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Merge branch 'master' of http://192.168.123.2:3000/ck/XiuXianGame

# Conflicts:
#	Excel2Json/Excel/EventConfig.xlsx   resolved by master version
liao 14 godzin temu
rodzic
commit
90151c8d70
42 zmienionych plików z 702 dodań i 457 usunięć
  1. 4 0
      Assets/Art/ArtHero/Boss_Tree.prefab
  2. 2 2
      Assets/Art/Character/Guaiwu/TreeBoss/Boss_Tree.playable
  3. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9062 zd.prefab
  4. 1 1
      Assets/Art/VFX/FXPrefabs/fx boss 9063 zd.prefab
  5. 20 0
      Assets/Res/Config/BuffConfig.json
  6. 0 0
      Assets/Res/TimeLineAssets/Boss_Tree_TD.txt
  7. 2 2
      Assets/Res/UI/MainPanel/MainPanel.prefab
  8. 2 0
      Assets/Res/UI/ShowItemMoveToTargetPanel.prefab
  9. 10 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1026.cs
  10. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1026.cs.meta
  11. 1 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  12. 1 1
      Assets/Scripts/GameLogic/Combat/CombatType/CombatTypeBasic.cs
  13. 2 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs
  14. 2 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs
  15. 9 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  16. 1 7
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs
  17. 7 1
      Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillSlots.cs
  18. 7 0
      Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs
  19. 5 5
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3101.cs
  20. 4 5
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3102.cs
  21. 3 4
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3201.cs
  22. 4 5
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3203.cs
  23. 3 6
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3301.cs
  24. 1 11
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3402.cs
  25. 9 8
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901001.cs
  26. 15 2
      Assets/Scripts/GameLogic/Combat/Skill/S9061.cs
  27. 2 0
      Assets/Scripts/GameLogic/Combat/Skill/S9062.cs
  28. 22 0
      Assets/Scripts/GameLogic/Combat/Skill/S9063.cs
  29. 5 0
      Assets/Scripts/GameLogic/Combat/Skill/S9064.cs
  30. 5 0
      Assets/Scripts/GameLogic/Combat/Skill/S9071.cs
  31. 5 0
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  32. 1 0
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/S9062_FxLogic.cs
  33. 0 7
      Assets/Scripts/GameUI/GameApplction.cs
  34. 4 1
      Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidget.cs
  35. 9 4
      Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventPreviewPanel.cs
  36. 1 0
      Assets/Scripts/GameUI/UI/DivineSence/DivineSenceInfoPanel.cs
  37. 1 7
      Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2.cs
  38. 1 1
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs
  39. 4 7
      Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs
  40. 1 6
      Assets/Scripts/GameUI/UI/ShowItemMoveToTargetPanel/ShowItemMoveToTargetPanel.cs
  41. BIN
      Excel2Json/Excel/Buff.xlsx
  42. 522 358
      UserSettings/Layouts/default-2022.dwlt

+ 4 - 0
Assets/Art/ArtHero/Boss_Tree.prefab

@@ -2774,6 +2774,10 @@ PrefabInstance:
       propertyPath: m_LocalEulerAnglesHint.z
       value: 0
       objectReference: {fileID: 0}
+    - target: {fileID: 6846769208510080638, guid: d1eb17aa1fc16a14f8f201016226cc68, type: 3}
+      propertyPath: delayTime
+      value: 0.7
+      objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedGameObjects: []
     m_AddedGameObjects: []

+ 2 - 2
Assets/Art/Character/Guaiwu/TreeBoss/Boss_Tree.playable

@@ -771,7 +771,7 @@ MonoBehaviour:
   m_Children: []
   m_Clips:
   - m_Version: 1
-    m_Start: 1.5
+    m_Start: 0.4
     m_ClipIn: 0
     m_Asset: {fileID: -3916580764650170293}
     m_Duration: 1
@@ -1921,7 +1921,7 @@ MonoBehaviour:
   m_Children: []
   m_Clips:
   - m_Version: 1
-    m_Start: 1.5
+    m_Start: 1.1666666666666665
     m_ClipIn: 0
     m_Asset: {fileID: -2249753213640787348}
     m_Duration: 1.5

+ 1 - 1
Assets/Art/VFX/FXPrefabs/fx boss 9062 zd.prefab

@@ -5001,7 +5001,7 @@ MonoBehaviour:
   moveTarget: {fileID: 0}
   delayTime: 0
   multipleTargetDelayTime: 0
-  hitFxName: 
+  hitFxName: fx boss 9062 tar
   hitAudioName: 
   extraMoveSpeed: 0
   isNotMove: 0

+ 1 - 1
Assets/Art/VFX/FXPrefabs/fx boss 9063 zd.prefab

@@ -14745,7 +14745,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   moveTarget: {fileID: 0}
-  delayTime: 0.5
+  delayTime: 0.7
   multipleTargetDelayTime: 0.2
   hitFxName: fx boss 9063 hit
   hitAudioName: 

+ 20 - 0
Assets/Res/Config/BuffConfig.json

@@ -503,6 +503,26 @@
       "IsControlBuff": 0,
       "IsHideIcon": 0,
       "scriptsName": "b_1025"
+    },
+    {
+      "ID": 10261,
+      "nameTest": "大树隐身状态",
+      "decTest": "大树隐身状态",
+      "icon": "icon_b1026",
+      "buffName": 500003,
+      "buffEffectDes": 500044,
+      "buffGroup": 1026,
+      "overlayCount": 99,
+      "effectValue": [
+        3.0
+      ],
+      "timeType": 2,
+      "buffTime": 9.0,
+      "buffType": 2,
+      "dispelType": 1,
+      "IsControlBuff": 0,
+      "IsHideIcon": 0,
+      "scriptsName": "b_1026"
     }
   ]
 }

Plik diff jest za duży
+ 0 - 0
Assets/Res/TimeLineAssets/Boss_Tree_TD.txt


+ 2 - 2
Assets/Res/UI/MainPanel/MainPanel.prefab

@@ -110,7 +110,7 @@ RectTransform:
   m_Father: {fileID: 3729966574632931888}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
-  m_AnchorMax: {x: 0, y: 0}
+  m_AnchorMax: {x: 1, y: 1}
   m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
@@ -1912,7 +1912,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!224 &8620268506487690809
 RectTransform:
   m_ObjectHideFlags: 0

+ 2 - 0
Assets/Res/UI/ShowItemMoveToTargetPanel.prefab

@@ -268,6 +268,7 @@ MonoBehaviour:
     packgJsonPath: /Art/UIAssets/TextrueJson\daoju.txt
     packgSpritePath: Assets/Res/UIAtlas/daoju.spriteatlasv2
     lasetJsonGUID: 73bfe54518876535550be496297154c4
+  imageH: 0
   useGradient: 0
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
   bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}
@@ -356,6 +357,7 @@ MonoBehaviour:
     packgJsonPath: /Art/UIAssets/TextrueJson\daoju.txt
     packgSpritePath: Assets/Res/UIAtlas/daoju.spriteatlasv2
     lasetJsonGUID: 73bfe54518876535550be496297154c4
+  imageH: 0
   useGradient: 0
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
   bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}

+ 10 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1026.cs

@@ -0,0 +1,10 @@
+namespace GameLogic.Combat.Buff
+{
+    /// <summary>
+    /// 大树隐身状态
+    /// </summary>
+    public class b_1026: BuffBasic
+    {
+        
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1026.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 1376073c915f4b9f8d1b24a78ce3d068
+timeCreated: 1752721500

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -149,7 +149,7 @@ namespace GameLogic.Combat.CombatTool
             StartInjuredEventData startInjuredEventData = StartInjuredEventData.Create();
             startInjuredEventData.HarmReturnInfo = harmReturnInfo;
             CombatEventManager.Instance.Dispatch(CombatEventType.StartInjured, startInjuredEventData);
-
+            att = harmReturnInfo.att;
             if (harmReturnInfo.isInvalid)
             {
                 return harmReturnInfo;

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

@@ -25,7 +25,7 @@ namespace GameLogic.Combat.CombatType
         protected int _currIndex = 0;
 
 
-        public IHero currBannerHero;
+        public CombatHeroEntity currBannerHero;
         public bool isActiveCombat = false;
 
         protected IUnRegister _unRegister;

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs

@@ -31,13 +31,13 @@ public class CombatAIBasic : IDisposable
     /// <summary>
     /// 当前聚焦的目标
     /// </summary>
-    public virtual IHero currFocusTarget
+    public virtual CombatHeroEntity currFocusTarget
     {
         get { return _currFocusTarget; }
         set { _currFocusTarget = value; }
     }
 
-    protected IHero _currFocusTarget;
+    protected CombatHeroEntity _currFocusTarget;
 
 
     private float _t;

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs

@@ -25,7 +25,7 @@ namespace GameLogic.Combat.Hero
         /// <summary>
         /// 当前聚焦的目标
         /// </summary>
-        public override IHero currFocusTarget
+        public override CombatHeroEntity currFocusTarget
         {
             get { return _currFocusTarget; }
             set
@@ -141,7 +141,7 @@ namespace GameLogic.Combat.Hero
                     CombatHeroEntity[] allHero =
                         CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
                     IHero minDistanceHero = FindMinDixtance(allHero);
-                    currFocusTarget = minDistanceHero;
+                    currFocusTarget = minDistanceHero as CombatHeroEntity;
                     if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
                     {
                         currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;

+ 9 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -28,6 +28,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
     public bool isPlayer;
 
     public bool isCreateHeroHp;
+
     public string guidName
     {
         get { return CurrCombatHeroInfo.modelName; }
@@ -319,8 +320,15 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
             return true;
         }
 
+        b_1025 b1025 = BuffControl.GetBuffBasicForType<b_1025>();
+        if (b1025 != null)
+        {
+            return true;
+        }
+
         return false;
     }
+
     /// <summary>
     /// 是否不能添加功法
     /// </summary>
@@ -335,6 +343,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
 
         return true;
     }
+
     public void HeroHurt(HarmReturnInfo harmReturnInfo)
     {
         if (isDie)

+ 1 - 7
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -42,14 +42,8 @@ namespace GameLogic.Combat.Hero
         /// 大道技能
         /// </summary>
         public SkillBasic taoismSkillBasic;
-        // public float NormalAttSpeedScale;
 
-
-        // public BetterList<SkillSlots>
-        // public BetterList<SkillBasic> _skillQueue = new BetterList<SkillBasic>();
-        // public BetterList<SkillBasic> _removeSkillBasic = new BetterList<SkillBasic>();
-
-        // private float _removeTime;
+        
 
         public SkillTurntable SkillTurntable;
 

+ 7 - 1
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillSlots.cs

@@ -226,8 +226,14 @@ namespace GameLogic.Combat.Hero.Turntable
                     break;
             }
 
-            if (SkillBasic != null && SkillBasic.isActive)
+            if (SkillBasic != null)
             {
+                if (!SkillBasic.IsCanTriggerSkillSlots())
+                {
+                    return;
+                }
+
+                
                 TriggerSkillSlotsEventData triggerSkillSlotsEventData = TriggerSkillSlotsEventData.Create();
                 triggerSkillSlotsEventData.SkillBasic = SkillBasic;
                 triggerSkillSlotsEventData.SkillSlots = this;

+ 7 - 0
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs

@@ -1,6 +1,7 @@
 using Common.Utility.CombatEvent;
 using Excel2Json;
 using Fort23.Core;
+using GameLogic.Combat.Buff;
 using GameLogic.Combat.Skill;
 using GameLogic.Hero;
 using GameLogic.Player;
@@ -218,6 +219,12 @@ namespace GameLogic.Combat.Hero.Turntable
                 return;
             }
 
+            b_1025 b1025 = CombatHeroEntity.BuffControl.GetBuffBasicForType<b_1025>();
+            if (b1025 != null)
+            {
+                return;
+            }
+
             // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
             // {
             //     int odds = Random.Range(0, 100);

+ 5 - 5
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3101.cs

@@ -19,16 +19,16 @@ namespace GameLogic.Combat.Skill.MagicSkill
         {
             // StraightLineShow straightLineShow = new StraightLineShow();
             // straightLineShow.Init(this);
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-            if (allHero == null || allHero.Length <= 0)
+            target=  CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
+         
+            if (target == null)
             {
                 SkillPlayFinish();
                 return;
             }
 
-            target = allHero[0];
-            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
+          
+            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);
 
             SetMagicAttShowBasic(magicAttShowBasic);
         }

+ 4 - 5
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3102.cs

@@ -17,16 +17,15 @@ namespace GameLogic.Combat.Skill.MagicSkill
         {
             // StraightLineShow straightLineShow = new StraightLineShow();
             // straightLineShow.Init(this);
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-            if (allHero == null || allHero.Length <= 0)
+            target=  CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
+            if (target == null)
             {
                 SkillPlayFinish();
                 return;
             }
 
-            target = allHero[0];
-            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
+          
+            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);
 
             SetMagicAttShowBasic(magicAttShowBasic);
         }

+ 3 - 4
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3201.cs

@@ -32,15 +32,14 @@ namespace GameLogic.Combat.Skill.MagicSkill
         // private List<FxAILogicBasic>
         protected override void ProMagicUseSkill()
         {
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-            if (allHero == null || allHero.Length <= 0)
+            target=  CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
+            if (target == null)
             {
                 SkillPlayFinish();
                 return;
             }
 
-            target = allHero[0];
+            
 
             Vector3 rootPos = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.dotPos;
             Vector3 targetPos = target.dotPos;

+ 4 - 5
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3203.cs

@@ -20,16 +20,15 @@ namespace GameLogic.Combat.Skill.MagicSkill
         {
             // StraightLineShow straightLineShow = new StraightLineShow();
             // straightLineShow.Init(this);
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-            if (allHero == null || allHero.Length <= 0)
+            target=  CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
+            if (target == null )
             {
                 SkillPlayFinish();
                 return;
             }
 
-            target = allHero[0];
-            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
+           
+            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);
 
             SetMagicAttShowBasic(magicAttShowBasic);
         }

+ 3 - 6
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3301.cs

@@ -24,18 +24,15 @@ namespace GameLogic.Combat.Skill.MagicSkill
         {
             // StraightLineShow straightLineShow = new StraightLineShow();
             // straightLineShow.Init(this);
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-            if (allHero == null || allHero.Length <= 0)
+            target = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
+            if (target == null)
             {
                 SkillPlayFinish();
                 return;
             }
 
 
-            // SkillPlayFinish();
-            target = allHero[0];
-            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
+            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);
 
             SetMagicAttShowBasic(magicAttShowBasic);
         }

+ 1 - 11
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3402.cs

@@ -21,17 +21,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             ActivationTimeLineData("sk1_xiaoshi");
             
             SkillPlayFinish();
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-            if (allHero == null || allHero.Length <= 0)
-            {
-                return;
-            }
-
-            for (int i = 0; i < allHero.Length; i++)
-            {
-                
-            }
+         
            
         }
 

+ 9 - 8
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901001.cs

@@ -17,21 +17,21 @@ namespace GameLogic.Combat.Skill.MagicSkill
         {
             // StraightLineShow straightLineShow = new StraightLineShow();
             // straightLineShow.Init(this);
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
-            if (allHero == null || allHero.Length <= 0)
+            target = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CombatAIBasic.currFocusTarget;
+            if (target == null)
             {
                 SkillPlayFinish();
                 return;
             }
 
-            target = allHero[0];
-            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
+
+            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(target, Finish);
 
             SetMagicAttShowBasic(magicAttShowBasic);
         }
 
-        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(TimeLineEventLogicBasic timeLineEventLogicBasic)
+        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
+            TimeLineEventLogicBasic timeLineEventLogicBasic)
         {
             ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
             lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
@@ -46,6 +46,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             {
                 return;
             }
+
             HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
             harmReturnInfo.source = CombatHeroEntity;
             harmReturnInfo.target = target.GetMainHotPoin<CombatHeroHitPoint>();
@@ -54,13 +55,13 @@ namespace GameLogic.Combat.Skill.MagicSkill
             harmReturnInfo.harmType = HarmType.Default;
             harmReturnInfo.triggerData = triggerData;
             target.HeroHurt(harmReturnInfo);
-            
+
             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
             cBetterList.Add(lifetCycleHitPoint);
             ActivationTimeLineData("gongji", currTarget: cBetterList);
             SkillPlayFinish();
 
-         
+
             // CombatCalculateTool.Instance.Harm(CombatHeroEntity, lifetCycleHitPoint as CombatHeroHitPoint, 200, AttType.Normal, triggerData,
             //     HarmType.Default);
         }

+ 15 - 2
Assets/Scripts/GameLogic/Combat/Skill/S9061.cs

@@ -17,6 +17,10 @@ namespace GameLogic.Combat.Skill
         protected float _currTime;
         private bool _isUpdate;
 
+        private BuffBasic _buffBasic;
+
+        private long addDef;
+
         protected override void ProInitSkill()
         {
             CombatEventManager.Instance.AddEventListener(CombatEventType.HeroDie, HeroDie);
@@ -65,7 +69,11 @@ namespace GameLogic.Combat.Skill
         protected override void ProUseSkill()
         {
             ActivationTimeLineData("9061");
-            CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().SkillTurntable.isStop = true;
+            BuffInfo buffInfo = BuffInfo.GetBuffInfo(10261, -1, 1);
+            _buffBasic = CombatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            long defense = CombatHeroEntity.MaxCombatHeroInfo.defense.Value;
+            addDef = CombatCalculateTool.Instance.GetVlaueRatioForLong(defense, effectValue[0]);
+            CombatHeroEntity.CurrCombatHeroInfo.defense += addDef;
         }
 
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
@@ -99,7 +107,12 @@ namespace GameLogic.Combat.Skill
             if (_currTime >= effectValue[1])
             {
                 _isUpdate = false;
-                CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().SkillTurntable.isStop = false;
+                CombatHeroEntity.CurrCombatHeroInfo.defense -= addDef;
+                if (_buffBasic != null)
+                {
+                    _buffBasic.DelectBuff();
+                }
+                // CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().SkillTurntable.isStop = false;
             }
         }
     }

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9062.cs

@@ -3,6 +3,7 @@ using Common.Utility.CombatEvent;
 using Fort23.Core;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
+using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 using UnityEngine;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
@@ -85,6 +86,7 @@ namespace GameLogic.Combat.Skill
             }
         }
 
+        
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData, ISkillFeatures skillFeatures)

+ 22 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9063.cs

@@ -30,6 +30,28 @@ namespace GameLogic.Combat.Skill
             }
         }
 
+        public override bool IsCanTriggerSkillSlots() 
+        {
+            b_1026 b1026=  CombatHeroEntity.BuffControl.GetBuffBasicForType<b_1026>();
+            if (b1026 != null)
+            {
+                return false;
+            }
+
+            return true;
+        }
+
+        public override bool IsCanUse()
+        {
+            b_1026 b1026=  CombatHeroEntity.BuffControl.GetBuffBasicForType<b_1026>();
+            if (b1026 != null)
+            {
+                return false;
+            }
+
+            return true;
+        }
+
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData, ISkillFeatures skillFeatures)

+ 5 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9064.cs

@@ -92,6 +92,11 @@ namespace GameLogic.Combat.Skill
             _chanRaoLoop = null;
         }
 
+        protected override void ProDispose()
+        {
+            Finish();
+        }
+
         protected override void ProCombatUpdate(float time)
         {
             if (!_isUpdate)

+ 5 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9071.cs

@@ -30,6 +30,11 @@ namespace GameLogic.Combat.Skill
             }
         }
 
+        public override bool IsCanUse()
+        {
+            return !CombatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().SkillTurntable.isStop;
+        }
+
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData, ISkillFeatures skillFeatures)

+ 5 - 0
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -321,6 +321,11 @@ namespace GameLogic.Combat.Skill
             return true;
         }
 
+        public virtual bool IsCanTriggerSkillSlots()
+        {
+            return isActive;
+        }
+
 
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
             TriggerData triggerData,ISkillFeatures skillFeatures, HarmType harmType = HarmType.Null)

+ 1 - 0
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/S9062_FxLogic.cs

@@ -38,6 +38,7 @@ public class S9062_FxLogic : FxAILogicBasic
     {
         _currTime += time * _addTime;
         Vector3 pos = moveBezierPath.CalculatePoint(_currTime);
+        _currPos=pos;
         moveTarget.transform.position = pos;
         if (_currTime >=1)
         {

+ 0 - 7
Assets/Scripts/GameUI/GameApplction.cs

@@ -118,13 +118,6 @@ public class GameApplction : IGameStart
 
         EventSystemManager.Instance.CustomInit();
         PlayerManager.Instance.Init();
-        // SkillConfig[] skillConfigs= ConfigComponent.Instance.GetAll<SkillConfig>();
-        // for (int i = 0; i < skillConfigs.Length; i++)
-        // {
-        //     SkillInfo skillInfo = new SkillInfo(skillConfigs[i].ID, 1);
-        //     skillInfo.index = -1;
-        //     PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
-        // }
         await ShowItemMoveToTargetPanel.OpenShowItemMoveToTargetPanel();
         PlayerManager.Instance.AddSentimentData(1);
         foreach (var playerDataAllSkillData in AccountFileInfo.Instance.playerData.AllSkillDatas)

+ 4 - 1
Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidget.cs

@@ -33,7 +33,10 @@ namespace Fort23.Mono
             EventSystemManager.Instance.CancelEvent();
             if (EventSystemManager.Instance.isTriggerEvent)
                 return;
-            // UIManager.Instance.DormancyAllGComponent<ShengShiEventWidget>();
+
+            if (eventList.isCompleted)
+                return;
+
             EventSystemManager.Instance.TriggerEvent(eventList);
         }
 

+ 9 - 4
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventPreviewPanel.cs

@@ -191,13 +191,17 @@ namespace Fort23.Mono
             if (EventSystemManager.Instance.isTriggerEvent)
                 return;
 
+            if (shengShiEventWidgetType2.eventList.isCompleted)
+            {
+                return;
+            }
+
             isTriggerEvent = true;
-            //this.GObjectPoolInterface.SetActive(false);
-            // EventSystemManager.Instance.isOpenUi = false;
+          
 
             EventSystemManager.Instance.TriggerEvent(shengShiEventWidgetType2.eventList, () =>
             {
-                //this.GObjectPoolInterface.SetActive(true);
+             
                 isTriggerEvent = false;
                 UpdateContent();
             });
@@ -208,7 +212,8 @@ namespace Fort23.Mono
         {
             ShengShiEventWidgetType2 shengShiEventWidgetType2 = obj as ShengShiEventWidgetType2;
 
-            if (shengShiEventWidgetType2.isComplete)
+            //条件完成 任务没有完成 是最后一步就直接开始任务
+            if (shengShiEventWidgetType2.isComplete && !shengShiEventWidgetType2.eventList.isCompleted)
             {
                 if (shengShiEventWidgetType2.evenkConfig.ResultType == 0 || shengShiEventWidgetType2.evenkConfig.ResultType == 3)
                 {

+ 1 - 0
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceInfoPanel.cs

@@ -91,6 +91,7 @@ namespace Fort23.Mono
             count = count + EventSystemManager.Instance.GetShenShiCount() > maxCount ? maxCount - EventSystemManager.Instance.GetShenShiCount() : count;
             Slider_Count.maxValue = count;
             Slider_Count.minValue = 1;
+            Slider_Count.value = count;
 
             List<float> probabilities = UtilTools.CalculateProbabilities(divineSenseConfig.QualityBonusChance.ToList());
 

+ 1 - 7
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2.cs

@@ -68,7 +68,7 @@ namespace Fort23.Mono
 
         private void UpdateZuiZhongEvent(IEventData e)
         {
-            // if(AccountFileInfo.Instance.playerData.CurrentZuiZhongEventList.guid == eventList.guid)
+          
             Btn_ZuiZhong.gameObject.SetActive(AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId != eventList.guid);
 
             ZuiZhongRoot.gameObject.SetActive(AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId == eventList.guid);
@@ -141,12 +141,6 @@ namespace Fort23.Mono
                     {
                         Text_Go.text = "完成";
                     }
-                    // else
-                    // {
-                    //     Text_Go.text = "前往";
-                    // }
-                    
-                    
                 }
                 else
                 {

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

@@ -191,7 +191,7 @@ namespace Fort23.Mono
             PlayerManager.Instance.myHero.heroData.exp += allexp;
             PlayerManager.Instance.myHero.heroData.exp -= failXw;
             PlayerManager.Instance.myHero.heroData.upTime = TimeHelper.ClientNow();
-            PlayerManager.Instance.myHero.heroData.isCombat = false;
+            // PlayerManager.Instance.myHero.heroData.isCombat = false;
             AccountFileInfo.Instance.SavePlayerData();
         }
 

+ 4 - 7
Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs

@@ -84,7 +84,7 @@ namespace Fort23.Mono
 
         private void ChagneShenshiBtnActive()
         {
-            Btn_Event.gameObject.SetActive(AccountFileInfo.Instance.playerData.eventList.Count > 0);
+            // Btn_Event.gameObject.SetActive(event > 0);
         }
 
         protected override void DelEvent()
@@ -154,7 +154,7 @@ namespace Fort23.Mono
             CameraSelect.value = 0.2f;
 
 
-            Text_EventNum.text = AccountFileInfo.Instance.playerData.eventList.Count.ToString();
+            Text_EventNum.text = EventSystemManager.Instance.GetShenShiCount().ToString();
             Text_Jingjie.text =
                 LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +
                 LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[1]) +
@@ -191,16 +191,14 @@ namespace Fort23.Mono
 
         private void ShengShiOnClick(IEventData e)
         {
-            Text_EventNum.text = AccountFileInfo.Instance.playerData.eventList.Count.ToString();
+            Text_EventNum.text =EventSystemManager.Instance.GetShenShiCount().ToString();
             ChagneShenshiBtnActive();
             CreatShengShiEvent();
         }
 
         public async void CreatShengShiEvent()
         {
-            // AccountFileInfo.EventList eventList = EventSystemManager.Instance.GetMainEventDta();
-            // if (AccountFileInfo.Instance.playerData.eventList.Count > 0)
-            //     eventList = eventList == null ? AccountFileInfo.Instance.playerData.eventList[0] : eventList;
+        
             foreach (var shengShiConditionWidget in _shengShiConditionWidgets)
             {
                 UIManager.Instance.DormancyGComponent(shengShiConditionWidget);
@@ -218,7 +216,6 @@ namespace Fort23.Mono
                 }
 
                 shengShiEventWidget.InitShengShiEventWidget(eventList);
-                // EventLinkConfig evenkConfig = ConfigComponent.Instance.Get<EventLinkConfig>(eventList.curStep);
 
                 AccountFileInfo.EventLinkData eventLinkData = eventList.eventLinks.FirstOrDefault(el => el.eventLinkId == eventList.curStep);
 

+ 1 - 6
Assets/Scripts/GameUI/UI/ShowItemMoveToTargetPanel/ShowItemMoveToTargetPanel.cs

@@ -3,10 +3,6 @@ using CombatLibrary.CombatLibrary.CombatCore.Utility;
 using Common.Utility.CombatEvent;
 using Fort23.Core;
 using Fort23.UTool;
-using GameLogic.Bag;
-using GameLogic.Combat.CombatTool;
-using GameLogic.Combat.CombatType;
-using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 using UnityEngine;
 using UnityEngine.UI;
 using Utility.UITool;
@@ -23,7 +19,7 @@ namespace Fort23.Mono
         public static async CTask<ShowItemMoveToTargetPanel> OpenShowItemMoveToTargetPanel()
         {
             ShowItemMoveToTargetPanel showItemMoveToTargetPanel =
-                await UIManager.Instance.LoadAndOpenPanel<ShowItemMoveToTargetPanel>(null, UILayer.Bottom,
+                await UIManager.Instance.LoadAndOpenPanel<ShowItemMoveToTargetPanel>(null, UILayer.Loading,
                     isFocus: false);
             return showItemMoveToTargetPanel;
         }
@@ -32,7 +28,6 @@ namespace Fort23.Mono
         {
             await base.Show();
             Ui.sizeDelta = transform.sizeDelta;
-            // Combat.sizeDelta =  transform.sizeDelta;
         }
 
 

BIN
Excel2Json/Excel/Buff.xlsx


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+ 522 - 358
UserSettings/Layouts/default-2022.dwlt


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