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修改bug

DESKTOP-FB72PO8\Administrator 2 天之前
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8edd914e74

+ 15 - 1
Assets/Res/Config/GroupConfig.json

@@ -3,7 +3,16 @@
     {
       "ID": 100001,
       "GroupMonster": [
-        1001
+        5001,
+        1002
+      ],
+      "qiangDu": [
+        60,
+        40
+      ],
+      "levelAdd": [
+        -1,
+        -2
       ]
     },
     {
@@ -129,6 +138,7 @@
     {
       "ID": 2001,
       "GroupMonsterLevel": [
+        40,
         40
       ],
       "GroupMonster": [
@@ -143,6 +153,7 @@
     {
       "ID": 2002,
       "GroupMonsterLevel": [
+        50,
         50
       ],
       "GroupMonster": [
@@ -157,6 +168,7 @@
     {
       "ID": 2003,
       "GroupMonsterLevel": [
+        60,
         60
       ],
       "GroupMonster": [
@@ -171,6 +183,7 @@
     {
       "ID": 2004,
       "GroupMonsterLevel": [
+        70,
         70
       ],
       "GroupMonster": [
@@ -185,6 +198,7 @@
     {
       "ID": 2005,
       "GroupMonsterLevel": [
+        80,
         80
       ],
       "GroupMonster": [

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

@@ -544,7 +544,7 @@
       ],
       "skillID": [
         -1,
-        2003,
+        -1,
         1105,
         -1,
         1104,
@@ -552,7 +552,7 @@
         1101,
         -1,
         1103,
-        2003
+        -1
       ],
       "skillActiveLv": [
         1,

文件差异内容过多而无法显示
+ 252 - 252
Assets/Res/Config/HeroPowerUpConfig.json


+ 7 - 0
Assets/Res/Config/LevelbattleConfig.json

@@ -319,6 +319,13 @@
       "combatType": 1,
       "MonsterGroupTruePower": 100,
       "MonsterGroupPower": 100
+    },
+    {
+      "ID": 101,
+      "combatTime": 0,
+      "combatType": 0,
+      "MonsterGroupTruePower": 0,
+      "MonsterGroupPower": 0
     }
   ]
 }

文件差异内容过多而无法显示
+ 252 - 252
Assets/Res/Config/MonsterPowerUpConfig.json


+ 12 - 12
Assets/Res/Config/SkillConfig.json

@@ -205,8 +205,8 @@
       "SkillType": 1,
       "level": 1,
       "effectValue": [
-        6.0,
-        50.0
+        1.0,
+        300.0
       ],
       "intensifierIndex": [
         2
@@ -229,8 +229,8 @@
       "SkillType": 1,
       "level": 2,
       "effectValue": [
-        6.0,
-        50.0,
+        1.0,
+        400.0,
         25.0
       ],
       "intensifierIndex": [
@@ -257,8 +257,8 @@
       "SkillType": 1,
       "level": 3,
       "effectValue": [
-        6.0,
-        50.0,
+        1.0,
+        400.0,
         25.0
       ],
       "intensifierIndex": [
@@ -291,8 +291,8 @@
       "SkillType": 1,
       "level": 4,
       "effectValue": [
-        6.0,
-        50.0,
+        1.0,
+        500.0,
         25.0
       ],
       "intensifierIndex": [
@@ -325,8 +325,8 @@
       "SkillType": 1,
       "level": 5,
       "effectValue": [
-        6.0,
-        50.0,
+        1.0,
+        500.0,
         25.0
       ],
       "intensifierIndex": [
@@ -359,8 +359,8 @@
       "SkillType": 1,
       "level": 6,
       "effectValue": [
-        6.0,
-        50.0,
+        1.0,
+        600.0,
         25.0,
         100.0,
         30.0

+ 18 - 2
Assets/Scenes/testCombat.scene

@@ -2187,10 +2187,18 @@ PrefabInstance:
       propertyPath: m_LocalEulerAnglesHint.z
       value: 0
       objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyLevel
+      value: 150
+      objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: isZhanZhuang
       value: 0
       objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: levelBattleId
+      value: 100001
+      objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: zhanZhuangTime
       value: 200
@@ -2257,7 +2265,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].heroID
-      value: 5006
+      value: 5001
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[1].heroID
@@ -2273,7 +2281,15 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].skillStart
-      value: 4
+      value: 3
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[0].skillLevel
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[0].skillStart
+      value: 0
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[1].skillLevel

+ 10 - 0
Assets/Scripts/GameData/ExcelConfig/GroupConfig.cs

@@ -54,6 +54,16 @@ namespace Excel2Json
 #endif
 		
 
+		/// <summary>
+		///等级额外添加值
+		/// </summary>
+#if !COMBAT_SERVER
+		public int[] levelAdd;
+#else
+		public int[] levelAdd{ set; get; }
+#endif
+		
+
 	}
 
 }

+ 65 - 7
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -61,7 +61,16 @@ namespace GameLogic.Combat.CombatType
 
             TestCombat(cTaskAwaitBuffer);
             InitTestCombatBoChi();
-            CreateEnemy(cTaskAwaitBuffer);
+            if (testCombatHeroConfig.levelBattleId <= 0)
+            {
+                CreateEnemy(cTaskAwaitBuffer);
+            }
+            else
+            {
+                CreateEnemyForLevelBattle(cTaskAwaitBuffer);
+            }
+
+
             await cTaskAwaitBuffer.WaitAll();
             CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
         }
@@ -74,10 +83,25 @@ namespace GameLogic.Combat.CombatType
             currEnemyIndex++;
         }
 
-        public async CTask LoadCombat(int levelBattleId)
+        public void CreateEnemyForLevelBattle(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
-            LevelbattleConfig levelbattleConfig = ConfigComponent.Instance.Get<LevelbattleConfig>(levelBattleId);
-            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
+            int enemyLevel = testCombatHeroConfig.enemyLevel;
+            if (enemyLevel <= 0)
+            {
+                enemyLevel = testCombatHeroConfig.myHeroInfo[0].level;
+            }
+
+            LevelbattleConfig levelbattleConfig =
+                ConfigComponent.Instance.Get<LevelbattleConfig>(testCombatHeroConfig.levelBattleId);
+
+            float d = CombatController.currActiveCombat.CombatSenceController.currTime + 0.4f;
+            Vector3 startPos =
+                CombatController.currActiveCombat.CombatSenceController.GetTarget(d) + new Vector3(0, 1, 0);
+            Vector3 startPos2 =
+                CombatController.currActiveCombat.CombatSenceController.GetTarget(d + 0.01f) + new Vector3(0, 1, 0);
+            Vector3 dir = startPos2 - startPos;
+            Quaternion quaternion = Quaternion.LookRotation(dir);
+
             for (int i = 0; i < levelbattleConfig.Group.Length; i++)
             {
                 int group = levelbattleConfig.Group[i];
@@ -85,11 +109,45 @@ namespace GameLogic.Combat.CombatType
                 int[] monster = groupConfig.GroupMonster;
                 for (int j = 0; j < monster.Length; j++)
                 {
+                    int level = enemyLevel;
+                    if (groupConfig.GroupMonsterLevel != null)
+                    {
+                        level = groupConfig.GroupMonsterLevel[j];
+                    }
+
+                    if (groupConfig.levelAdd != null)
+                    {
+                        level += groupConfig.levelAdd[j];
+                    }
+
+                    int monsterHeroModel = monster[j];
+                    int qiangdu = 100;
+
+                    if (groupConfig.qiangDu != null)
+                    {
+                        qiangdu = groupConfig.qiangDu[j];
+                    }
+
+                    CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
+                    combatHeroInfo.InitMonster(monsterHeroModel, level);
+                    // combatHeroInfo.hp = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(combatHeroInfo.hp.Value,qiangdu);
+                    combatHeroInfo.attack = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(combatHeroInfo.attack.Value,qiangdu);
+                    combatHeroInfo.defense = (EncryptionLong)CombatCalculateTool.Instance.GetVlaueRatioForLong(combatHeroInfo.defense.Value,qiangdu);
+                    combatHeroInfo.gongFaStrength = qiangdu - 100;
+                    int index = j;
+                    index %= monster.Length;
+                    // TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = enemyHeroInfo[index];
+                    CombatHeroEntity heroEntity = new CombatHeroEntity();
+                    heroEntity.IsEnemy = true;
+                    heroEntity.isCreateHeroHp = i != 0;
+                    heroEntity.isZhanZhuang = testCombatHeroConfig.isZhanZhuang;
+                    // CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
+                    // testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo));
+                    Vector3 pos = startPos + quaternion * enemyHeroPosOff[index];
+                    cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatHeroAi(), combatHeroInfo, pos,
+                        delegate(CombatHeroEntity entity) { combatController.CombatHeroController.AddHero(entity); }));
                 }
             }
-
-            await cTaskAwaitBuffer.WaitAll();
-            cTaskAwaitBuffer.Dispose();
         }
 
         public void CreateEnemy(CTaskAwaitBuffer cTaskAwaitBuffer)

+ 21 - 19
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -31,6 +31,7 @@ namespace GameLogic.Combat.Skill
         /// 使用时候延长多长时间才能使用
         /// </summary>
         public float DelayUseSkillCd;
+
         public int skillGuid;
         public int UseCount;
 
@@ -71,9 +72,9 @@ namespace GameLogic.Combat.Skill
 
         private CombatHeroEntity _combatHeroEntity;
 
-        private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>
+        private Map<string, System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures>>
             _triggerCallBack =
-                new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures>>();
+                new Map<string, Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures>>();
 
         public SkillConfig SelfSkillConfig;
 
@@ -141,9 +142,9 @@ namespace GameLogic.Combat.Skill
 
         protected SkillInfo skillInfo;
 
-        protected int ballisticsCount=1;
+        protected int ballisticsCount = 1;
+
 
-    
         public T This<T>()
         {
             return (T)(object)this;
@@ -175,8 +176,12 @@ namespace GameLogic.Combat.Skill
         public SkillFeaturesData GetSkillFeaturesData()
         {
             SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
-            skillFeaturesData.hp =
-                (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType)/ballisticsCount);
+
+            long v = (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
+            v += CombatCalculateTool.Instance.GetVlaueRatioForLong(v,
+                CombatHeroEntity.CurrCombatHeroInfo.gongFaStrength);
+            skillFeaturesData.hp = v /
+                                   ballisticsCount;
             skillFeaturesData.maxHp = skillFeaturesData.hp;
             return skillFeaturesData;
         }
@@ -249,7 +254,6 @@ namespace GameLogic.Combat.Skill
             _isDis = false;
         }
 
-       
 
         /// <summary>
         /// 开始游戏
@@ -328,19 +332,20 @@ namespace GameLogic.Combat.Skill
 
 
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
-            TriggerData triggerData,ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
+            TriggerData triggerData, ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)
         {
             if (target == null || target.combatHeroEntity == null)
             {
                 return null;
             }
 
-            return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,skillFeatures,
+            return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData, wuXingType,
+                skillFeatures,
                 harmType);
         }
 
         public HarmReturnInfo Recover(CombatHeroEntity source, CombatHeroHitPoint target, long att,
-            AttType attType, HarmType harmType=HarmType.Recover)
+            AttType attType, HarmType harmType = HarmType.Recover)
         {
             return CombatCalculateTool.Instance.Recover(source, target, att, attType, harmType, triggerData);
         }
@@ -395,9 +400,6 @@ namespace GameLogic.Combat.Skill
             _combatHeroEntity = null;
         }
 
-    
-
-    
 
         public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
         {
@@ -426,7 +428,7 @@ namespace GameLogic.Combat.Skill
         /// <param name="groupName"></param>
         /// <param name="callBack"></param>
         protected void AddTriggerCallBack(string groupName,
-            System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData,ISkillFeatures> callBack)
+            System.Action<string, CombatHeroHitPoint, ITimelineFxLogic, TriggerData, ISkillFeatures> callBack)
         {
             if (!_triggerCallBack.ContainsKey(groupName))
             {
@@ -534,7 +536,7 @@ namespace GameLogic.Combat.Skill
         /// <param name="time"></param>
         public void CombatUpdate(float time)
         {
-            DelayUseSkillCd-=time;
+            DelayUseSkillCd -= time;
             ProCombatUpdate(time);
         }
 
@@ -577,7 +579,7 @@ namespace GameLogic.Combat.Skill
         /// <param name="targetEntity">目标对象(敌人)</param>
         /// <param name="triggerData">触发的额外数据——透传数据</param>
         public void TimeLineTrigger(string groupName, ILifetCycleHitPoint targetEntity,
-            ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
+            ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures)
         {
             if (targetEntity == null || _isDis)
             {
@@ -588,13 +590,13 @@ namespace GameLogic.Combat.Skill
             {
                 _triggerCallBack[groupName]?.Invoke(groupName,
                     targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
-                    triggerData,skillFeatures);
+                    triggerData, skillFeatures);
             }
             else
             {
                 ProDefaultTimeLineTrigger(groupName,
                     targetEntity != null ? targetEntity.This<CombatHeroHitPoint>() : null, timelineFxLogic,
-                    triggerData,skillFeatures);
+                    triggerData, skillFeatures);
             }
         }
 
@@ -722,7 +724,7 @@ namespace GameLogic.Combat.Skill
         /// <param name="targetEntity"></param>
         /// <param name="triggerData"></param>
         protected virtual void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
-            ITimelineFxLogic timelineFxLogic, TriggerData triggerData,ISkillFeatures skillFeatures)
+            ITimelineFxLogic timelineFxLogic, TriggerData triggerData, ISkillFeatures skillFeatures)
         {
         }
 

+ 4 - 0
Assets/Scripts/GameLogic/CombatScenesTool/TestCombatHeroConfig.cs

@@ -66,7 +66,11 @@ namespace GameLogic.CombatScenesTool
 
         public TestHeroInfoConfig[] myHeroInfo;
         public List<TestHeroInfoConfig> enemyHeroInfo = new List<TestHeroInfoConfig>();
+
+        [Header("测试的levelBattle等级")]  public int levelBattleId;
+        [Header("测试的怪物等级")]  public int enemyLevel;
         [Header("是否站桩")] public bool isZhanZhuang;
         [Header("站桩时间")] public float zhanZhuangTime;
+        
     }
 }

二进制
Excel2Json/Excel/HeroModel.xlsx


二进制
Excel2Json/Excel/HeroPowerUp.xlsx


二进制
Excel2Json/Excel/LevelBattle.xlsx


二进制
Excel2Json/Excel/MonsterPowerUp.xlsx


二进制
Excel2Json/Excel/skill.xlsx


二进制
Excel2Json/Excel/修仙游戏数据规划表.xlsx


二进制
Excel2Json/Excel/数据验证.xlsx


部分文件因为文件数量过多而无法显示