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

liao 20 小时之前
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9616829d24

+ 3 - 3
Assets/Res/Config/BuffConfig.json

@@ -43,7 +43,7 @@
     {
       "ID": 10031,
       "nameTest": "毒",
-      "decTest": "每层毒对敌人每秒成{0}%木属性伤害,{1}层毒时毒气会入侵五脏,敌人每使用一次功法对应功法的伤势增加1",
+      "decTest": "每层毒对敌人每秒成{0}%木属性伤害,{1}层毒时毒气会入侵五脏,敌人每使用一次功法对应功法的伤势增加1",
       "icon": "icon_b1003",
       "buffName": 10723,
       "buffEffectDes": 10756,
@@ -65,7 +65,7 @@
     {
       "ID": 10051,
       "nameTest": "灼热",
-      "decTest": "对敌人成{0}火属性灼烧伤害,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤害",
+      "decTest": "对敌人成{0}火属性灼烧伤害,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤害",
       "icon": "icon_b1005",
       "buffName": 10725,
       "buffEffectDes": 10758,
@@ -248,7 +248,7 @@
     {
       "ID": 10161,
       "nameTest": "冰魄牢域",
-      "decTest": "乌龟的技能,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,\n寒气每叠到{0}层时,消耗所有层寒气对敌人成{0}秒的冰冻效果",
+      "decTest": "乌龟的技能,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,\n寒气每叠到{0}层时,消耗所有层寒气对敌人成{0}秒的冰冻效果",
       "icon": "icon_b1016",
       "buffName": 10736,
       "buffEffectDes": 10769,

+ 39 - 31
Assets/Res/Config/LanguageChineseConfig.json

@@ -2866,7 +2866,7 @@
     },
     {
       "ID": 717,
-      "txt": "伤害很高)(前摇时间长):很多剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  \n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
+      "txt": "伤害很高)(前摇时间长):很多剑从远处汇聚到boss周围,然后以一字行快速贯穿目标对目标成{0}伤害,每命中目标肉体{1}次防御削减{2}%,目标肉体{3}次所有伤势+{4}  \n,如果目标上有剑毅,每丙剑消耗{5}层剑毅让敌人受到{6}额外的伤害"
     },
     {
       "ID": 718,
@@ -2878,11 +2878,11 @@
     },
     {
       "ID": 720,
-      "txt": "发射2丙剑,对敌人成{0}伤害"
+      "txt": "发射2丙剑,对敌人成{0}伤害"
     },
     {
       "ID": 721,
-      "txt": "发射2丙剑,对敌人成{0}伤害"
+      "txt": "发射2丙剑,对敌人成{0}伤害"
     },
     {
       "ID": 722,
@@ -7986,19 +7986,19 @@
     },
     {
       "ID": 1997,
-      "txt": "赠送铜钱"
+      "txt": "赠送灵石"
     },
     {
       "ID": 1998,
-      "txt": "赠送铜钱"
+      "txt": "赠送灵石"
     },
     {
       "ID": 1999,
-      "txt": "赠送铜钱"
+      "txt": "赠送灵石"
     },
     {
       "ID": 2000,
-      "txt": "赠送铜钱"
+      "txt": "赠送灵石"
     },
     {
       "ID": 2001,
@@ -8018,19 +8018,19 @@
     },
     {
       "ID": 2005,
-      "txt": "赠送灵"
+      "txt": "赠送灵"
     },
     {
       "ID": 2006,
-      "txt": "赠送灵"
+      "txt": "赠送灵"
     },
     {
       "ID": 2007,
-      "txt": "赠送灵"
+      "txt": "赠送灵"
     },
     {
       "ID": 2008,
-      "txt": "赠送灵"
+      "txt": "赠送灵"
     },
     {
       "ID": 2009,
@@ -8050,19 +8050,19 @@
     },
     {
       "ID": 2013,
-      "txt": "这位道友离开时会给与玩家少量铜钱奖励"
+      "txt": "这位道友离开时会给与玩家少量灵石奖励"
     },
     {
       "ID": 2014,
-      "txt": "这位道友离开时会给与玩家一些铜钱奖励"
+      "txt": "这位道友离开时会给与玩家一些灵石奖励"
     },
     {
       "ID": 2015,
-      "txt": "这位道友离开时会给与玩家很多铜钱奖励"
+      "txt": "这位道友离开时会给与玩家很多灵石奖励"
     },
     {
       "ID": 2016,
-      "txt": "这位道友离开时会给与玩家丰厚铜钱奖励"
+      "txt": "这位道友离开时会给与玩家丰厚灵石奖励"
     },
     {
       "ID": 2017,
@@ -8082,19 +8082,19 @@
     },
     {
       "ID": 2021,
-      "txt": "这位道友离开时会给与玩家少量法宝灵奖励"
+      "txt": "这位道友离开时会给与玩家少量法宝灵奖励"
     },
     {
       "ID": 2022,
-      "txt": "这位道友离开时会给与玩家一些法宝灵奖励"
+      "txt": "这位道友离开时会给与玩家一些法宝灵奖励"
     },
     {
       "ID": 2023,
-      "txt": "这位道友离开时会给与玩家很多法宝灵奖励"
+      "txt": "这位道友离开时会给与玩家很多法宝灵奖励"
     },
     {
       "ID": 2024,
-      "txt": "这位道友离开时会给与玩家丰厚法宝灵奖励"
+      "txt": "这位道友离开时会给与玩家丰厚法宝灵奖励"
     },
     {
       "ID": 2025,
@@ -12126,7 +12126,7 @@
     },
     {
       "ID": 3032,
-      "txt": "毒专精:毒成的伤害+{0}%,且蔓延速度加快{1}%"
+      "txt": "毒专精:毒成的伤害+{0}%,且蔓延速度加快{1}%"
     },
     {
       "ID": 3033,
@@ -12546,7 +12546,7 @@
     },
     {
       "ID": 3137,
-      "txt": "星辰道启动期间释放的功法带有星辰之力,对敌人额外成30%当前伤害"
+      "txt": "星辰道启动期间释放的功法带有星辰之力,对敌人额外成30%当前伤害"
     },
     {
       "ID": 3138,
@@ -12582,7 +12582,7 @@
     },
     {
       "ID": 3146,
-      "txt": "毒成的伤害+2%,且蔓延速度加快5%"
+      "txt": "毒成的伤害+2%,且蔓延速度加快5%"
     },
     {
       "ID": 3147,
@@ -12602,7 +12602,7 @@
     },
     {
       "ID": 3151,
-      "txt": "毒成的伤害+1%,且蔓延速度加快2%"
+      "txt": "毒成的伤害+1%,且蔓延速度加快2%"
     },
     {
       "ID": 3152,
@@ -37878,7 +37878,7 @@
     },
     {
       "ID": 10210,
-      "txt": "功法数量:{0}/{1}"
+      "txt": "主动功法:{0}/{1}"
     },
     {
       "ID": 10211,
@@ -39198,19 +39198,19 @@
     },
     {
       "ID": 10540,
-      "txt": "毒成的伤害+3%,且蔓延速度加快10%"
+      "txt": "毒成的伤害+3%,且蔓延速度加快10%"
     },
     {
       "ID": 10541,
-      "txt": "毒成的伤害+4%,且蔓延速度加快15%"
+      "txt": "毒成的伤害+4%,且蔓延速度加快15%"
     },
     {
       "ID": 10542,
-      "txt": "毒成的伤害+5%,且蔓延速度加快20%"
+      "txt": "毒成的伤害+5%,且蔓延速度加快20%"
     },
     {
       "ID": 10543,
-      "txt": "毒成的伤害+6%,且蔓延速度加快25%"
+      "txt": "毒成的伤害+6%,且蔓延速度加快25%"
     },
     {
       "ID": 10544,
@@ -40062,7 +40062,7 @@
     },
     {
       "ID": 10756,
-      "txt": "每层毒对敌人每秒成{0}%木属性伤害,{1}层毒时毒气会入侵五脏,敌人每使用一次功法对应功法的伤势增加1"
+      "txt": "每层毒对敌人每秒成{0}%木属性伤害,{1}层毒时毒气会入侵五脏,敌人每使用一次功法对应功法的伤势增加1"
     },
     {
       "ID": 10757,
@@ -40070,7 +40070,7 @@
     },
     {
       "ID": 10758,
-      "txt": "对敌人成{0}火属性灼烧伤害,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤害"
+      "txt": "对敌人成{0}火属性灼烧伤害,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤害"
     },
     {
       "ID": 10759,
@@ -40114,7 +40114,7 @@
     },
     {
       "ID": 10769,
-      "txt": "乌龟的技能,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,\n寒气每叠到{0}层时,消耗所有层寒气对敌人成{0}秒的冰冻效果"
+      "txt": "乌龟的技能,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,\n寒气每叠到{0}层时,消耗所有层寒气对敌人成{0}秒的冰冻效果"
     },
     {
       "ID": 10770,
@@ -40303,6 +40303,14 @@
     {
       "ID": 10816,
       "txt": "任务"
+    },
+    {
+      "ID": 10817,
+      "txt": "上传后覆盖远程记录,确认吗?"
+    },
+    {
+      "ID": 10818,
+      "txt": "下载后覆盖本地记录,确认吗?"
     }
   ]
 }

+ 24 - 24
Assets/Res/Config/LanguageChineseConfig_skill.json

@@ -3318,27 +3318,27 @@
     },
     {
       "ID": 1190010,
-      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
+      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
     },
     {
       "ID": 1190011,
-      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
+      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
     },
     {
       "ID": 1190012,
-      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
+      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
     },
     {
       "ID": 1190013,
-      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
+      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
     },
     {
       "ID": 1190014,
-      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
+      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
     },
     {
       "ID": 1190015,
-      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
+      "txt": "(前摇时间长):最多从汇聚10柄剑到自身周围,然后以一字行快速贯穿目标对目标成{0}%攻击力的伤害,每命中目标肉体{1}次将削减{2}%的防御,目标肉体{3}次则所有伤势+{4}  ,如果目标上有剑意,每柄剑消耗{5}层剑意让敌人受到额外{6}%的伤害"
     },
     {
       "ID": 1190020,
@@ -3370,51 +3370,51 @@
     },
     {
       "ID": 1190040,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190041,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190042,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190043,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190044,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190045,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190050,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190051,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190052,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190053,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190054,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190055,
-      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
+      "txt": "发射3柄剑,对敌人成{0}%攻击力的伤害"
     },
     {
       "ID": 1190110,
@@ -3466,27 +3466,27 @@
     },
     {
       "ID": 1190130,
-      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
+      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
     },
     {
       "ID": 1190131,
-      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
+      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
     },
     {
       "ID": 1190132,
-      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
+      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
     },
     {
       "ID": 1190133,
-      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
+      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
     },
     {
       "ID": 1190134,
-      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
+      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
     },
     {
       "ID": 1190135,
-      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
+      "txt": "凤凰在血量还剩{0}%的时触发,寒气笼罩自身5秒,期间凤凰免疫任何伤害,并慢慢回血,直到恢复满,恢复满后凤凰所有灵根增加{1}。冰块爆开,生成一个冲击波,对当前场上所有的弹道成当前强度的强度攻击(强度不够的弹道会被摧毁),生成{2}枚冰锥冲向敌人造成{3}%攻击力的伤害"
     },
     {
       "ID": 1190140,

+ 4 - 4
Assets/Scenes/testCombat.scene

@@ -156,7 +156,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   ShaderVariantCollection: {fileID: 20000000, guid: 3536136831feec548bbaa7febad775f8, type: 2}
-  LoadType: 1
+  LoadType: 0
   h5Url: http://127.0.0.1:8000
   isOpenHotFix: 0
   isLoadDll: 0
@@ -773,7 +773,7 @@ MonoBehaviour:
   m_ScaleFactor: 1
   m_ReferenceResolution: {x: 750, y: 1624}
   m_ScreenMatchMode: 0
-  m_MatchWidthOrHeight: 1
+  m_MatchWidthOrHeight: 0
   m_PhysicalUnit: 3
   m_FallbackScreenDPI: 96
   m_DefaultSpriteDPI: 96
@@ -1237,7 +1237,7 @@ MonoBehaviour:
   m_OnValueChanged:
     m_PersistentCalls:
       m_Calls: []
---- !u!213 &1477443412
+--- !u!213 &1555479024
 Sprite:
   m_ObjectHideFlags: 0
   m_CorrespondingSourceObject: {fileID: 0}
@@ -1510,7 +1510,7 @@ MonoBehaviour:
   m_OnCullStateChanged:
     m_PersistentCalls:
       m_Calls: []
-  m_Sprite: {fileID: 1477443412}
+  m_Sprite: {fileID: 1555479024}
   m_Type: 0
   m_PreserveAspect: 0
   m_FillCenter: 1

+ 19 - 2
Assets/Scripts/Core/Editor/HybridCLR/BuildAssetsCommand.cs

@@ -46,6 +46,9 @@ namespace HybridCLR.Editor
 
             var md5Json = JsonHelper.ToJson(assetMd5Info);
             File.WriteAllText(build + "DllMD5.txt", md5Json);
+            
+          
+            
             LogTool.Log("MD5文件生成完成");
             PlatformType platformType;
 #if UNITY_ANDROID
@@ -59,8 +62,22 @@ namespace HybridCLR.Editor
 #else
 			platformType = PlatformType.None;
 #endif
-           // var build = Application.streamingAssetsPath;
-            // BuildAndCopyAOTHotUpdateDlls(build);
+            
+            
+            var build1 = string.Format(BuildEditor.buildDllFolder, platformType,
+                $"{1}.{1}.{1}");
+            foreach (var bundle in allBundles)
+            {
+                if (bundle.Contains(".manifest")) continue;
+                var fileInfo = new FileInfo(bundle);
+                byte[] data = File.ReadAllBytes(bundle);
+                string fileName = fileInfo.Name;
+                string p = build1 + fileName;
+          
+                File.WriteAllBytes(p, data);
+   
+            }
+
             AssetDatabase.SaveAssets();
             AssetDatabase.Refresh();
         }

+ 18 - 2
Assets/Scripts/GameLogic/Hero/HeroInfo.cs

@@ -74,9 +74,9 @@ namespace GameLogic.Hero
             Dictionary<string, object> dictionary = new Dictionary<string, object>();
             dictionary.Add("JingJie", heroData.heroPowerId.ToString());
             DBManager.Instance.CustomEvent("Hero_levelup", dictionary);
-            int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
 
-            float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
+
+            float allexp = GetGuaJiExp();
             heroData.exp += allexp;
             heroData.exp -= powerUpConfig.levelUpExp;
             heroData.upTime = TimeHelper.ClientNow();
@@ -90,6 +90,22 @@ namespace GameLogic.Hero
             return this;
         }
 
+        public float GetGuaJiExp()
+        {
+            int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
+            currentMiao = currentMiao > PlayerManager.Instance.gameConstantConfig.offlineexpMaxTime
+                ? PlayerManager.Instance.gameConstantConfig.offlineexpMaxTime
+                : currentMiao;
+            float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
+            return allexp;
+        }
+        
+        public float GetAllExp()
+        {
+
+            return GetGuaJiExp() + heroData.exp;
+        }
+
         public void GetDaoLvBl()
         {
             daolvBl.Clear();

+ 1 - 1
Assets/Scripts/GameLogic/RedDot/RedDotData.cs

@@ -153,7 +153,7 @@ namespace Fort23.Mono
                         case 1:
 
                             int currentMiao =
-                                (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) /
+                                (int)((PlayerManager.Instance.myHero.GetAllExp()) /
                                       1000);
 
                             float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;

+ 2 - 5
Assets/Scripts/GameUI/UI/AppBarPanel/TitlePanel.cs

@@ -73,13 +73,10 @@ namespace Fort23.Mono
                 allexp += heroPowerUpConfig.levelUpExp;
             }
 
-            int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
 
-            float heroAllexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
-            heroAllexp = PlayerManager.Instance.myHero.heroData.exp + heroAllexp;
 
 
-            int bl = (int)((heroAllexp / allexp) * 100);
+            int bl = (int)((PlayerManager.Instance.myHero.GetAllExp() / allexp) * 100);
             bl = bl > 100 ? 100 : bl;
 
             Text_JingJie.text =
@@ -103,7 +100,7 @@ namespace Fort23.Mono
         [CustomMethod(CustomMethodType.Update)]
         public void Update()
         {
-            int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
+            int currentMiao = (int)((PlayerManager.Instance.myHero.GetAllExp()) / 1000);
 
             float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
 

+ 3 - 4
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs

@@ -62,7 +62,7 @@ namespace Fort23.Mono
                 }
 
 
-                if (PlayerManager.Instance.myHero.heroData.exp + HeroHerlp.GetHeroExp() <
+                if (PlayerManager.Instance.myHero.GetAllExp() <
                     PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
                 {
                     return;
@@ -269,8 +269,8 @@ namespace Fort23.Mono
 
         private int RemoveHeroItem(int failBl)
         {
-            float allexp = HeroHerlp.GetHeroExp();
-            PlayerManager.Instance.myHero.heroData.exp += allexp;
+            // float allexp = HeroHerlp.GetHeroExp();
+            PlayerManager.Instance.myHero.heroData.exp += PlayerManager.Instance.myHero.GetGuaJiExp();
             //扣除失败后的经验
             float failbl = failBl == 0
                 ? PlayerManager.Instance.myHero.powerUpConfig.FailureExpReduce
@@ -280,7 +280,6 @@ namespace Fort23.Mono
 
             PlayerManager.Instance.myHero.heroData.exp -= failXw;
             PlayerManager.Instance.myHero.heroData.upTime = TimeHelper.ClientNow();
-            // PlayerManager.Instance.myHero.heroData.isCombat = false;
             AccountFileInfo.Instance.SavePlayerData();
             return failXw;
         }

+ 1 - 7
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroHerlp.cs

@@ -145,12 +145,6 @@ namespace Fort23.Mono
             return heroAttributeDataList;
         }
 
-        public static float GetHeroExp()
-        {
-            int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
-
-            float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
-            return allexp;
-        }
+  
     }
 }

+ 11 - 24
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroInformationPanel.cs

@@ -109,12 +109,8 @@ namespace Fort23.Mono
                     TipMessagePanel.OpenTipMessagePanel(10810);
                     return;
                 }
-
-                int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) /
-                                        1000);
-
-                float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
-                if (PlayerManager.Instance.myHero.heroData.exp + allexp <
+                
+                if (PlayerManager.Instance.myHero.GetAllExp() <
                     PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
                 {
                     AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav");
@@ -189,23 +185,19 @@ namespace Fort23.Mono
         }
 
         int redDotID = 5;
-        private int currentMiao = 0;
-        private float allexp = 0;
+
 
         public async CTask CustomInit()
         {
             ClosePool();
 
-            currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) /
-                                1000);
 
-            allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
 
             Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
-            Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp + allexp;
+            Slider_Exp.value = PlayerManager.Instance.myHero.GetAllExp();
 
             Text_exp.text =
-                $"{(int)PlayerManager.Instance.myHero.heroData.exp + allexp}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
+                $"{(int)PlayerManager.Instance.myHero.GetAllExp()}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
 
             for (var i = 0; i < JingJieIcons.Count; i++)
             {
@@ -231,7 +223,7 @@ namespace Fort23.Mono
 
 
             int miao = (int)((PlayerManager.Instance.myHero.powerUpConfig.levelUpExp -
-                              (PlayerManager.Instance.myHero.heroData.exp + allexp)) /
+                              (PlayerManager.Instance.myHero.GetAllExp())) /
                              PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei);
             if (miao > 0)
             {
@@ -363,7 +355,7 @@ namespace Fort23.Mono
                 fx_ui_pojing_loop.gameObject.SetActive(false);
                 fx_ui_pojing_loop2.gameObject.SetActive(false);
                 fx_ui_dujie_loop.gameObject.SetActive(false);
-                if (PlayerManager.Instance.myHero.heroData.exp + allexp >=
+                if (PlayerManager.Instance.myHero.GetAllExp() >=
                     PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
                 {
                     if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 == heroInfo.powerUpConfig.jingjie1)
@@ -437,18 +429,15 @@ namespace Fort23.Mono
             // }
             //
             // timer = 0;
-            currentMiao =
-                (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
 
-            allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
 
-            Slider_Exp.value = PlayerManager.Instance.myHero.heroData.exp + allexp;
+            Slider_Exp.value = PlayerManager.Instance.myHero.GetAllExp();
 
             Text_exp.text =
-                $"{(int)(PlayerManager.Instance.myHero.heroData.exp + allexp)}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
+                $"{(int)(PlayerManager.Instance.myHero.GetAllExp())}/{PlayerManager.Instance.myHero.powerUpConfig.levelUpExp}";
 
             int miao = (int)((PlayerManager.Instance.myHero.powerUpConfig.levelUpExp -
-                              (PlayerManager.Instance.myHero.heroData.exp + allexp)) /
+                              (PlayerManager.Instance.myHero.GetAllExp())) /
                              PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei);
             if (miao > 0)
             {
@@ -463,7 +452,7 @@ namespace Fort23.Mono
 
             if (!fx_ui_tupo_loop.gameObject.activeSelf)
             {
-                if (PlayerManager.Instance.myHero.heroData.exp + allexp >=
+                if (PlayerManager.Instance.myHero.GetAllExp() >=
                     PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
                 {
                     Btn_TuPo.transform.RecoverColor();
@@ -553,8 +542,6 @@ namespace Fort23.Mono
         public async override CTask Close()
         {
             fx_ui_tupo_loop.gameObject.SetActive(false);
-            currentMiao = 0;
-            allexp = 0;
             ClosePool();
             await base.Close();
         }

+ 3 - 10
Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs

@@ -90,12 +90,8 @@ namespace Fort23.Mono
 
                 if (EventSystemManager.Instance.IsEventCompleted(10003) && PlayerGuideManager.Instance.GuideIsCanDo(6) && PlayerManager.Instance.myHero.powerUpConfig.jingjie3 != 10)
                 {
-                    int currentMiao =
-                        (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) /
-                              1000);
-
-                    float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
-                    if (PlayerManager.Instance.myHero.heroData.exp + allexp >=
+      
+                    if (PlayerManager.Instance.myHero.GetAllExp() >=
                         PlayerManager.Instance.myHero.powerUpConfig.levelUpExp)
                     {
                         await PlayerGuideManager.Instance.SetGuid(6);
@@ -323,10 +319,7 @@ namespace Fort23.Mono
                 allexp += heroPowerUpConfig.levelUpExp;
             }
 
-            int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
-
-            float heroAllexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
-            heroAllexp = PlayerManager.Instance.myHero.heroData.exp + heroAllexp;
+            float heroAllexp = PlayerManager.Instance.myHero.GetAllExp();
 
 
             int bl = (int)((heroAllexp / allexp) * 100);

二进制
Excel2Json/Excel/Language.xlsx