,11 +19,11 @@ namespace GameLogic.Combat.CombatGuide
 
 
         public void NextGuide()
         public void NextGuide()
         {
         {
-            int index = AccountFileInfo.Instance.playerData.combatGuideIndex;
-            if (index > 3)
-            {
-                return;
-            }
+            // int index = AccountFileInfo.Instance.playerData.combatGuideIndex;
+            // if (index > 3)
+            // {
+            //     return;
+            // }
 
 
          
          
         }
         }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatType/CombatTypeBasic.cs

@@ -29,7 +29,7 @@ namespace GameLogic.Combat.CombatType
         public bool isActiveCombat = false;
         public bool isActiveCombat = false;
 
 
         protected IUnRegister _unRegister;
         protected IUnRegister _unRegister;
-        protected StartCombatInfo _startCombatInfo;
+        public StartCombatInfo _startCombatInfo;
 
 
         public void Init(CombatController combatController, StartCombatInfo startCombatInfo)
         public void Init(CombatController combatController, StartCombatInfo startCombatInfo)
         {
         {

+ 4 - 0
Assets/Scripts/GameLogic/Combat/CombatType/StartCombatInfo.cs

@@ -4,5 +4,9 @@
     {
     {
         public int levelBattleId;
         public int levelBattleId;
         public CombatType CombatType;
         public CombatType CombatType;
+        /// <summary>
+        /// 是否显示战斗结算ui 挂机事件不显示
+        /// </summary>
+        public bool isCombatOverUi;
     }
     }
 }
 }

+ 36 - 35
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -32,74 +32,75 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
     [System.Serializable]
     [System.Serializable]
     public class PlayerData
     public class PlayerData
     {
     {
-        //地图区域数据
-        public List<PlacesData> placesDatas = new List<PlacesData>();
-
         /// <summary>
         /// <summary>
-        /// 商店数据
+        /// 神识等级
         /// </summary>
         /// </summary>
-        public List<ShopData> shopDatas = new List<ShopData>();
-
-
-        public List<SkillData> AllSkillDatas = new List<SkillData>();
-
-        public List<FaBaoData> AllFaBaoDatas = new List<FaBaoData>();
-
-        //每天刷新时间
-        public long nextRefence;
-
-        public int todayUseExpElixrPanelCount = 0;
-
-       
-
         public int divineSenseLevel = 1;
         public int divineSenseLevel = 1;
 
 
+        /// <summary>
+        /// 神识点
+        /// </summary>
         public int divineSensePoint = 0;
         public int divineSensePoint = 0;
 
 
+        /// <summary>
+        /// 神识经验
+        /// </summary>
         public int divineSenseexp = 0;
         public int divineSenseexp = 0;
 
 
+        //每天刷新时间
+        public long nextRefence;
 
 
         /// <summary>
         /// <summary>
-        /// 事件链数据
+        /// 洞府经验丹使用数量
         /// </summary>
         /// </summary>
-        public List<EventLinkData> eventLinkDatas = new List<EventLinkData>();
+        public int todayUseExpElixrPanelCount = 0;
 
 
         /// <summary>
         /// <summary>
-        /// 完成的事件
+        /// 英雄信息
         /// </summary>
         /// </summary>
-        public List<EventList> completeEvents = new List<EventList>();
+        public HeroData heroData;
+
 
 
         /// <summary>
         /// <summary>
-        /// 背包里的事件
-        /// 
+        /// 道具信息
         /// </summary>
         /// </summary>
-        public List<EventList> eventList = new List<EventList>();
+        public List<ItemData> ItemListData = new List<ItemData>();
 
 
+        //地图区域数据
+        public List<PlacesData> placesDatas = new List<PlacesData>();
 
 
-        public List<ItemData> ItemListData = new List<ItemData>();
+        /// <summary>
+        /// 商店数据
+        /// </summary>
+        public List<ShopData> shopDatas = new List<ShopData>();
 
 
-        public HeroData heroData;
 
 
+        /// <summary>
+        /// 功法数据
+        /// </summary>
+        public List<SkillData> AllSkillDatas = new List<SkillData>();
 
 
         /// <summary>
         /// <summary>
-        /// 关卡进度
+        /// 法宝数据
         /// </summary>
         /// </summary>
-        public int levelBattle = 1;
+        public List<FaBaoData> AllFaBaoDatas = new List<FaBaoData>();
+
 
 
         /// <summary>
         /// <summary>
-        /// 是否全部阵亡一次
+        /// 事件链数据
         /// </summary>
         /// </summary>
-        public bool isAllHeroDie;
+        public List<EventLinkData> eventLinkDatas = new List<EventLinkData>();
 
 
         /// <summary>
         /// <summary>
-        /// 装备的GUID
+        /// 完成的事件
         /// </summary>
         /// </summary>
-        public long eqGUID = 0;
+        public List<EventList> completeEvents = new List<EventList>();
 
 
         /// <summary>
         /// <summary>
-        /// 战斗引导下标
+        /// 背包里的事件
+        /// 
         /// </summary>
         /// </summary>
-        public int combatGuideIndex = 0;
+        public List<EventList> eventList = new List<EventList>();
     }
     }
 
 
     //地图区域数据
     //地图区域数据

+ 10 - 3
Assets/Scripts/GameUI/Combat/CombatDrive.cs

@@ -57,11 +57,13 @@ namespace GameLogic.Combat
             StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
             StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
         }
         }
 
 
-        public async CTask LoadLevelBattleCombat(int levelBattleId, System.Action<bool> caombatFinish)
+        public async CTask LoadLevelBattleCombat(int levelBattleId, bool isCombatOverUi,System.Action<bool> caombatFinish)
         {
         {
             UIManager.Instance.HindCurrAllShowPanel();
             UIManager.Instance.HindCurrAllShowPanel();
+            UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
             StartCombatInfo startCombatInfo = new StartCombatInfo();
             StartCombatInfo startCombatInfo = new StartCombatInfo();
             startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
             startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
+            startCombatInfo.isCombatOverUi = isCombatOverUi;
             await StartCombat(startCombatInfo);
             await StartCombat(startCombatInfo);
 
 
             LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
             LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;
@@ -94,9 +96,9 @@ namespace GameLogic.Combat
             CombatController.ChangeState(CombatController.update);
             CombatController.ChangeState(CombatController.update);
         }
         }
 
 
-        protected void CombatFinish(bool isWin)
+        protected async void CombatFinish(bool isWin)
         {
         {
-            LoadCombatFinishUI(isWin);
+            await LoadCombatFinishUI(isWin);
 
 
             // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
             // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
             // mainPanel.transform.gameObject.SetActive(true);
             // mainPanel.transform.gameObject.SetActive(true);
@@ -125,6 +127,11 @@ namespace GameLogic.Combat
 
 
             caombatFinish?.Invoke(isWin);
             caombatFinish?.Invoke(isWin);
             UIManager.Instance.ShowLastHindAllShowPanel();
             UIManager.Instance.ShowLastHindAllShowPanel();
+            foreach (var instancePopUIPanel in UIManager.Instance.popUIPanels)
+            {
+                instancePopUIPanel.transform.SetAsLastSibling();
+            }
+      
         }
         }
 
 
         public void Update()
         public void Update()

+ 14 - 3
Assets/Scripts/GameUI/Combat/LevelBattleCombatMono.cs

@@ -2,6 +2,7 @@ using Fort23.Core;
 using Fort23.Mono;
 using Fort23.Mono;
 using GameLogic.Combat;
 using GameLogic.Combat;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.CombatType;
 
 
 namespace GameUI.Combat
 namespace GameUI.Combat
 {
 {
@@ -9,13 +10,23 @@ namespace GameUI.Combat
     {
     {
         protected override async CTask ProGameOver(bool isWin)
         protected override async CTask ProGameOver(bool isWin)
         {
         {
-            await BattleSettlementPanel.OpenPanel(isWin, UICallBack);
+            LevelBattleCombatType levelBattleCombatType = CombatDrive.Instance.CombatController.CombatTypeBasic as LevelBattleCombatType;
+            if (levelBattleCombatType._startCombatInfo.isCombatOverUi)
+            {
+                await BattleSettlementPanel.OpenPanel(isWin, UICallBack);
+            }
+            else
+            {
+                UICallBack();
+            }
+         
         }
         }
 
 
-        private void UICallBack()
+        private async void UICallBack()
         {
         {
+           
+            await UIManager.Instance.HideUIUIPanel<CombatPanel>();
             CombatDrive.Instance.CombatToStage(CombatController.currActiveCombat.isWin);
             CombatDrive.Instance.CombatToStage(CombatController.currActiveCombat.isWin);
-            UIManager.Instance.HideUIUIPanel<CombatPanel>();
         }
         }
     }
     }
 }
 }

+ 10 - 2
Assets/Scripts/GameUI/EventManager/DialogueManager.cs

@@ -148,7 +148,7 @@ public class DialogueManager : Singleton<DialogueManager>
                     if (relust)
                     if (relust)
                     {
                     {
                         CTask cTask = CTask.Create();
                         CTask cTask = CTask.Create();
-                        CombatDrive.Instance.LoadLevelBattleCombat(dialogueConfig.optionPara1[0],
+                        CombatDrive.Instance.LoadLevelBattleCombat(dialogueConfig.optionPara1[0],true,
                             delegate(bool isWin)
                             delegate(bool isWin)
                             {
                             {
                                 LogTool.Log("战斗完成" + isWin);
                                 LogTool.Log("战斗完成" + isWin);
@@ -167,7 +167,7 @@ public class DialogueManager : Singleton<DialogueManager>
                 else
                 else
                 {
                 {
                     CTask cTask = CTask.Create();
                     CTask cTask = CTask.Create();
-                    CombatDrive.Instance.LoadLevelBattleCombat(dialogueConfig.optionPara1[0],
+                    CombatDrive.Instance.LoadLevelBattleCombat(dialogueConfig.optionPara1[0],false,
                         delegate(bool isWin)
                         delegate(bool isWin)
                         {
                         {
                             LogTool.Log("战斗完成" + isWin);
                             LogTool.Log("战斗完成" + isWin);
@@ -201,6 +201,10 @@ public class DialogueManager : Singleton<DialogueManager>
                 await OpenRewardsPanel(eventConfig.ID, itemInfos);
                 await OpenRewardsPanel(eventConfig.ID, itemInfos);
                 LogTool.Log("对话结束,获得奖励");
                 LogTool.Log("对话结束,获得奖励");
                 break;
                 break;
+            //扣除道具
+            case 4:
+                PlayerManager.Instance.BagController.DeductItem(dialogueConfig.ConditionPara[0], dialogueConfig.finishCount);
+                break;
         }
         }
 
 
         if (!EventSystemManager.Instance.IsEvenkLinkComplete(currentDialogueID))
         if (!EventSystemManager.Instance.IsEvenkLinkComplete(currentDialogueID))
@@ -231,6 +235,10 @@ public class DialogueManager : Singleton<DialogueManager>
                 break;
                 break;
             //触发新的事件 eventConfigId
             //触发新的事件 eventConfigId
             case 3:
             case 3:
+                // if ()
+                // {
+                //     
+                // }
                 AccountFileInfo.EventList eventList = EventSystemManager.Instance.AddEvent(dialogueConfig.ResultOptions[0]);
                 AccountFileInfo.EventList eventList = EventSystemManager.Instance.AddEvent(dialogueConfig.ResultOptions[0]);
                 if (eventList != null)
                 if (eventList != null)
                 {
                 {

+ 32 - 43
Assets/Scripts/GameUI/EventManager/EventSystemManager.cs

@@ -147,29 +147,32 @@ public class EventSystemManager : Singleton<EventSystemManager>
         List<AccountFileInfo.EventList> eventLists = new List<AccountFileInfo.EventList>();
         List<AccountFileInfo.EventList> eventLists = new List<AccountFileInfo.EventList>();
 
 
         //找出可以刷新的支线任务
         //找出可以刷新的支线任务
-        List<EventConfig> zhiXianEvents = new List<EventConfig>();
-        for (var i = 0; i < bigMap.ZhixianActivatedPercentage.Length; i++)
+        if (bigMap.ZhixianActivatedPercentage != null)
         {
         {
-            if (PlayerManager.Instance.CurrentPlaces.progress >= bigMap.ZhixianActivatedPercentage[i])
+            List<EventConfig> zhiXianEvents = new List<EventConfig>();
+            for (var i = 0; i < bigMap.ZhixianActivatedPercentage.Length; i++)
             {
             {
-                if (!BagIsEvent(bigMap.ZhixianActivatedPercentage[i]) && CheckCondition(bigMap.ZhixianActivatedPercentage[i]))
+                if (PlayerManager.Instance.CurrentPlaces.progress >= bigMap.ZhixianActivatedPercentage[i])
                 {
                 {
-                    zhiXianEvents.Add(ConfigComponent.Instance.Get<EventConfig>(bigMap.ZhixianActivatedPercentage[i]));
+                    if (!BagIsEvent(bigMap.ZhixianActivatedPercentage[i]) && CanTriggerEvent(bigMap.ZhixianActivatedPercentage[i]))
+                    {
+                        zhiXianEvents.Add(ConfigComponent.Instance.Get<EventConfig>(bigMap.ZhixianActivatedPercentage[i]));
+                    }
                 }
                 }
             }
             }
-        }
 
 
-        foreach (var c in zhiXianEvents)
-        {
-            AccountFileInfo.EventList eventList = AddEvent(c.ID);
-            if (eventList != null)
+            foreach (var c in zhiXianEvents)
             {
             {
-                eventLists.Add(eventList);
-                eventCount--;
-
-                if (eventCount == 0)
+                AccountFileInfo.EventList eventList = AddEvent(c.ID);
+                if (eventList != null)
                 {
                 {
-                    return eventLists;
+                    eventLists.Add(eventList);
+                    eventCount--;
+
+                    if (eventCount == 0)
+                    {
+                        return eventLists;
+                    }
                 }
                 }
             }
             }
         }
         }
@@ -462,39 +465,25 @@ public class EventSystemManager : Singleton<EventSystemManager>
         if (evt.ID == 0)
         if (evt.ID == 0)
             return false;
             return false;
 
 
-        // if (!CheckCondition(evt.EventConditionId[0], evt.EventValue,evt.EventCount))
-        //     return false;
-        // for (var i = 0; i < evt.EventConditionId?.Length; i++)
-        // {
-        //     
-        // }
-
-        return true;
-    }
-
-    /// <summary>
-    /// 检查单个触发条件。
-    /// </summary>
-    public bool CheckCondition(int conditionid)
-    {
-        if (conditionid == 0)
-            return true;
-
-
-        //道具id判断
-        // if (conditionid == 1)
-        // {
-        //     return PlayerManager.Instance.BagController.IsEnough(EventVlaue[0], EventVlaue[1]);
-        // }
-        // else if (conditionid == 3)
-        // {
-        //     return PlayerManager.Instance.myHero.powerUpConfig.ID >= EventVlaue[0];
-        // }
+        switch (evt.EventConditionId)
+        {
+            //背包道具检测
+            case 1:
+                return PlayerManager.Instance.BagController.GetItemCount(evt.EventValue[0]) >= evt.EventCount;
+            //境界判断
+            case 2:
+                return PlayerManager.Instance.myHero.level >= evt.EventCount;
+            //概率判断
+            case 3:
+                int randomValue1 = Random.Range(0, 1001);
 
 
+                return randomValue1 <= evt.EventCount;
+        }
 
 
         return true;
         return true;
     }
     }
 
 
+
     /// <summary>
     /// <summary>
     /// 完成事件
     /// 完成事件
     /// </summary>
     /// </summary>

+ 1 - 1
Assets/Scripts/GameUI/GameApplction.cs

@@ -157,7 +157,7 @@ public class GameApplction : IGameStart
         }
         }
 #endif
 #endif
 
 
-        startCombatInfo.levelBattleId = AccountFileInfo.Instance.playerData.levelBattle;
+        // startCombatInfo.levelBattleId = AccountFileInfo.Instance.playerData.levelBattle;
         CombatDrive.Instance.AddCombatController(new CombatController());
         CombatDrive.Instance.AddCombatController(new CombatController());
         gameStartUIPanel.ShowMassge("loadCombat");
         gameStartUIPanel.ShowMassge("loadCombat");
         gameStartUIPanel.SetSlider(0.95f);
         gameStartUIPanel.SetSlider(0.95f);

+ 17 - 13
Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs

@@ -44,11 +44,12 @@ namespace Fort23.Mono
                 }
                 }
 
 
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
-                EventSystemManager.Instance.isOpenUi = true;
+                // EventSystemManager.Instance.isOpenUi = true;
                 CombatDrive.Instance.CombatController.isUpdate = false;
                 CombatDrive.Instance.CombatController.isUpdate = false;
                 ShopPanel shopPanel = await ShopPanel.OpenPanel();
                 ShopPanel shopPanel = await ShopPanel.OpenPanel();
-                await shopPanel.UIClosed();
-                EventSystemManager.Instance.isOpenUi = false;
+                if (!shopPanel.IsClose)
+                    await shopPanel.UIClosed();
+                // EventSystemManager.Instance.isOpenUi = false;
                 CombatDrive.Instance.CombatController.isUpdate = true;
                 CombatDrive.Instance.CombatController.isUpdate = true;
             });
             });
 
 
@@ -71,10 +72,12 @@ namespace Fort23.Mono
                 }
                 }
 
 
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
-                EventSystemManager.Instance.isOpenUi = true;
+                // EventSystemManager.Instance.isOpenUi = true;
                 MainHeroPanel mainHeroPanel = await MainHeroPanel.OpenPanel();
                 MainHeroPanel mainHeroPanel = await MainHeroPanel.OpenPanel();
-                await mainHeroPanel.UIClosed();
-                EventSystemManager.Instance.isOpenUi = false;
+                if (!mainHeroPanel.IsClose)
+                    await mainHeroPanel.UIClosed();
+                // await mainHeroPanel.UIClosed();
+                // EventSystemManager.Instance.isOpenUi = false;
             });
             });
             Btn_DongFu.onClick.AddListener(async () =>
             Btn_DongFu.onClick.AddListener(async () =>
             {
             {
@@ -84,12 +87,14 @@ namespace Fort23.Mono
                 }
                 }
 
 
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
-                EventSystemManager.Instance.isOpenUi = true;
+                // EventSystemManager.Instance.isOpenUi = true;
                 CombatDrive.Instance.CombatController.isUpdate = false;
                 CombatDrive.Instance.CombatController.isUpdate = false;
                 HeroInformationPanel heroInformationPanel = await HeroInformationPanel.OpenPanel();
                 HeroInformationPanel heroInformationPanel = await HeroInformationPanel.OpenPanel();
-                await heroInformationPanel.UIClosed();
+                // await heroInformationPanel.UIClosed();
+                if (!heroInformationPanel.IsClose)
+                    await heroInformationPanel.UIClosed();
                 CombatDrive.Instance.CombatController.isUpdate = true;
                 CombatDrive.Instance.CombatController.isUpdate = true;
-                EventSystemManager.Instance.isOpenUi = false;
+                // EventSystemManager.Instance.isOpenUi = false;
             });
             });
 
 
             Btn_Back.onClick.AddListener(() =>
             Btn_Back.onClick.AddListener(() =>
@@ -100,10 +105,9 @@ namespace Fort23.Mono
                 // MainPanel.OpenPanel();
                 // MainPanel.OpenPanel();
             });
             });
         }
         }
-        
-        private async  CTask OpenSelectSkillPanel()
+
+        private async CTask OpenSelectSkillPanel()
         {
         {
-            
         }
         }
 
 
         private async void Bnt_shengShi_onClick()
         private async void Bnt_shengShi_onClick()
@@ -171,7 +175,7 @@ namespace Fort23.Mono
             AppBarPanel appBarPanel = null;
             AppBarPanel appBarPanel = null;
             if (UIManager.Instance.GetComponent<AppBarPanel>() == null)
             if (UIManager.Instance.GetComponent<AppBarPanel>() == null)
             {
             {
-                appBarPanel = await UIManager.Instance.LoadAndOpenPanel<AppBarPanel>(null, UILayer.Top);
+                appBarPanel = await UIManager.Instance.LoadAndOpenPanel<AppBarPanel>(null, UILayer.Top, isFocus: false);
             }
             }
             else
             else
             {
             {

+ 52 - 52
Assets/Scripts/GameUI/UI/BattleSettlementPanel/BattleSettlementPanel.cs

@@ -2,55 +2,55 @@ using Fort23.Core;
 
 
 namespace Fort23.Mono
 namespace Fort23.Mono
 {
 {
-	[UIBinding(prefab = "BattleSettlementPanel"  )]
-	public partial class BattleSettlementPanel : UIPanel
-	{
-		
-		private System.Action callBack;
-		private void Init()
-		{
-			isAddStack = false;
-		}
-		protected override void AddEvent()
-		{
-
-		}
-		protected override void DelEvent()
-		{
-
-		}
-		public override void AddButtonEvent()
-		{
-			Button_ok.onClick.AddListener(() =>
-			{
-				UIManager.Instance.HideUIUIPanel(this);
-				callBack?.Invoke();
-				callBack = null;
-			});
-		}
-
-		public void CustomInit(bool isWin,System.Action callBack)
-		{
-			this.callBack = callBack;
-			if (isWin)
-			{
-				Text_Desc.gameObject.SetActive(false);
-				Text_Settlement.text="胜利";
-			}
-			else
-			{
-				Text_Desc.gameObject.SetActive(true);
-				Text_Settlement.text="失败";
-			}
-		}
-
-		public static async CTask<BattleSettlementPanel> OpenPanel(bool isWin,System.Action callBack)
-		{
-			BattleSettlementPanel battleSettlementPanel = await UIManager.Instance.LoadAndOpenPanel<BattleSettlementPanel>(null);
-			battleSettlementPanel.CustomInit(isWin,callBack);
-			
-			return battleSettlementPanel;
-		}
-
-	}
-}
+    [UIBinding(prefab = "BattleSettlementPanel")]
+    public partial class BattleSettlementPanel : UIPanel
+    {
+        private System.Action callBack;
+
+        private void Init()
+        {
+            isAddStack = false;
+        }
+
+        protected override void AddEvent()
+        {
+        }
+
+        protected override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            Button_ok.onClick.AddListener(async () =>
+            {
+                await UIManager.Instance.HideUIUIPanel(this);
+                callBack?.Invoke();
+                callBack = null;
+            });
+        }
+
+        public void CustomInit(bool isWin, System.Action callBack)
+        {
+            this.callBack = callBack;
+            if (isWin)
+            {
+                Text_Desc.gameObject.SetActive(false);
+                Text_Settlement.text = "胜利";
+            }
+            else
+            {
+                Text_Desc.gameObject.SetActive(true);
+                Text_Settlement.text = "失败";
+            }
+        }
+
+        public static async CTask<BattleSettlementPanel> OpenPanel(bool isWin, System.Action callBack)
+        {
+            BattleSettlementPanel battleSettlementPanel = await UIManager.Instance.LoadAndOpenPanel<BattleSettlementPanel>(null);
+            battleSettlementPanel.CustomInit(isWin, callBack);
+
+            return battleSettlementPanel;
+        }
+    }
+}

+ 14 - 2
Assets/Scripts/GameUI/UI/DialoguePanel/DialogueBubblePanel.cs

@@ -31,7 +31,7 @@ namespace Fort23.Mono
 
 
         public static async CTask OpenDialoguePanel(int id, Action<int?> finish)
         public static async CTask OpenDialoguePanel(int id, Action<int?> finish)
         {
         {
-            DialogueBubblePanel dialoguePanel = await UIManager.Instance.LoadAndOpenPanel<DialogueBubblePanel>(null, UILayer.Bottom);
+            DialogueBubblePanel dialoguePanel = await UIManager.Instance.LoadAndOpenPanel<DialogueBubblePanel>(null, UILayer.Bottom, isFocus: false);
             dialoguePanel.ShowPanel(id, finish);
             dialoguePanel.ShowPanel(id, finish);
         }
         }
 
 
@@ -154,8 +154,20 @@ namespace Fort23.Mono
             //
             //
             // dotPoint.anchoredPosition = p;
             // dotPoint.anchoredPosition = p;
 
 
-            if (EventSystemManager.Instance.isOpenUi)
+            // if (EventSystemManager.Instance.isOpenUi)
+            //     return;
+
+            //不是组界面不进行挂机事件对话
+            // MainPanel mainPanel = UIManager.Instance.GetComponent<MainPanel>();
+            // if (mainPanel == null || mainPanel.IsClose || !mainPanel.transform.gameObject.activeInHierarchy)
+            // {
+            //     return;
+            // }
+
+            if (UIManager.Instance.currOpenPanel == null || UIManager.Instance.currOpenPanel.GetType() != typeof(MainPanel) || UIManager.Instance.popUIPanels.Count > 0)
+            {
                 return;
                 return;
+            }
 
 
             Vector3 worldPos = CombatDrive.Instance.CombatController.playerHeroEntity.combatHeroGameObject.hpTransform.position;
             Vector3 worldPos = CombatDrive.Instance.CombatController.playerHeroEntity.combatHeroGameObject.hpTransform.position;
             Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(worldPos);
             Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(worldPos);

+ 8 - 0
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventPreviewPanel.cs

@@ -10,6 +10,9 @@ namespace Fort23.Mono
     {
     {
         private void Init()
         private void Init()
         {
         {
+            isPopUi = true;
+            // isAddStack = true;
+            // IsShowAppBar = false;
         }
         }
 
 
         protected override void AddEvent()
         protected override void AddEvent()
@@ -18,6 +21,11 @@ namespace Fort23.Mono
         }
         }
 
 
 
 
+        public override CTask GetFocus()
+        {
+            return base.GetFocus();
+        }
+
         protected override void DelEvent()
         protected override void DelEvent()
         {
         {
             EventManager.Instance.RemoveEventListener(CustomEventType.RemoveEvent, RemoveEvent);
             EventManager.Instance.RemoveEventListener(CustomEventType.RemoveEvent, RemoveEvent);

+ 2 - 0
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventResultPanel.cs

@@ -14,6 +14,8 @@ namespace Fort23.Mono
 
 
         private void Init()
         private void Init()
         {
         {
+            // isAddStack = true;
+            // IsShowAppBar = false;
         }
         }
 
 
         protected override void AddEvent()
         protected override void AddEvent()

+ 2 - 2
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs

@@ -26,7 +26,7 @@ namespace Fort23.Mono
 
 
         private void Init()
         private void Init()
         {
         {
-         
+            isPopUi = true;
         }
         }
 
 
         protected override void AddEvent()
         protected override void AddEvent()
@@ -156,7 +156,7 @@ namespace Fort23.Mono
 
 
                 // UIManager.Instance.HindCurrAllShowPanel();
                 // UIManager.Instance.HindCurrAllShowPanel();
 
 
-                CombatDrive.Instance.LoadLevelBattleCombat(heroPowerUpConfig.DujieLevelbattleID,
+                CombatDrive.Instance.LoadLevelBattleCombat(heroPowerUpConfig.DujieLevelbattleID,true,
                     delegate(bool isWin)
                     delegate(bool isWin)
                     {
                     {
                         LogTool.Log("战斗完成" + isWin);
                         LogTool.Log("战斗完成" + isWin);

+ 1 - 1
Assets/Scripts/GameUI/UI/HeroInformationPanel/SelectBreakthroughItemPanel.cs

@@ -20,7 +20,7 @@ namespace Fort23.Mono
 
 
         private void Init()
         private void Init()
         {
         {
-         
+            isPopUi = true;
         }
         }
 
 
         protected override void AddEvent()
         protected override void AddEvent()

+ 1 - 1
Assets/Scripts/GameUI/UI/HeroInformationPanel/SelectElixirPanel.cs

@@ -24,7 +24,7 @@ namespace Fort23.Mono
 
 
         private void Init()
         private void Init()
         {
         {
-            
+            isPopUi = true;
         }
         }
 
 
         protected override void AddEvent()
         protected override void AddEvent()

+ 1 - 0
Assets/Scripts/GameUI/UI/HeroInformationPanel/UseExpElixirPanel.cs

@@ -14,6 +14,7 @@ namespace Fort23.Mono
 
 
         private void Init()
         private void Init()
         {
         {
+            isPopUi = true;
         }
         }
 
 
         protected override void AddEvent()
         protected override void AddEvent()

+ 6 - 4
Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs

@@ -85,15 +85,17 @@ namespace Fort23.Mono
 
 
         public override CTask<bool> AsyncInit(object[] uiData)
         public override CTask<bool> AsyncInit(object[] uiData)
         {
         {
-            ChagneShenshiBtnActive();
-            CreatShengShiEvent();
-            ChangeMap(null);
             return base.AsyncInit(uiData);
             return base.AsyncInit(uiData);
         }
         }
 
 
         public async override CTask Show()
         public async override CTask Show()
         {
         {
             await base.Show();
             await base.Show();
+
+            ChagneShenshiBtnActive();
+            CreatShengShiEvent();
+            ChangeMap(null);
+
             bool isHIde = false;
             bool isHIde = false;
             foreach (var skillInfo in PlayerManager.Instance.GongFaControl.allUseSkill)
             foreach (var skillInfo in PlayerManager.Instance.GongFaControl.allUseSkill)
             {
             {
@@ -158,7 +160,7 @@ namespace Fort23.Mono
 
 
             if (count >= 1)
             if (count >= 1)
             {
             {
-                AccountFileInfo.EventList eventList = EventSystemManager.Instance.GetMainEventDta() == null ? null : EventSystemManager.Instance.GetMainEventDta();
+                AccountFileInfo.EventList eventList = EventSystemManager.Instance.GetMainEventDta();
                 eventList = eventList == null ? AccountFileInfo.Instance.playerData.eventList[0] : eventList;
                 eventList = eventList == null ? AccountFileInfo.Instance.playerData.eventList[0] : eventList;
                 if (shengShiEventWidget == null)
                 if (shengShiEventWidget == null)
                 {
                 {

+ 2 - 1
Assets/Scripts/GameUI/UI/RewardsPanel/ShowItemNumberCom.cs

@@ -16,6 +16,7 @@ namespace Fort23.Mono
         private void Init()
         private void Init()
         {
         {
         }
         }
+        
 
 
         public override void AddEvent()
         public override void AddEvent()
         {
         {
@@ -31,7 +32,7 @@ namespace Fort23.Mono
 
 
         public static async CTask<ShowItemNumberCom> Open(Vector3 pos, ItemInfo itemInfo)
         public static async CTask<ShowItemNumberCom> Open(Vector3 pos, ItemInfo itemInfo)
         {
         {
-            ShowItemNumberCom showItemNumberCom = await UIManager.Instance.CreateGComponent<ShowItemNumberCom>(null, UIManager.Instance.GetLayer(UILayer.Middle));
+            ShowItemNumberCom showItemNumberCom = await UIManager.Instance.CreateGComponent<ShowItemNumberCom>(null, UIManager.Instance.GetLayer(UILayer.Bottom));
             Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(pos);
             Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(pos);
             Vector3 p2 = UIManager.Instance.UICamera.ScreenToWorldPoint(p);
             Vector3 p2 = UIManager.Instance.UICamera.ScreenToWorldPoint(p);
             showItemNumberCom.GObjectPoolInterface.GetComponent<RectTransform>().position = p2;
             showItemNumberCom.GObjectPoolInterface.GetComponent<RectTransform>().position = p2;

+ 1 - 15
Assets/Scripts/GameUI/UI/ShopPanel/ShopPanel.cs

@@ -13,7 +13,6 @@ namespace Fort23.Mono
         private List<ShopGroupWidgetType1> _shopGroupWidgetType1s = new List<ShopGroupWidgetType1>();
         private List<ShopGroupWidgetType1> _shopGroupWidgetType1s = new List<ShopGroupWidgetType1>();
 
 
         List<EnergyWidget> _energyWidgets = new List<EnergyWidget>();
         List<EnergyWidget> _energyWidgets = new List<EnergyWidget>();
-        // public bool isPauseCombat;
 
 
         private void Init()
         private void Init()
         {
         {
@@ -50,12 +49,6 @@ namespace Fort23.Mono
         {
         {
             await base.Show();
             await base.Show();
 
 
-            // if (isPauseCombat)
-            // {
-            //     if (CombatController.currActiveCombat != null)
-            //         CombatController.currActiveCombat.isUpdate = false;
-            // }
-
 
 
             foreach (var widget in _energyWidgets)
             foreach (var widget in _energyWidgets)
             {
             {
@@ -117,13 +110,6 @@ namespace Fort23.Mono
 
 
         public override void Close()
         public override void Close()
         {
         {
-            // if (isPauseCombat)
-            // {
-            //     if (CombatController.currActiveCombat != null)
-            //         CombatController.currActiveCombat.isUpdate = true;
-            // }
-
-
             foreach (var shopGroupWidgetType1 in _shopGroupWidgetType1s)
             foreach (var shopGroupWidgetType1 in _shopGroupWidgetType1s)
             {
             {
                 UIManager.Instance.DormancyGComponent(shopGroupWidgetType1);
                 UIManager.Instance.DormancyGComponent(shopGroupWidgetType1);
@@ -151,7 +137,7 @@ namespace Fort23.Mono
         {
         {
             ShopPanel shopPanel = await UIManager.Instance.LoadAndOpenPanel<ShopPanel>(null, uiData: new object[] { isPauseCombat });
             ShopPanel shopPanel = await UIManager.Instance.LoadAndOpenPanel<ShopPanel>(null, uiData: new object[] { isPauseCombat });
 
 
-            await shopPanel.CustomInit();
+            shopPanel.CustomInit();
             return shopPanel;
             return shopPanel;
         }
         }
     }
     }

二进制
Excel2Json/Excel/EventConfig.xlsx


+ 2 - 0
XiuXianGame.sln.DotSettings.user

@@ -1,9 +1,11 @@
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