Browse Source

Merge branch 'master' of http://192.168.123.2:3000/fort23/XY001

liao 4 months ago
parent
commit
a256cda1de

+ 1000 - 0
Assets/Res/Config/SkillConfig.json

@@ -70,6 +70,254 @@
         520.0
       ]
     },
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+      "icon": "",
+      "scriptName": "S10005",
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+      "scriptName": "S10005",
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     {
       "ID": 300011,
       "icon": "icon_skill_30001",
@@ -130,6 +378,254 @@
         4.0
       ]
     },
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+      "icon": "",
+      "scriptName": "",
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+      ]
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+      ]
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+        4.0
+      ]
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+    {
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+      "icon": "",
+      "scriptName": "S30005",
+      "IDGroup": 30005,
+      "cd": null,
+      "SkillType": 4,
+      "level": 1,
+      "name": null,
+      "desc": null,
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+        10.0
+      ]
+    },
+    {
+      "ID": 300052,
+      "icon": "",
+      "scriptName": "S30005",
+      "IDGroup": 30005,
+      "cd": null,
+      "SkillType": 4,
+      "level": 2,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        20.0
+      ]
+    },
+    {
+      "ID": 300053,
+      "icon": "",
+      "scriptName": "S30005",
+      "IDGroup": 30005,
+      "cd": null,
+      "SkillType": 4,
+      "level": 3,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        30.0
+      ]
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+    {
+      "ID": 300054,
+      "icon": "",
+      "scriptName": "S30005",
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+      "cd": null,
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+      "level": 4,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        40.0
+      ]
+    },
     {
       "ID": 200011,
       "icon": "icon_skill_20001",
@@ -186,6 +682,258 @@
         845.0
       ]
     },
+    {
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+      "icon": "",
+      "scriptName": "",
+      "IDGroup": 20002,
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+      "desc": null,
+      "addPropertyType": [
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+      ],
+      "addPropertyValue": [
+        10
+      ]
+    },
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+      "icon": "",
+      "scriptName": "",
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+      "name": null,
+      "desc": null,
+      "addPropertyType": [
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+      ],
+      "addPropertyValue": [
+        20
+      ]
+    },
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+      "icon": "",
+      "scriptName": "",
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+      "cd": null,
+      "SkillType": 4,
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+      "desc": null,
+      "addPropertyType": [
+        2
+      ],
+      "addPropertyValue": [
+        30
+      ]
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+      "icon": "",
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+      "desc": null,
+      "addPropertyType": [
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+      ],
+      "addPropertyValue": [
+        40
+      ]
+    },
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+      "icon": "",
+      "scriptName": "",
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+      "desc": null,
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+      ],
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+        10
+      ]
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+      "icon": "",
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+      ],
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+        20
+      ]
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+      "icon": "",
+      "scriptName": "S20004",
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+        50.0,
+        50.0
+      ]
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+      "desc": null,
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+        60.0,
+        51.0
+      ]
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+      "icon": "",
+      "scriptName": "S20004",
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+        51.0
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+        52.0
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+      "icon": "",
+      "scriptName": "S20005",
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+      "cd": null,
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+      "name": null,
+      "desc": null,
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+        1.0
+      ]
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+    {
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+      "icon": "",
+      "scriptName": "S20005",
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+      "name": null,
+      "desc": null,
+      "effectValue": [
+        2.0
+      ]
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+    {
+      "ID": 200053,
+      "icon": "",
+      "scriptName": "S20005",
+      "IDGroup": 20005,
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+      "SkillType": 4,
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+      "name": null,
+      "desc": null,
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+        3.0
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+    {
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+      "icon": "",
+      "scriptName": "S20005",
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     {
       "ID": 400011,
       "icon": "icon_skill_40001",
@@ -242,6 +990,258 @@
         433.333344
       ]
     },
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+      "level": 2,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        15.0,
+        30.0
+      ]
+    },
+    {
+      "ID": 400053,
+      "icon": "",
+      "scriptName": "S40005",
+      "IDGroup": 40005,
+      "cd": null,
+      "SkillType": 4,
+      "level": 3,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        20.0,
+        40.0
+      ]
+    },
+    {
+      "ID": 400054,
+      "icon": "",
+      "scriptName": "S40005",
+      "IDGroup": 40005,
+      "cd": null,
+      "SkillType": 4,
+      "level": 4,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        25.0,
+        50.0
+      ]
+    },
     {
       "ID": 1100011,
       "icon": "icon_skill_110001",

+ 12 - 0
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -75,6 +75,18 @@ public int desc;
 public float[] effectValue;
 
 
+		/// <summary>
+		///1=生命百分比 2=攻击百分比 3=防御百分比 
+		/// </summary>
+public int[] addPropertyType;
+
+
+		/// <summary>
+		///具体效果值
+		/// </summary>
+public int[] addPropertyValue;
+
+
 	}
 
 }

+ 41 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -1,9 +1,11 @@
 using System;
+using System.Collections.Generic;
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using Excel2Json;
 using Fort23.Core;
 using GameLogic.Combat.Hero;
 using Utility;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 namespace GameLogic.Combat.CombatTool
 {
@@ -102,5 +104,44 @@ namespace GameLogic.Combat.CombatTool
             target.combatHeroEntity.Recover(harmReturnInfo);
             return harmReturnInfo;
         }
+
+
+        public ILifetCycleHitPoint[] GetMinHpHero(ILifetCycleHitPoint[] allLifetCycleHitPoints, int count)
+        {
+            BetterList<ILifetCycleHitPoint> findHero = new BetterList<ILifetCycleHitPoint>();
+            findHero.AddRange(allLifetCycleHitPoints);
+            int currCount = Math.Min(allLifetCycleHitPoints.Length, count);
+            ILifetCycleHitPoint[] minHpHero = new ILifetCycleHitPoint[currCount];
+
+            for (int k = 0; k < currCount; k++)
+            {
+                CombatHeroEntity lifetCycleHitPoint = null;
+                int index = 0;
+
+                if (findHero.Count <= 0)
+                {
+                    return minHpHero;
+                }
+
+                lifetCycleHitPoint = findHero[0].IfLifeCycle.This<CombatHeroEntity>();
+
+                for (int j = 0; j < findHero.Count; j++)
+                {
+                    CombatHeroEntity lifetCycleHitPoint2 =
+                        findHero[j].IfLifeCycle.This<CombatHeroEntity>();
+                    if (lifetCycleHitPoint2.HpBl < lifetCycleHitPoint.HpBl)
+                    {
+                        lifetCycleHitPoint = lifetCycleHitPoint2;
+                        index = j;
+                    }
+                }
+
+                ILifetCycleHitPoint currFindHitPoint = lifetCycleHitPoint.GetMainHotPoin<ILifetCycleHitPoint>(true);
+                minHpHero[k] = currFindHitPoint;
+                findHero.RemoveAt(index);
+            }
+
+            return minHpHero;
+        }
     }
 }

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

@@ -36,7 +36,7 @@ namespace GameLogic.Combat.CombatTool
             }
             catch (System.Exception e)
             {
-                LogTool.Log("错误技能" + skillConfig.scriptName);
+                LogTool.Log(e+"错误技能" + skillConfig.scriptName);
             }
 
             return null;

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

@@ -50,6 +50,13 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
     
     public float DisTime;
 
+    public float HpBl {
+        get
+        {
+            return CurrCombatHeroInfo.hp.Value*100f/MaxCombatHeroInfo.hp.Value;
+        }
+    }
+
     public Vector3 dotPos
     {
         get { return combatHeroGameObject.position; }

+ 12 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -41,6 +41,18 @@ public class CombatHeroInfo
     public HeroPromoteConfig promoteConfig;
     public HeroBasicEquipConfig basicEquipConfig;
 
+    /// <summary>
+    /// 减少收到的暴击伤害
+    /// </summary>
+    public float reduceHitCritDamage;
+    /// <summary>
+    /// 减少收到的伤害
+    /// </summary>
+    public float reduceHitDamage;
+    /// <summary>
+    /// 技能暴击伤害
+    /// </summary>
+    public float skillCritDamage;
     /// <summary>
     /// 闪避 默认10%的几率
     /// </summary>

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

@@ -77,7 +77,7 @@ namespace GameLogic.Combat.Hero
             }
         }
 
-        private SkillBasic GetSkillBasic(int skillGroupId)
+        public SkillBasic GetSkillBasic(int skillGroupId)
         {
             for (int i = 0; i < SkillCommands.Count; i++)
             {

+ 17 - 13
Assets/Scripts/GameLogic/Combat/Skill/S10001.cs

@@ -12,29 +12,32 @@ namespace GameLogic.Combat.Skill
     public class S10001 : SkillBasic
     {
         protected float _harm;
+        protected int count = 0;
 
         // protected 
         protected override void ProInitSkillConfig()
         {
+            count = 1;
             _harm = SelfSkillConfig.effectValue[0];
+           
+
+            // if(
             AddTriggerCallBack("sk1_fashe", Sk1_fasheTrigger);
         }
 
-        // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
-        //     TimeLineEventLogicBasic timeLineEventLogicBasic)
-        // {
-        //     ILifetCycleHitPoint[] allHero = new ILifetCycleHitPoint[_enterAlertTarget.Count];
-        //     for (int i = 0; i < _enterAlertTarget.Count; i++)
-        //     {
-        //         allHero[i] = _enterAlertTarget[i].GetMainHotPoin<ILifetCycleHitPoint>();
-        //     }
-        //
-        //     return allHero;
-        // }
+        protected override void ProInitSkill()
+        {
+            SkillBasic skillBasic = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic(10004);
+            if (skillBasic != null)
+            {
+                count +=(int)skillBasic.SelfSkillConfig.effectValue[0];
+            }
+        }
 
 
         protected override void ProUseSkill()
         {
+           
             ActivationTimeLineData("sk1");
         }
 
@@ -57,9 +60,10 @@ namespace GameLogic.Combat.Skill
                 Vector3 forward = new Vector3(0, 0, 1);
                 Vector3 eulerAngles = CombatHeroEntity.combatHeroGameObject.transform.eulerAngles;
                 Vector3 zdPos = CombatHeroEntity.GetSpecialDotInfo("zdpos").GetWorlPos();
-                for (int i = 0; i < 4; i++)
+                int angle = 360 / count;
+                for (int i = 0; i < count; i++)
                 {
-                    eulerAngles.y = i * 90;
+                    eulerAngles.y = i * angle;
                     // Quaternion quaternion = Quaternion.AngleAxis(i * 90, Vector3.up);
                     // quaternion = quaternion + CombatHeroEntity.combatHeroGameObject.transform.rotation;
                     // Vector3 newAngle = new Vector3(eulerAngles.x, eulerAngles.y + i * 15+180, eulerAngles.z);

+ 19 - 0
Assets/Scripts/GameLogic/Combat/Skill/S10004.cs

@@ -0,0 +1,19 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 增加{0}道[旋风斩]的剑气数量
+    /// </summary>
+    public class S10004 : SkillBasic
+    {
+        protected override void ProUseSkill()
+        {
+            
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S10004.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 66fd1eaa8bb1486f93726e0fa97f42ab
+timeCreated: 1733820098

+ 22 - 0
Assets/Scripts/GameLogic/Combat/Skill/S10005.cs

@@ -0,0 +1,22 @@
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 降低收到的{0}伤害
+    /// </summary>
+    public class S10005 : SkillBasic
+    {
+        protected float lasetAddValue;
+
+        protected override void ProUseSkill()
+        {
+            
+        }
+
+        protected override void ProInitSkillConfig()
+        {
+            CombatHeroEntity.CurrCombatHeroInfo.reduceHitDamage -= lasetAddValue;
+            lasetAddValue = SelfSkillConfig.effectValue[0];
+            CombatHeroEntity.CurrCombatHeroInfo.reduceHitDamage += lasetAddValue;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S10005.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: a44fa17889cf4b1bb08749ce6ecedb11
+timeCreated: 1733820587

+ 32 - 7
Assets/Scripts/GameLogic/Combat/Skill/S20001.cs

@@ -12,9 +12,25 @@ namespace GameLogic.Combat.Skill
     {
         protected float recoverValue;
 
+        private int _count;
+        private SkillBasic _skillBasic2004;
+        private SkillBasic _skillBasic2005;
+
         protected override void ProInitSkillConfig()
         {
             recoverValue = SelfSkillConfig.effectValue[0];
+            _count = 1;
+         
+        }
+
+        protected override void ProInitSkill()
+        {
+            _skillBasic2004 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic(20004);
+            _skillBasic2005 = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic(20005);
+            if (_skillBasic2005 != null)
+            {
+                _count += (int)_skillBasic2005.SelfSkillConfig.effectValue[0];
+            }
         }
 
         protected override void ProUseSkill()
@@ -25,20 +41,29 @@ namespace GameLogic.Combat.Skill
         protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
             TimeLineEventLogicBasic timeLineEventLogicBasic)
         {
-            // if (CombatHeroEntity.CombatAIBasic.currFocusTarget == null)
-            // {
-            //     return null;
-            // }
-            // return new[] { CombatHeroEntity.CombatAIBasic.currFocusTarget.GetMainHotPoin<ILifetCycleHitPoint>() };
-            return CombatController.currActiveCombat.CombatHeroController.GetHeroHitPoint(CombatHeroEntity.IsEnemy);
+            ILifetCycleHitPoint[] allLifetCycleHitPoints =
+                CombatController.currActiveCombat.CombatHeroController.GetHeroHitPoint(CombatHeroEntity.IsEnemy);
+            return CombatCalculateTool.Instance.GetMinHpHero(allLifetCycleHitPoints, _count);
         }
 
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
+            float currRecoverValue = recoverValue;
+            if (_skillBasic2004 != null)
+            {
+                float hpBl = _skillBasic2004.SelfSkillConfig.effectValue[0];
+                float currBl = (float)(targetEntity.combatHeroEntity.CurrCombatHeroInfo.hp.Value * 100f /
+                                       targetEntity.combatHeroEntity.MaxCombatHeroInfo.hp.Value);
+                if (currBl <= hpBl)
+                {
+                    currRecoverValue += _skillBasic2004.SelfSkillConfig.effectValue[1];
+                }
+            }
+
             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                recoverValue);
+                currRecoverValue);
             HarmReturnInfo harmReturnInfo = Recover(CombatHeroEntity, targetEntity,
                 v, AttType.Normal, HarmType.Default);
         }

+ 20 - 0
Assets/Scripts/GameLogic/Combat/Skill/S20004.cs

@@ -0,0 +1,20 @@
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 专精:
+    ///对生命值低于{0}%的英雄,提高{1}%的治疗量
+    /// </summary>
+    public class S20004 : SkillBasic
+    {
+        
+
+        protected override void ProUseSkill()
+        {
+        }
+
+        protected override void ProInitSkillConfig()
+        {
+         
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S20004.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6535eb85fd45422b8022a00ef5898325
+timeCreated: 1733822965

+ 12 - 2
Assets/Scripts/GameLogic/Combat/Skill/S30001.cs

@@ -26,9 +26,18 @@ namespace GameLogic.Combat.Skill
         protected override void ProInitSkillConfig()
         {
             _harm = SelfSkillConfig.effectValue[0];
-            _maxTime = 3;
+            _maxTime = SelfSkillConfig.effectValue[1];
+            
         }
 
+        protected override void ProInitSkill()
+        {
+            SkillBasic skillBasic = CombatHeroEntity.CombatHeroSkillControl.GetSkillBasic(30004);
+            if (skillBasic != null)
+            {
+                _maxTime +=skillBasic.SelfSkillConfig.effectValue[0];
+            }
+        }
         // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
         //     TimeLineEventLogicBasic timeLineEventLogicBasic)
         // {
@@ -116,9 +125,10 @@ namespace GameLogic.Combat.Skill
                     HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity as CombatHeroHitPoint,
                         v, AttType.Skill, triggerData);
                 }
+
                 // "sk1_hit"
                 string hitName = "sk1_hit_lv4";
-                loopGroupBasic = ActivationTimeLineData( hitName, _currTrigger);
+                loopGroupBasic = ActivationTimeLineData(hitName, _currTrigger);
             }
 
             if (_currAllTime > _maxTime)

+ 14 - 0
Assets/Scripts/GameLogic/Combat/Skill/S30004.cs

@@ -0,0 +1,14 @@
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 专精:
+    /// 延长{0}秒[火焰烧烤]的持续时间
+    /// </summary>
+    public class S30004: SkillBasic
+    {
+        protected override void ProUseSkill()
+        {
+            
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S30004.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 381d09b60c524e849c6a8234d28733dd
+timeCreated: 1733821854

+ 19 - 0
Assets/Scripts/GameLogic/Combat/Skill/S30005.cs

@@ -0,0 +1,19 @@
+namespace GameLogic.Combat.Skill
+{
+    public class S30005: SkillBasic
+    {
+        protected float lasetAddValue;
+
+        protected override void ProUseSkill()
+        {
+            
+        }
+
+        protected override void ProInitSkillConfig()
+        {
+            CombatHeroEntity.CurrCombatHeroInfo.skillCritDamage -= lasetAddValue;
+            lasetAddValue = SelfSkillConfig.effectValue[0];
+            CombatHeroEntity.CurrCombatHeroInfo.skillCritDamage += lasetAddValue;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S30005.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 4370c94f3bf74c8d82c74b18c3e799f3
+timeCreated: 1733822192

+ 3 - 0
Assets/Scripts/GameStart/GameLoadDll.cs

@@ -123,6 +123,7 @@ public class GameLoadDll
 
     private async void GetAssetUrl()
     {
+       
 #if UNITY_EDITOR || UNITY_STANDALONE_WIN
         string appSettingPath = "file://" + Application.streamingAssetsPath + "/AppSetting.txt";
 
@@ -131,6 +132,8 @@ public class GameLoadDll
 
 #elif UNITY_IPHONE
       string  appSettingPath = "file://"+ Application.streamingAssetsPath+"/AppSetting.txt";
+#else
+ string appSettingPath = "";
 #endif
 
         WWW loader = new WWW(appSettingPath);

BIN
Excel2Json/Excel/skill.xlsx


+ 2 - 1
Packages/com.harumak.unityuiplayables@f6b33433c5/Runtime/RectTransformAnimation/RectTransformAnimationMixer.cs

@@ -44,7 +44,8 @@ namespace UnityUIPlayables
                     progress);
             }
         }
-
+         
+ 
         public override void ApplyFrame()
         {
             _positionMixer.ApplyFrame(Binding);