DESKTOP-FB72PO8\Administrator 1 hari lalu
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8914f272e1

+ 24 - 0
Assets/Res/AnimtionCurveLibrary/GameAnimationCurveLibrary.asset

@@ -217,3 +217,27 @@ MonoBehaviour:
     m_PreInfinity: 2
     m_PostInfinity: 2
     m_RotationOrder: 4
+  switchSceneCurve:
+    serializedVersion: 2
+    m_Curve:
+    - serializedVersion: 3
+      time: 0
+      value: 0
+      inSlope: 2
+      outSlope: 2
+      tangentMode: 0
+      weightedMode: 0
+      inWeight: 0
+      outWeight: 0
+    - serializedVersion: 3
+      time: 1
+      value: 1
+      inSlope: 0
+      outSlope: 0
+      tangentMode: 0
+      weightedMode: 0
+      inWeight: 0
+      outWeight: 0
+    m_PreInfinity: 2
+    m_PostInfinity: 2
+    m_RotationOrder: 4

+ 2 - 2
Assets/Res/Config/GroupConfig.json

@@ -757,10 +757,10 @@
     {
       "ID": 10001,
       "GroupMonsterLevel": [
-        5
+        205
       ],
       "GroupMonster": [
-        9002
+        9005
       ]
     },
     {

+ 1 - 1
Assets/Res/Config/LevelbattleConfig.json

@@ -543,7 +543,7 @@
     {
       "ID": 10001,
       "Group": [
-        100001
+        10001
       ],
       "combatTime": 120.0,
       "combatType": 1,

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

@@ -25,4 +25,5 @@ public class AnimationCurveLibrary : ScriptableObject
     [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;
     [Header("加速飞行的加速度曲线")] public AnimationCurve flightSpeedCurve;
+    [Header("切换场景时的飞行曲线")] public AnimationCurve switchSceneCurve;
 }

+ 11 - 5
Assets/Scripts/GameLogic/Combat/CombatState/CombatSceneSwitchState.cs

@@ -4,6 +4,7 @@ using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using UnityEngine;
+using Utility.UITool;
 
 namespace GameLogic.Combat.CombatState
 {
@@ -16,6 +17,8 @@ namespace GameLogic.Combat.CombatState
         private int state;
         private Vector3 startPos;
         private Vector3 startEulerAngles;
+        private float speed=0.5f;
+        private float feiXingCurTime;
 
         public CombatSceneSwitchState(CombatController combatController) : base(combatController)
         {
@@ -37,10 +40,12 @@ namespace GameLogic.Combat.CombatState
             startEulerAngles = playerHeroEntity.GameObject.transform.rotation.eulerAngles;
 
             // CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
-            Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(1, 2, 1));
+            Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(2, 2, 1));
             moveTargetDir = (target - playerHeroEntity.GameObject.transform.forward).normalized;
+            dir = playerHeroEntity.GameObject.transform.forward;
             currTime = 0;
             state = 0;
+            feiXingCurTime = 0;
         }
 
         protected override void ProUpdate(float t)
@@ -52,7 +57,7 @@ namespace GameLogic.Combat.CombatState
             }
 
             currTime += t;
-            if (currTime > 3 && state == 0)
+            if (currTime > 2 && state == 0)
             {
                 state = 1;
                 EventManager.Instance.Dispatch(CustomEventType.ShowLoadingUI, null);
@@ -65,9 +70,11 @@ namespace GameLogic.Combat.CombatState
                 return;
             }
 
+            feiXingCurTime += t * speed;
+            float dirT = AnimationCurveManager.Instance.AnimationCurveLibrary.switchSceneCurve.Evaluate(feiXingCurTime);
             Vector3 pos = playerHeroEntity.dotPos;
 
-            Vector3 currDir = Vector3.Lerp(playerHeroEntity.GameObject.transform.forward, moveTargetDir, 0.3f);
+            Vector3 currDir = Vector3.Lerp(dir, moveTargetDir, dirT);
 
 
             pos += currDir.normalized * 15 * t;
@@ -79,7 +86,7 @@ namespace GameLogic.Combat.CombatState
 
         private async void InitScenes()
         {
-            await TimerComponent.Instance.WaitAsync(600);
+            await TimerComponent.Instance.WaitAsync(2600);
             state = 2;
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
             playerHeroEntity.GameObject.transform.position = startPos;
@@ -90,7 +97,6 @@ namespace GameLogic.Combat.CombatState
             EventManager.Instance.Dispatch(CustomEventType.CloseLoadingUI, null);
             CombatController.CombatCameraControllder.isStop = false;
             CombatController.ChangeState(CombatController.fight);
-         
         }
     }
 }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S1401.cs

@@ -57,7 +57,7 @@ namespace GameLogic.Combat.Skill
                 }
             }
 
-            if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
+            if (SelfSkillConfig.level > 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
             {
                 long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
                     CombatHeroEntity.CurrCombatHeroInfo.attack.Value,

File diff ditekan karena terlalu besar
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


TEMPAT SAMPAH
Excel2Json/Excel/LevelBattle.xlsx


+ 1 - 0
XiuXianGame.sln.DotSettings.user

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