Browse Source

修改bug

DESKTOP-FB72PO8\Administrator 3 weeks ago
parent
commit
908a8c335c

File diff suppressed because it is too large
+ 697 - 152
Assets/Res/UI/CombatPanel.prefab


File diff suppressed because it is too large
+ 850 - 334
Assets/Scenes/testCombat.scene


+ 50 - 0
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillSlots.cs

@@ -28,6 +28,7 @@ namespace GameLogic.Combat.Hero.Turntable
         private int[] triggerAngle = new[] { 0, 72, 144, 216, 288 };
 
         private SkillTurntable skillTurntable;
+        private int currTriggerTypeIndex;
 
         public void Init(int index, SkillTurntable skillTurntable)
         {
@@ -46,6 +47,32 @@ namespace GameLogic.Combat.Hero.Turntable
                 SkillBasic.AddToSkillSlots();
             }
 
+            if (SkillBasic != null)
+            {
+                switch (SkillBasic.wuXingType)
+                {
+                    case WuXingType.Gold:
+                        currTriggerTypeIndex = 0;
+
+                        break;
+                    case WuXingType.Water:
+                        currTriggerTypeIndex = 1;
+
+                        break;
+                    case WuXingType.Wood:
+                        currTriggerTypeIndex = 2;
+
+                        break;
+                    case WuXingType.Fire:
+                        currTriggerTypeIndex = 3;
+
+                        break;
+                    case WuXingType.Earth:
+                        currTriggerTypeIndex = 4;
+                        break;
+                }
+            }
+
 
             SkillSlotsAlterEventData skillSlotsAlterEventData = SkillSlotsAlterEventData.Create();
             skillSlotsAlterEventData.SkillSlots = this;
@@ -65,6 +92,29 @@ namespace GameLogic.Combat.Hero.Turntable
             Angle(d);
         }
 
+        public float GetFinishBl()
+        {
+            float v = angle % 360;
+            int targetAngle = triggerAngle[currTriggerTypeIndex];
+            float jd = v;
+            if (targetAngle == 0)
+            {
+                targetAngle = 360;
+            }
+
+            float finishAngle = 0;
+            if (jd < targetAngle)
+            {
+                finishAngle = 360 - (targetAngle - jd);
+            }
+            else
+            {
+                finishAngle =  (jd - targetAngle);
+            }
+
+            return finishAngle / 360f;
+        }
+
         private void Angle(float addAngle)
         {
             angle += addAngle;

+ 1 - 1
Assets/Scripts/GameUI/Combat/CombatDrive.cs

@@ -43,7 +43,7 @@ namespace GameLogic.Combat
             cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
             await cTaskAwaitBuffer.WaitAll();
             await CombatHPPanel.OpenCombatHPPanel();
-            await ZhuanPanPanel.OpenZhuanPanPanel();
+         
 
             LogTool.Log("战斗逻辑自己写");
             await CombatController.InitCombat(startCombatInfo);

+ 28 - 0
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.Skill;
 using UnityEngine;
 
 namespace Fort23.Mono
@@ -12,6 +13,8 @@ namespace Fort23.Mono
     [UIBinding(prefab = "CombatPanel")]
     public partial class CombatPanel : UIPanel
     {
+        private ZhuanPanPanel zhuanPanLogic;
+
         public static void OpenCombatPanel(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
             cTaskAwaitBuffer.AddTask(UIManager.Instance.LoadAndOpenPanel<CombatPanel>(null, UILayer.Middle));
@@ -22,6 +25,13 @@ namespace Fort23.Mono
             //     delegate(AssetHandle handle) { shangHai = handle.AssetObject<Font>(); }));
         }
 
+        protected override async CTask ProOpen()
+        {
+            zhuanPanLogic =
+                await UIManager.Instance.CreateGComponentForObject<ZhuanPanPanel>(ZhuanPanPanel, null, null);
+            zhuanPanLogic.ShowPanel();
+        }
+
         private void Init()
         {
         }
@@ -32,11 +42,29 @@ namespace Fort23.Mono
             CombatEventManager.Instance.AddEventListener(CombatEventType.GameStart, GameStart);
             CombatEventManager.Instance.AddEventListener(CombatEventType.AddMagicWeaponHeroEntity,
                 AddMagicWeaponHeroEntity);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
 
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             CameraSelect.value = 0.7f;
         }
 
+        private async void AddUseGongFa(IEventData ieveData)
+        {
+            AddUseGongFaEventData eventData = ieveData as AddUseGongFaEventData;
+            SkillBasic skillBasic = eventData.SkillBasic;
+            if (skillBasic.CombatHeroEntity.IsEnemy)
+            {
+                return;
+            }
+
+            UseQuqueSkill useQuqueSkill =
+                await UIManager.Instance.CreateGComponentForObject<UseQuqueSkill>(UseQuqueSkill, null,
+                    UseQuqueSkillRoot, isInstance: true);
+            useQuqueSkill.ShowWidget(skillBasic);
+            useQuqueSkill.transform.SetAsLastSibling();
+            
+        }
+
         private async void AddMagicWeaponHeroEntity(IEventData ieveData)
         {
             AddMagicWeaponHeroEntityEventData eventData = ieveData as AddMagicWeaponHeroEntityEventData;

+ 33 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanelData.cs

@@ -96,6 +96,39 @@ namespace Fort23.Mono
 	      return _AutoUse;
 	     }
 	   }
+	  private GameObject _ZhuanPanPanel;
+	  public GameObject ZhuanPanPanel
+	   {
+	   get{
+	      if (_ZhuanPanPanel == null)
+	       {
+	         _ZhuanPanPanel  = GetUIUnit<GameObject>("ZhuanPanPanel"); 
+	       }
+	      return _ZhuanPanPanel;
+	     }
+	   }
+	  private GameObject _UseQuqueSkill;
+	  public GameObject UseQuqueSkill
+	   {
+	   get{
+	      if (_UseQuqueSkill == null)
+	       {
+	         _UseQuqueSkill  = GetUIUnit<GameObject>("UseQuqueSkill"); 
+	       }
+	      return _UseQuqueSkill;
+	     }
+	   }
+	  private RectTransform _UseQuqueSkillRoot;
+	  public RectTransform UseQuqueSkillRoot
+	   {
+	   get{
+	      if (_UseQuqueSkillRoot == null)
+	       {
+	         _UseQuqueSkillRoot  = GetUIUnit<RectTransform>("UseQuqueSkillRoot"); 
+	       }
+	      return _UseQuqueSkillRoot;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 50 - 0
Assets/Scripts/GameUI/UI/CombatPanel/UseQuqueSkill.cs

@@ -0,0 +1,50 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.Skill;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "UseQuqueSkill")]
+    public partial class UseQuqueSkill : UIComponent
+    {
+        private SkillBasic skillBasic;
+
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
+        }
+
+        public override void DelEvent()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        private void UseSkillFinish(IEventData ieveDtat)
+        {
+            UseSkillFinishEventData useSkillFinishEventData = ieveDtat as UseSkillFinishEventData;
+            if (useSkillFinishEventData.SkillBasic == skillBasic)
+            {
+                UIManager.Instance.DormancyGComponent(this);
+            }
+        }
+
+        public override void DormancyObj()
+        {
+            base.DormancyObj();
+            skillBasic = null;
+        }
+
+        public void ShowWidget(SkillBasic skillBasic)
+        {
+            this.skillBasic = skillBasic;
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/UseQuqueSkill.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Cy9OtH6pUCmEs6PyUIRozLk6CTws7WEp/6SlhyK9EeVHQ2bLJV7E4TVYGuOt
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 40 - 0
Assets/Scripts/GameUI/UI/CombatPanel/UseQuqueSkillData.cs

@@ -0,0 +1,40 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class UseQuqueSkill 
+	{
+	  #region 自定义数据 
+	  private MyImage _quan;
+	  public MyImage quan
+	   {
+	   get{
+	      if (_quan == null)
+	       {
+	         _quan  = GetUIUnit<MyImage>("quan"); 
+	       }
+	      return _quan;
+	     }
+	   }
+	  private MyImage _useSkillIcon;
+	  public MyImage useSkillIcon
+	   {
+	   get{
+	      if (_useSkillIcon == null)
+	       {
+	         _useSkillIcon  = GetUIUnit<MyImage>("useSkillIcon"); 
+	       }
+	      return _useSkillIcon;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/UseQuqueSkillData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Cy4ZtH78VXpAaNqm8Tae0LVw5BAqieJ3LQV5a8qcN425GIQDqYhu+zteb8SX
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 44 - 18
Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidget.cs

@@ -4,6 +4,7 @@ using Fort23.Core;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Skill;
 using GameLogic.Player;
+using UnityEngine;
 
 namespace Fort23.Mono
 {
@@ -14,7 +15,7 @@ namespace Fort23.Mono
 
         private SkillBasic currUseSkill;
 
-        private List<DengDaiSkillWidget> currDengDaiSkill = new List<DengDaiSkillWidget>();
+        // private List<DengDaiSkillWidget> currDengDaiSkill = new List<DengDaiSkillWidget>();
 
         private void Init()
         {
@@ -45,6 +46,30 @@ namespace Fort23.Mono
         public void ShowWidget(int index)
         {
             this.index = index;
+            switch (index)
+            {
+                case 0:
+                    Name.text = "金";
+                    myImage.color = new Color(1f, 0.98f, 0.09f);
+                    break;
+                case 1:
+                    Name.text = "水";
+                 
+                    myImage.color = new Color(0.19f, 0.51f, 1f);
+                    break;
+                case 2:
+                    Name.text = "木";
+                    myImage.color = new Color(0.17f, 1f, 0.35f);
+                    break;
+                case 3:
+                    Name.text = "火";
+                    myImage.color = new Color(1f, 0.19f, 0.04f);
+                    break;
+                case 4:
+                    Name.text = "土";
+                    myImage.color = new Color(1f, 0.65f, 0.17f);
+                    break;
+            }
         }
 
         private void FillInSkillSlots(IEventData iEventData)
@@ -55,15 +80,15 @@ namespace Fort23.Mono
                 return;
             }
 
-            for (int i = 0; i < currDengDaiSkill.Count; i++)
-            {
-                DengDaiSkillWidget skillWidget = currDengDaiSkill[i];
-                if (currDengDaiSkill[i].SkillBasic == fillInSkillSlotsEventData.SkillBasic)
-                {
-                    UIManager.Instance.DormancyGComponent(skillWidget);
-                    currDengDaiSkill.RemoveAt(i);
-                }
-            }
+            // for (int i = 0; i < currDengDaiSkill.Count; i++)
+            // {
+            //     DengDaiSkillWidget skillWidget = currDengDaiSkill[i];
+            //     if (currDengDaiSkill[i].SkillBasic == fillInSkillSlotsEventData.SkillBasic)
+            //     {
+            //         UIManager.Instance.DormancyGComponent(skillWidget);
+            //         currDengDaiSkill.RemoveAt(i);
+            //     }
+            // }
         }
 
         private async void UseSkillFinish(IEventData iEventData)
@@ -73,19 +98,20 @@ namespace Fort23.Mono
             {
                 return;
             }
-          
+            
             SkillBasic skillBasic = combatUseSkillEventData.SkillBasic;
             bool isOk = IsMyWuXing(skillBasic.wuXingType);
             if (!isOk)
             {
                 return;
             }
+            
             useSkillIcon.gameObject.SetActive(false);
-            DengDaiSkillWidget dengDaiSkillWidget =
-                await UIManager.Instance.CreateGComponentForObject<DengDaiSkillWidget>(DengDaiSkillWidget, null,
-                    root: dengDaiSkill, isInstance: true);
-            dengDaiSkillWidget.ShowWidget(skillBasic);
-            currDengDaiSkill.Add(dengDaiSkillWidget);
+            // DengDaiSkillWidget dengDaiSkillWidget =
+            //     await UIManager.Instance.CreateGComponentForObject<DengDaiSkillWidget>(DengDaiSkillWidget, null,
+            //         root: dengDaiSkill, isInstance: true);
+            // dengDaiSkillWidget.ShowWidget(skillBasic);
+            // currDengDaiSkill.Add(dengDaiSkillWidget);
         }
 
         private bool IsMyWuXing(WuXingType wuXingType)
@@ -139,7 +165,7 @@ namespace Fort23.Mono
             if (!combatUseSkillEventData.useSkill.CombatHeroEntity.IsEnemy)
             {
                 bool isOk = IsMyWuXing(combatUseSkillEventData.useSkill.wuXingType);
-             
+
                 if (isOk)
                 {
                     currUseSkill = combatUseSkillEventData.useSkill;
@@ -155,7 +181,7 @@ namespace Fort23.Mono
             if (!addUseGongFaEventData.SkillBasic.CombatHeroEntity.IsEnemy)
             {
                 bool isOk = IsMyWuXing(addUseGongFaEventData.SkillBasic.wuXingType);
-               
+
                 if (isOk)
                 {
                     uitween.Play("show", false);

+ 22 - 0
Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidgetData.cs

@@ -54,6 +54,28 @@ namespace Fort23.Mono
 	      return _DengDaiSkillWidget;
 	     }
 	   }
+	  private Text _Name;
+	  public Text Name
+	   {
+	   get{
+	      if (_Name == null)
+	       {
+	         _Name  = GetUIUnit<Text>("Name"); 
+	       }
+	      return _Name;
+	     }
+	   }
+	  private MyImage _myImage;
+	  public MyImage myImage
+	   {
+	   get{
+	      if (_myImage == null)
+	       {
+	         _myImage  = GetUIUnit<MyImage>("myImage"); 
+	       }
+	      return _myImage;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 13 - 46
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -11,16 +11,11 @@ using UnityEngine;
 namespace Fort23.Mono
 {
     [UIBinding(prefab = "ZhuanPanPanel")]
-    public partial class ZhuanPanPanel : UIPanel
+    public partial class ZhuanPanPanel : UIComponent
     {
         private List<gf_widget> _gfWidgets = new List<gf_widget>();
 
-        public static async CTask OpenZhuanPanPanel()
-        {
-            ZhuanPanPanel zhuanPanPanel =
-                await UIManager.Instance.LoadAndOpenPanel<ZhuanPanPanel>(null, UILayer.Bottom);
-            zhuanPanPanel.ShowPanel();
-        }
+   
 
         public async CTask ShowPanel()
         {
@@ -32,8 +27,8 @@ namespace Fort23.Mono
                 double b = -Math.Sin(hd);
                 double c = Math.Sin(hd);
                 double d = a;
-                double x = a * 0 + b * 120;
-                double y = c * 0 + d * 120;
+                double x = a * 0 + b * 57;
+                double y = c * 0 + d * 57;
 
                 int index = i;
                 WuXingGongFaWidget widget = await UIManager.Instance.CreateGComponentForObject<WuXingGongFaWidget>(
@@ -48,21 +43,21 @@ namespace Fort23.Mono
         {
         }
 
-        protected override void AddEvent()
+        public override void AddEvent()
         {
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             CombatEventManager.Instance.AddEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
- 
-           
+
+
             CombatEventManager.Instance.AddEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
         }
 
-        protected override void DelEvent()
+        public override void DelEvent()
         {
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ExercisesAlter, ExercisesAlter);
             // CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
-      
+
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
         }
 
@@ -77,8 +72,6 @@ namespace Fort23.Mono
         }
 
 
-   
-
         private async void ExercisesAlter(IEventData iEventData)
         {
             _gfWidgets.Clear();
@@ -128,44 +121,18 @@ namespace Fort23.Mono
                 }
             }
 
-            // lanLiang.fillAmount = combatHeroSkillControl.addChongNeng / 150f;
-            // lanLiang.color = !combatHeroSkillControl.isKuoLiQuanKai
-            //     ? new Color(1f, 0.96f, 0f)
-            //     : new Color(0.96f, 0f, 1f);
+
             for (int i = 0; i < _gfWidgets.Count; i++)
             {
                 gf_widget gfWidget = _gfWidgets[i];
-                // if (gfWidget.useCount != gfWidget.SkillBasic.useCount)
-                // {
-                //     gfWidget.useCount = gfWidget.SkillBasic.useCount;
-                //     switch (gfWidget.SkillBasic.useTriggerType)
-                //     {
-                //         case 0:
-                //             jin.Play("show", false);
-                //             break;
-                //         case 1:
-                //             mu.Play("show", false);
-                //             break;
-                //         case 2:
-                //             shui.Play("show", false);
-                //             break;
-                //         case 3:
-                //             huo.Play("show", false);
-                //             break;
-                //         case 4:
-                //             tu.Play("show", false);
-                //             break;
-                //     }
-                // }
-
-
+                gfWidget.Update();
                 double hd = gfWidget.SkillBasic.angle * Math.PI / 180f;
                 double a = Math.Cos(hd);
                 double b = -Math.Sin(hd);
                 double c = Math.Sin(hd);
                 double d = a;
-                double x = a * 0 + b * 60;
-                double y = c * 0 + d * 60;
+                double x = a * 0 + b * 110;
+                double y = c * 0 + d * 110;
 
                 gfWidget.transform.anchoredPosition = new Vector2((float)x, (float)y);
             }

+ 3 - 3
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanelData.cs

@@ -43,13 +43,13 @@ namespace Fort23.Mono
 	      return _jin;
 	     }
 	   }
-	  private Image _lanLiang;
-	  public Image lanLiang
+	  private MyImage _lanLiang;
+	  public MyImage lanLiang
 	   {
 	   get{
 	      if (_lanLiang == null)
 	       {
-	         _lanLiang  = GetUIUnit<Image>("lanLiang"); 
+	         _lanLiang  = GetUIUnit<MyImage>("lanLiang"); 
 	       }
 	      return _lanLiang;
 	     }

+ 31 - 9
Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs

@@ -11,10 +11,11 @@ namespace Fort23.Mono
     {
         public SkillSlots SkillBasic;
 
-      
+
         public float jd;
 
         public int useCount;
+
         private void Init()
         {
         }
@@ -46,13 +47,17 @@ namespace Fort23.Mono
         {
             if (SkillBasic.SkillBasic == null)
             {
-                gf_icon.color = Color.white;
+                useSkillIcon.transform.parent.gameObject.SetActive(false);
+                quan.color = Color.white;
                 return;
             }
 
-            if (SkillBasic.SkillBasic.SelfSkillConfig.SkillType==2)
+            useSkillIcon.transform.parent.gameObject.SetActive(true);
+            useSkillIcon.icon_name = SkillBasic.SkillBasic.SelfSkillConfig.icon;
+            cd.fillAmount = 0;
+            if (SkillBasic.SkillBasic.SelfSkillConfig.SkillType == 2)
             {
-                gf_icon.color = new Color(0.81f, 0.21f, 1f);
+                quan.color = new Color(0.81f, 0.21f, 1f);
                 return;
             }
 
@@ -60,23 +65,40 @@ namespace Fort23.Mono
             switch (SkillBasic.SkillBasic.SelfSkillConfig.attribute)
             {
                 case 1:
-                    gf_icon.color = new Color(1f, 0.98f, 0.09f);
+                    quan.color = new Color(1f, 0.98f, 0.09f);
                     break;
                 case 2:
-                    gf_icon.color = new Color(0.17f, 1f, 0.35f);
+                    quan.color = new Color(0.17f, 1f, 0.35f);
                     break;
                 case 4:
-                    gf_icon.color = new Color(0.19f, 0.51f, 1f);
+                    quan.color = new Color(0.19f, 0.51f, 1f);
                     break;
                 case 8:
-                    gf_icon.color = new Color(1f, 0.19f, 0.04f);
+                    quan.color = new Color(1f, 0.19f, 0.04f);
                     break;
                 case 16:
-                    gf_icon.color = new Color(1f, 0.65f, 0.17f);
+                    quan.color = new Color(1f, 0.65f, 0.17f);
                     break;
             }
         }
 
+        public void Update()
+        {
+            if (SkillBasic.SkillBasic == null)
+            {
+                return;
+            }
+
+            SkillBasic skillBasic = SkillBasic.SkillBasic;
+            if (skillBasic.SelfSkillConfig.SkillType != 1)
+            {
+                return;
+            }
+
+            float bl = 1 - SkillBasic.GetFinishBl();
+            cd.fillAmount = bl;
+        }
+
         public void InitWidget(SkillSlots SkillBasic)
         {
             this.SkillBasic = SkillBasic;

+ 27 - 5
Assets/Scripts/GameUI/UI/CombatPanel/gf_widgetData.cs

@@ -8,15 +8,37 @@ namespace Fort23.Mono
 	public partial class gf_widget 
 	{
 	  #region 自定义数据 
-	  private Image _gf_icon;
-	  public Image gf_icon
+	  private MyImage _quan;
+	  public MyImage quan
 	   {
 	   get{
-	      if (_gf_icon == null)
+	      if (_quan == null)
 	       {
-	         _gf_icon  = GetUIUnit<Image>("gf_icon"); 
+	         _quan  = GetUIUnit<MyImage>("quan"); 
 	       }
-	      return _gf_icon;
+	      return _quan;
+	     }
+	   }
+	  private MyImage _useSkillIcon;
+	  public MyImage useSkillIcon
+	   {
+	   get{
+	      if (_useSkillIcon == null)
+	       {
+	         _useSkillIcon  = GetUIUnit<MyImage>("useSkillIcon"); 
+	       }
+	      return _useSkillIcon;
+	     }
+	   }
+	  private MyImage _cd;
+	  public MyImage cd
+	   {
+	   get{
+	      if (_cd == null)
+	       {
+	         _cd  = GetUIUnit<MyImage>("cd"); 
+	       }
+	      return _cd;
 	     }
 	   }
 	  #endregion 自定义数据结束 

BIN
美术/art_use_ui/battle/bg_dz_jht1.png


BIN
美术/art_use_ui/battle/dec_dazuo.png


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