Browse Source

修改bug

DESKTOP-FB72PO8\Administrator 3 days ago
parent
commit
8bc7a14a39

+ 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);
         }
 

+ 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,
     }
-
 }

+ 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()
         {
         }