Browse Source

修改动态英雄等级

lzx 9 hours ago
parent
commit
9145e001b1

+ 0 - 2
Assets/Scripts/GameLogic/Bag/BagController.cs

@@ -3,9 +3,7 @@ using Common.Utility.CombatEvent;
 using Core.Utility;
 using Fort23.Core;
 using Fort23.UTool;
-using GameLogic.Equipment;
 using UnityEngine;
-using Utility;
 
 namespace GameLogic.Bag
 {

+ 5 - 21
Assets/Scripts/GameLogic/Bag/ItemInfo.cs

@@ -1,26 +1,21 @@
 using Core.Utility;
 using Excel2Json;
 using Fort23.UTool;
-using GameLogic.Equipment;
 
 namespace GameLogic.Bag
 {
     public class ItemInfo
     {
         public readonly int itemID;
-
-        // public int itemID;
+        
         public string guid;
         public EncryptionLong count;
 
         public ItemConfig config;
 
-        /// <summary>
-        /// 非道具时会被初始话,比如掉落的的装备等级,稀有度等等
-        /// </summary>
-        public DropItemConfig dropItemConfig;
+ 
 
-        public EquipmentInfo eqInfo;
+      
 
         public ItemInfo(int itemID, long count = 0)
         {
@@ -31,10 +26,7 @@ namespace GameLogic.Bag
             config = ConfigComponent.Instance.Get<ItemConfig>(itemID);
         }
 
-        public ItemInfo(DropItemConfig dropItemConfig)
-        {
-            this.dropItemConfig = dropItemConfig;
-        }
+      
 
         public ItemInfo(AccountFileInfo.ItemData itemData)
         {
@@ -43,15 +35,7 @@ namespace GameLogic.Bag
             config = ConfigComponent.Instance.Get<ItemConfig>(itemID);
             guid = itemData.guid;
 
-            if (itemData.eqData != null && itemData.eqData.zyEqId != 0)
-            {
-                eqInfo = new EquipmentInfo(itemData.eqData, this);
-                //TODO 如果数量=0,且是穿了的装备,设置数量=1(仅初始化生效),感觉不是很好,看后面有新思路没
-                if (count.Value == 0 && eqInfo.isWear)
-                {
-                    count.Value = 1;
-                }
-            }
+          
         }
 
         public AccountFileInfo.ItemData ToItemData()

+ 3 - 1
Assets/Scripts/GameLogic/Combat/CombatType/StartCombatInfo.cs

@@ -8,6 +8,8 @@
         /// 是否显示战斗结算ui 挂机事件不显示
         /// </summary>
         public bool isCombatOverUi;
-  
+
+        public int monsterLevel;
+
     }
 }

+ 0 - 3
Assets/Scripts/GameLogic/Equipment.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 793e86d25ede49a6a72af09dfbd3709a
-timeCreated: 1733972933

+ 0 - 385
Assets/Scripts/GameLogic/Equipment/EquipmentController.cs

@@ -1,385 +0,0 @@
-using System.Collections.Generic;
-using Excel2Json;
-using Fort23.Mono;
-using Fort23.UTool;
-using GameLogic.Bag;
-using GameLogic.Player;
-using UnityEditor;
-using UnityEngine;
-
-namespace GameLogic.Equipment
-{
-
-    public class EqAddAttribute
-    {
-        public long atk;
-        public long def;
-        public long hp;
-
-        // public void AddAtk(long atk)
-        // {
-        //     this.atk += atk;
-        // }
-        //
-        // public void AddDef(long def)
-        // {
-        //     this.def += def;
-        // }
-        //
-        // public void AddHp(long hp)
-        // {
-        //     this.hp += hp;
-        // }
-    } 
-    
-    public class EquipmentController
-    {
-        /// <summary>
-        /// 所有的装备 按 这个逻辑存储 {职业, {部位, 装备列表}}
-        /// 存在意义:一键换装的时候,可以快速找到目标装备
-        /// 
-        /// </summary>
-        public Dictionary<int, Dictionary<int ,List<ItemInfo>>> allZyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
-
-        /// <summary>
-        /// 已穿戴的装备
-        /// </summary>
-        public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();
-        
-        /// <summary>
-        /// 职业装备提供的属性
-        /// </summary>
-        public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();
-        
-        // private long curGUID;
-
-
-        public EquipmentController()
-        {
-            zyEqAddAttributeDic.Add(1, new EqAddAttribute());
-            zyEqAddAttributeDic.Add(2, new EqAddAttribute());
-            zyEqAddAttributeDic.Add(3, new EqAddAttribute());
-            zyEqAddAttributeDic.Add(4, new EqAddAttribute());
-            
-            equipZyEqDic.Add(1, new List<ItemInfo>());
-            equipZyEqDic.Add(2, new List<ItemInfo>());
-            equipZyEqDic.Add(3, new List<ItemInfo>());
-            equipZyEqDic.Add(4, new List<ItemInfo>());
-        }
-        
-
-    
-
-        private void CalZyEqAddAttribute()
-        {
-            foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
-            {
-                int zy = keyValuePair.Key;
-                ResetZyEqAddAttribute(zy);
-                foreach (ItemInfo eqItem in keyValuePair.Value)
-                {
-                    zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
-                    zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
-                    zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
-                }
-            }
-        }
-
-        private void ResetZyEqAddAttribute(int zy)
-        {
-            zyEqAddAttributeDic[zy].atk = 0;
-            zyEqAddAttributeDic[zy].def = 0;
-            zyEqAddAttributeDic[zy].hp = 0;
-        }
-
-        /// <summary>
-        /// 通过品质获取装备的额外参数,装备属性会叠加这个值
-        /// </summary>
-        /// <param name="quality"></param>
-        /// <returns></returns>
-        public float GetEquipmentRarityAttributeFactor(int quality)
-        {
-            int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
-            // LogTool.Log(quality);
-            return factors[quality - 1] / (float)100;
-        }
-
-        
-        public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
-        {
-            ItemInfo info = null;
-            List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
-            if (equipModelDropItems == null || equipModelDropItems.Count == 0)
-            {
-                return info;
-            }
-            
-            ItemInfo equipModelInfo = equipModelDropItems[0];
-            
-            List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
-            List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
-
-            info = equipModelInfo;
-
-            info.eqInfo = new EquipmentInfo();
-            // info.eqInfo.InitEquipment(info.config,
-            //     lvDropItems[0].dropItemConfig.itemID[0], 
-            //     qualityDropItems[0].dropItemConfig.itemID[0]);
-            info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
-            
-            return info;
-        }
-        public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)
-        {
-            ItemInfo info = null;
-
-
-
-            ItemInfo equipModelInfo = new ItemInfo(itemId, 1);
-            
-            List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
-            List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
-
-            info = equipModelInfo;
-
-            info.eqInfo = new EquipmentInfo();
-            // info.eqInfo.InitEquipment(info.config,
-            //     lvDropItems[0].dropItemConfig.itemID[0], 
-            //     qualityDropItems[0].dropItemConfig.itemID[0]);
-            info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
-            
-            return info;
-        }
-
-
-        public bool atLeastOneBetterEq = false;
-        /// <summary>
-        /// 是否有更好的装备
-        /// </summary>
-        /// <param name="isReCal">是否重新计算最好的装备</param>
-        /// <returns></returns>
-        public bool IsBetterEqs(bool isReCal = true)
-        {
-            if (isReCal)
-            {
-                UpdateAllBestEqs();
-            }
-
-            atLeastOneBetterEq = false;
-
-            int count = 0;
-            
-            foreach (KeyValuePair<int,Dictionary<int,ItemInfo>> keyValuePair in allBestEqDic)
-            {
-                int zy = keyValuePair.Key;
-                Dictionary<int, ItemInfo> bwDic = keyValuePair.Value;
-                count += bwDic.Count;
-                // if (bwDic.Count > 0)
-                // {
-                //     // return true;
-                //     count++;
-                // }
-            }
-
-            if (count >= 1)
-            {
-                atLeastOneBetterEq = true;
-            }
-            
-            //有2个以上的职业,有更好准备是再显示最外层的小红点.
-            if (count > 3)
-            {
-                return true;
-            }
-
-            return false;
-        }
-
-        /// <summary>
-        /// 具体职业是否有更好装备
-        /// </summary>
-        /// <param name="zy"></param>
-        /// <returns></returns>
-        public bool IsBetterEqs4OneZy(int zy, bool isReCal = false)
-        {
-            if (isReCal)
-            {
-                UpdateAllBestEqs();
-            }
-            if (allBestEqDic != null)
-            {
-                if (allBestEqDic.TryGetValue(zy, out var bwDic))
-                {
-                    if (bwDic.Count > 0)
-                    {
-                        return true;
-                    }
-                } 
-                
-            }
-
-            return false;
-        }
-
-
-        public Dictionary<int, Dictionary<int, ItemInfo>> allBestEqDic;
-        /// <summary>
-        /// 计算所有职业最好的装备,用于小红点
-        /// allBestEqDic里面存的,就是所有职业,最好的装备
-        /// </summary>
-        /// <returns></returns>
-        public Dictionary<int, Dictionary<int, ItemInfo>> UpdateAllBestEqs()
-        {
-            allBestEqDic = new Dictionary<int, Dictionary<int, ItemInfo>>();
-
-            allBestEqDic.Add(1, GetZyBestEqs(1));
-            allBestEqDic.Add(2, GetZyBestEqs(2));
-            allBestEqDic.Add(3, GetZyBestEqs(3));
-            allBestEqDic.Add(4, GetZyBestEqs(4));
-            return allBestEqDic;
-        }
-
-        public Dictionary<int, ItemInfo> GetZyBestEqs(int zy)
-        {
-            Dictionary<int, ItemInfo> bestEqDic = new Dictionary<int, ItemInfo>();
-            bool changed = false;
-            //拿到这个职业的所有部位的装备,bwDic就是一个按部位划分的字典key=部位,value=这个部位下的所有装备
-            if (allZyEqDic.TryGetValue(zy, out var bwDic))
-            {
-                foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
-                {
-                    ItemInfo bestBwEq = null;
-                    foreach (ItemInfo bwItem in keyValuePair.Value)
-                    {
-                        // if (bwItem.eqInfo.isWear)
-                        // {
-                        //     continue;
-                        // }
-                        // bwItem.eqInfo.isEquip = false;
-                        if (bestBwEq == null)
-                        {
-                            bestBwEq = bwItem;
-                            continue;
-                        }
-
-                        if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
-                            bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
-                            bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
-                        {
-                            bestBwEq = bwItem;
-                        }
-                    }
-
-                    if (bestBwEq != null)
-                    {
-                        if(!bestBwEq.eqInfo.isWear)
-                            bestEqDic.Add(keyValuePair.Key, bestBwEq);
-                    }
-                }
-            }
-            
-            return bestEqDic;
-        }
-
-        /// <summary>
-        /// 一键穿职业装备
-        /// 把对应职业,对应部位的,最好的装备找出来
-        /// </summary>
-        /// <param name="zy"></param>
-        /// <returns>true = 有装备变动 </returns>
-        public bool QuickEquip(int zy)
-        {
-            bool changed = false;
-            //拿到这个职业的所有部位的装备,bwDic就是一个按部位划分的字典key=部位,value=这个部位下的所有装备
-            if (allZyEqDic.TryGetValue(zy, out var bwDic))
-            {
-                foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
-                {
-                    ItemInfo bestBwEq = null;
-                    foreach (ItemInfo bwItem in keyValuePair.Value)
-                    {
-                        // if (bwItem.eqInfo.isWear)
-                        // {
-                        //     continue;
-                        // }
-                        // bwItem.eqInfo.isEquip = false;
-                        if (bestBwEq == null)
-                        {
-                            bestBwEq = bwItem;
-                            continue;
-                        }
-
-                        if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
-                            bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
-                            bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
-                        {
-                            bestBwEq = bwItem;
-                        }
-                    }
-
-                
-                }
-            }
-            
-            return changed;
-        }
-
-
-      
-        /// <summary>
-        /// 穿/脱 装备的逻辑
-        /// </summary>
-        /// <param name="equip">穿or脱</param>
-        /// <param name="eqItemInfo">装备item</param>
-        public void EquipLogic(bool equip, ItemInfo eqItemInfo)
-        {
-            eqItemInfo.eqInfo.isWear = equip;
-            if (equip)
-            {
-                eqItemInfo.count.Value--;
-            }
-            else
-            {
-                eqItemInfo.count.Value++;
-            }
-        }
-        
-     
-
-        // public void RemoveEquipment(ItemInfo eqItemInfo)
-        // {
-        //     if (eqItemInfo.eqInfo == null)
-        //     {
-        //         return;
-        //     }
-        //
-        //     int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
-        //     int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
-        //
-        //     if (allZyEqDic.TryGetValue(zy, out var bwDic))
-        //     {
-        //         if (bwDic.TryGetValue(bw, out var eqList))
-        //         {
-        //             eqList.Remove(eqItemInfo);
-        //         }
-        //         else
-        //         {
-        //             LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + "   职业=" + zy);
-        //         }
-        //     }
-        //     else
-        //     {
-        //         LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + "   职业=" + zy);
-        //     }
-        //     
-        //     // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
-        //     // {
-        //     //     zyEqDic[pro].Remove(eqItemInfo);
-        //     // }
-        //     // else
-        //     // {
-        //     //     LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + "   职业=" + pro);
-        //     // }
-        // }
-    }
-}

+ 0 - 3
Assets/Scripts/GameLogic/Equipment/EquipmentController.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: e500f6fe8ab6455fa93b387c4448457b
-timeCreated: 1734007348

+ 0 - 89
Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs

@@ -1,89 +0,0 @@
-
-using Core.Utility;
-using Excel2Json;
-using Fort23.UTool;
-using UnityEngine;
-using ItemInfo = GameLogic.Bag.ItemInfo;
-
-namespace GameLogic.Equipment
-{
-    public class EquipmentInfo
-    {
-     
-        // public ItemConfig itemConfig;
-        // public ItemInfo itemInfo;
-        // public int count;
-        public int quality;
-
-        public int zy;
-        public int level;
-
-        public int dropLv;
-        
-        public bool isWear;
-        
-        public int Attack => m_Attack;
-        public int Defense => m_Defense;
-        public int Hp => m_HP;
-    
-
-        private int m_Attack;
-        private int m_Defense;
-        private int m_HP;
-
-        private ItemInfo myItemInfo;
-
-        public EquipmentInfo(AccountFileInfo.EqData eqData, ItemInfo itemInfo)
-        {
-            myItemInfo = itemInfo;
-            isWear = eqData.isEquip;
-            
-        
-            quality = eqData.quality;
-
-            // CalAtt();
-        }
-
-        public EquipmentInfo()
-        {
-            
-        }
-
-
-        public void InitEquipment(ItemInfo modelInfo, ItemInfo lvInfo, ItemInfo qualityInfo)
-        {
-            //有效性检查
-            if (//modelInfo.dropItemConfig.dropItemType != 1 && 
-                lvInfo.dropItemConfig.dropItemType != 3 &&
-                qualityInfo.dropItemConfig.dropItemType != 2)
-            {
-                // string errorTip = "modelInfo.dropItemConfig.dropItemType=" +
-                //                   modelInfo.dropItemConfig.dropItemType +
-                //                   " |lvInfo.dropItemConfig.dropItemType" +
-                //                   lvInfo.dropItemConfig.dropItemType +
-                //                   " |qualityInfo.dropItemConfig.dropItemType" +
-                //                   qualityInfo.dropItemConfig.dropItemType;
-                // LogTool.Error(errorTip);
-            }
-
-            myItemInfo = modelInfo;
-            InitEquipment(modelInfo.config.ID, 
-                lvInfo.dropItemConfig.itemID[0], 
-                qualityInfo.dropItemConfig.itemID[0]);
-        }
-        
-        public void InitEquipment(int itemID, int dropLv, int quality)
-        {
-            // itemInfo = new ItemInfo(itemID);
-
-            
-        
-        }
-        
-
-
-     
-        
-    }
-    
-}

+ 0 - 3
Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 61d2b3a5903c4ae2b79e084ede48c8d1
-timeCreated: 1733972948

+ 2 - 0
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -404,6 +404,8 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
 
         public int eventID;
 
+        public int heroLevel;
+
         public List<ItemData> itemInfos = new List<ItemData>();
 
         public List<EventLinkData> eventLinks = new List<EventLinkData>();

+ 50 - 36
Assets/Scripts/GameLogic/Player/DropManager.cs

@@ -142,48 +142,62 @@ namespace GameLogic.Player
         {
             int rIdx = Random.Next(0, dropItemID.Length);
 
-            // DropItemConfig rDropItemConfig = ConfigComponent.Instance.Get<DropItemConfig>(dropItemID[rIdx]);
-
-            // for (int i = 0; i < dropItemID.Length; i++)
-            // {
-            //DropItemConfig dropItemConfig = ConfigComponent.Instance.Get<DropItemConfig>(dropItemID[i]);
             DropItemConfig dropItemConfig = ConfigComponent.Instance.Get<DropItemConfig>(dropItemID[rIdx]);
-            for (int j = 0; j < dropItemConfig.itemID.Length; j++)
-            {
-                int c = 0;
-                if (dropItemConfig.dropCountGoupID > 0)
-                {
-                    DropCountConfig dropCountConfig = GetCountBl(dropItemConfig.dropCountGoupID);
-                    c = (dropItemConfig.dropMaxV * dropCountConfig.proportion) / 100;
-                }
-                else
-                {
-                    c = Random.Next(dropItemConfig.dropMinV, dropItemConfig.dropMaxV + 1);
-                }
 
+            int itemIndex = Random.Next(0, dropItemConfig.itemID.Length);
 
-                ItemInfo itemInfo = null;
-
-
-                if (dropItemConfig.dropItemType == 1)
-                {
-                    if (c < 0)
-                    {
-                        itemInfo = DropResourceLevel(dropItemConfig.itemID[j], c);
-                    }
-                    else
-                    {
-                        itemInfo = new ItemInfo(dropItemConfig.itemID[j], c);
-                    }
-                }
-                else
-                {
-                    itemInfo = new ItemInfo(dropItemConfig);
-                }
 
+            int c = 0;
+            if (dropItemConfig.dropCountGoupID > 0)
+            {
+                DropCountConfig dropCountConfig = GetCountBl(dropItemConfig.dropCountGoupID);
+                c = (dropItemConfig.dropMaxV * dropCountConfig.proportion) / 100;
+            }
+            else
+            {
+                c = Random.Next(dropItemConfig.dropMinV, dropItemConfig.dropMaxV + 1);
+            }
 
-                itemInfos.Add(itemInfo);
+            ItemInfo itemInfo = null;
+            if (c < 0)
+            {
+                itemInfo = DropResourceLevel(dropItemConfig.itemID[itemIndex], c);
             }
+            else
+            {
+                itemInfo = new ItemInfo(dropItemConfig.itemID[itemIndex], c);
+            }
+
+            itemInfos.Add(itemInfo);
+            // for (int j = 0; j < dropItemConfig.itemID.Length; j++)
+            // {
+            //     int c = 0;
+            //     if (dropItemConfig.dropCountGoupID > 0)
+            //     {
+            //         DropCountConfig dropCountConfig = GetCountBl(dropItemConfig.dropCountGoupID);
+            //         c = (dropItemConfig.dropMaxV * dropCountConfig.proportion) / 100;
+            //     }
+            //     else
+            //     {
+            //         c = Random.Next(dropItemConfig.dropMinV, dropItemConfig.dropMaxV + 1);
+            //     }
+            //
+            //
+            //     ItemInfo itemInfo = null;
+            //
+            //
+            //     if (c < 0)
+            //     {
+            //         itemInfo = DropResourceLevel(dropItemConfig.itemID[j], c);
+            //     }
+            //     else
+            //     {
+            //         itemInfo = new ItemInfo(dropItemConfig.itemID[j], c);
+            //     }
+            //
+            //
+            //     itemInfos.Add(itemInfo);
+            // }
         }
 
         private DropCountConfig GetCountBl(int dropCountGroupID)

+ 0 - 4
Assets/Scripts/GameLogic/Player/PlayerManager.cs

@@ -1,16 +1,12 @@
 using System;
-using System.Collections;
 using System.Collections.Generic;
 using System.Linq;
-using Core.Language;
 using Core.Utility;
 using Excel2Json;
 using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Bag;
-using GameLogic.Combat.CombatTool;
 using GameLogic.CombatScenesTool;
-using GameLogic.Equipment;
 using GameLogic.Hero;
 using GameLogic.Player;
 using UnityEngine;

+ 2 - 1
Assets/Scripts/GameUI/Combat/CombatDrive.cs

@@ -57,7 +57,7 @@ namespace GameLogic.Combat
             StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
         }
 
-        public async CTask LoadLevelBattleCombat(int levelBattleId, bool isCombatOverUi, System.Action<bool> caombatFinish)
+        public async CTask LoadLevelBattleCombat(int levelBattleId, bool isCombatOverUi,int level, System.Action<bool> caombatFinish = null)
         {
             await MarskPanel.OpenPanel();
             UIManager.Instance.HindCurrAllShowPanel();
@@ -65,6 +65,7 @@ namespace GameLogic.Combat
             StartCombatInfo startCombatInfo = new StartCombatInfo();
             startCombatInfo.CombatType = CombatType.CombatType.LevelBattle;
             startCombatInfo.isCombatOverUi = isCombatOverUi;
+            startCombatInfo.monsterLevel = level;
             await StartCombat(startCombatInfo);
 
             LevelBattleCombatType levelBattleCombatType = CombatController.CombatTypeBasic as LevelBattleCombatType;

+ 2 - 2
Assets/Scripts/GameUI/EventManager/DialogueManager.cs

@@ -202,7 +202,7 @@ public class DialogueManager : Singleton<DialogueManager>
                     if (relust)
                     {
                         CTask cTask = CTask.Create();
-                        CombatDrive.Instance.LoadLevelBattleCombat(dialogueConfig.optionPara1[0], true,
+                        CombatDrive.Instance.LoadLevelBattleCombat(dialogueConfig.optionPara1[0], true,CurrentEventList.heroLevel,
                             delegate(bool isWin)
                             {
                                 LogTool.Log("战斗完成" + isWin);
@@ -221,7 +221,7 @@ public class DialogueManager : Singleton<DialogueManager>
                 else
                 {
                     CTask cTask = CTask.Create();
-                    CombatDrive.Instance.LoadLevelBattleCombat(dialogueConfig.optionPara1[0], false,
+                    CombatDrive.Instance.LoadLevelBattleCombat(dialogueConfig.optionPara1[0], false,CurrentEventList.heroLevel,
                         delegate(bool isWin)
                         {
                             LogTool.Log("战斗完成" + isWin);

+ 37 - 2
Assets/Scripts/GameUI/EventManager/EventSystemManager.cs

@@ -283,8 +283,6 @@ public class EventSystemManager : Singleton<EventSystemManager>
 
     private List<AccountFileInfo.EventList> DetectEvents(int eventCount, List<ItemInfo> useItems)
     {
-        
-        
         SmallPlacesConfig smallPlacesConfig = ConfigComponent.Instance.Get<SmallPlacesConfig>(PlayerManager.Instance.CurrentsmallPlaces.id);
         PlacesConfig bigMap = ConfigComponent.Instance.Get<PlacesConfig>(smallPlacesConfig.PlacesId);
         DivineSenseConfig divineSenseConfig = ConfigComponent.Instance.Get<DivineSenseConfig>(AccountFileInfo.Instance.playerData.divineSenseLevel);
@@ -523,6 +521,8 @@ public class EventSystemManager : Singleton<EventSystemManager>
         }
 
 
+        eventList.heroLevel = PlayerManager.Instance.myHero.level.Value;
+
         //初始化神识链条,用于监听条件是否完成
         if (eventList != null && eventConfig.EventType != 2)
         {
@@ -629,6 +629,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
         this.onCompleteCallback = oncompleteCallBack;
         isTriggerEvent = true;
 
+
         LogTool.Log($"触发事件: {LanguageManager.Instance.Text(eventConfig.EventName)} (ID: {eventConfig.ID}, 品质: {eventConfig.EventQuality})");
 
         int dialogueID = 0;
@@ -653,7 +654,41 @@ public class EventSystemManager : Singleton<EventSystemManager>
             CancelEvent(CurrentEventList);
             cTask.SetResult();
         });
+
+        DivineSenceEventPreviewPanel divineSenceEventPreviewPanel = UIManager.Instance.GetComponent<DivineSenceEventPreviewPanel>();
+        AppBarPanel appBarPanel = UIManager.Instance.GetComponent<AppBarPanel>();
+        // DivineSenceInfoPanel divineSenceInfoPanel = UIManager.Instance.GetComponent<DivineSenceInfoPanel>();
+        if (divineSenceEventPreviewPanel != null && !divineSenceEventPreviewPanel.IsClose)
+        {
+            divineSenceEventPreviewPanel.GObjectPoolInterface.SetActive(false);
+        }
+
+        if (appBarPanel != null && !appBarPanel.IsClose)
+        {
+            appBarPanel.GObjectPoolInterface.SetActive(false);
+        }
+
+        // if (divineSenceInfoPanel != null)
+        // {
+        //     divineSenceInfoPanel.GObjectPoolInterface.SetActive(false);
+        // }
+
         await cTask;
+
+        if (divineSenceEventPreviewPanel != null && !divineSenceEventPreviewPanel.IsClose)
+        {
+            divineSenceEventPreviewPanel.GObjectPoolInterface.SetActive(true);
+        }
+
+        if (appBarPanel != null && !appBarPanel.IsClose)
+        {
+            appBarPanel.GObjectPoolInterface.SetActive(true);
+        }
+
+        // if (divineSenceInfoPanel != null)
+        // {
+        //     divineSenceInfoPanel.GObjectPoolInterface.SetActive(true);
+        // }
     }
 
 

+ 1 - 1
Assets/Scripts/GameUI/GameApplction.cs

@@ -189,7 +189,7 @@ public class GameApplction : IGameStart
         if (!AccountFileInfo.Instance.playerData.isTiggerPlot)
         {
             CTask cTask = CTask.Create();
-            CombatDrive.Instance.LoadLevelBattleCombat(1002, false,
+            CombatDrive.Instance.LoadLevelBattleCombat(1002, false,1,
                 delegate(bool isWin)
                 {
                     LogTool.Log("战斗完成" + isWin);

+ 1 - 1
Assets/Scripts/GameUI/UI/BoxPanel/BoxPanel.cs

@@ -49,7 +49,7 @@ namespace Fort23.Mono
             else
             {
                 //验证道具是否足够
-                if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID, openBoxConfig.tenConsume))
+                if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID, openBoxConfig.oneConsume))
                 {
                     return PlayerManager.Instance.SummonManager.Summon(configId, 1);
                 }

+ 4 - 4
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs

@@ -162,7 +162,7 @@ namespace Fort23.Mono
 
                 // UIManager.Instance.HindCurrAllShowPanel();
 
-                CombatDrive.Instance.LoadLevelBattleCombat(heroPowerUpConfig.DujieLevelbattleID, true,
+                CombatDrive.Instance.LoadLevelBattleCombat(heroPowerUpConfig.DujieLevelbattleID, true, -1,
                     delegate(bool isWin)
                     {
                         LogTool.Log("战斗完成" + isWin);
@@ -447,7 +447,7 @@ namespace Fort23.Mono
 
         public async static CTask<HeroBreakthroughPanel> OpenPanel()
         {
-            HeroBreakthroughPanel heroBreakthroughPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughPanel>(null, UILayer.Top, isFocus: false,isShowBG:true);
+            HeroBreakthroughPanel heroBreakthroughPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughPanel>(null, UILayer.Top, isFocus: false, isShowBG: true);
             heroBreakthroughPanel.CustomInit();
             return heroBreakthroughPanel;
         }
@@ -456,7 +456,7 @@ namespace Fort23.Mono
         //渡劫预览
         public async static CTask<HeroBreakthroughPanel> OpenPanel1(HeroInfo heroInfo1)
         {
-            HeroBreakthroughPanel heroBreakthroughPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughPanel>(null, UILayer.Top, isFocus: false,isShowBG:true);
+            HeroBreakthroughPanel heroBreakthroughPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughPanel>(null, UILayer.Top, isFocus: false, isShowBG: true);
             heroBreakthroughPanel.CustomInit(heroInfo1);
             return heroBreakthroughPanel;
         }
@@ -494,7 +494,7 @@ namespace Fort23.Mono
                     }
                     else
                     {
-                        Text_HeroHp.color = new Color32(249,240,204,255);
+                        Text_HeroHp.color = new Color32(249, 240, 204, 255);
                     }
                 }
                 else

+ 0 - 6
Assets/Scripts/GameUI/UI/RewardsPanel/WidgetItem.cs

@@ -1,10 +1,4 @@
-using System;
-using Core.Language;
-using Fort23.UTool;
 using GameLogic.Bag;
-using GameLogic.Equipment;
-using GameLogic.Hero;
-using UnityEngine;
 using Utility;
 
 namespace Fort23.Mono

+ 1 - 1
Assets/Scripts/GameUI/UI/TowerPanel/TowerPanel.cs

@@ -63,7 +63,7 @@ namespace Fort23.Mono
                     AccountFileInfo.Instance.SavePlayerData();
                 }
 
-                CombatDrive.Instance.LoadLevelBattleCombat(currentLevelWidget._towerInfoConfig.typeValue[0], true,
+                CombatDrive.Instance.LoadLevelBattleCombat(currentLevelWidget._towerInfoConfig.typeValue[0], true,-1,
                     delegate(bool isWin)
                     {
                         LogTool.Log("战斗完成" + isWin);

BIN
Excel2Json/Excel/ChouKa.xlsx