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

zg 6 napja
szülő
commit
a6c3dfc3f0
27 módosított fájl, 308 hozzáadás és 875 törlés
  1. 21 6
      Assets/Res/UI/SkillSelectPanel/Btn_UpStar.prefab
  2. 65 13
      Assets/Res/UI/SkillSelectPanel/GongFaUpgradePanel.prefab
  3. 10 2
      Assets/Scenes/testCombat.scene
  4. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1101.cs
  5. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1102.cs
  6. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1103.cs
  7. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1104.cs
  8. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1105.cs
  9. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1201.cs
  10. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1202.cs
  11. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1204.cs
  12. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1205.cs
  13. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1301.cs
  14. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1304.cs
  15. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1305.cs
  16. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1401.cs
  17. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1402.cs
  18. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1403.cs
  19. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1404.cs
  20. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S1405.cs
  21. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S9001.cs
  22. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S9004.cs
  23. 1 0
      Assets/Scripts/GameLogic/Combat/Skill/S9005.cs
  24. 2 1
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  25. 41 25
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs
  26. 22 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanelData.cs
  27. 127 828
      UserSettings/Layouts/CurrentMaximizeLayout.dwlt

+ 21 - 6
Assets/Res/UI/SkillSelectPanel/Btn_UpStar.prefab

@@ -323,7 +323,7 @@ RectTransform:
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
   m_AnchoredPosition: {x: 126.5, y: -40}
-  m_SizeDelta: {x: 160, y: 0}
+  m_SizeDelta: {x: 132, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &125408759325352028
 CanvasRenderer:
@@ -385,9 +385,10 @@ GameObject:
   - component: {fileID: 4723846304678677736}
   - component: {fileID: 1857144795658525653}
   - component: {fileID: 2744753013028234318}
+  - component: {fileID: 8579037640065394481}
   m_Layer: 0
   m_HasEditorInfo: 1
-  m_Name: Text (Legacy) (4)
+  m_Name: Text_UpStar
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -407,10 +408,10 @@ RectTransform:
   m_Children: []
   m_Father: {fileID: 190212745799934930}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
-  m_AnchorMin: {x: 0, y: 0}
-  m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 0, y: 0}
-  m_SizeDelta: {x: 100, y: 36.5415}
+  m_AnchorMin: {x: 0, y: 1}
+  m_AnchorMax: {x: 0, y: 1}
+  m_AnchoredPosition: {x: 66, y: -18.27075}
+  m_SizeDelta: {x: 72, y: 36.5415}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &4723846304678677736
 CanvasRenderer:
@@ -469,3 +470,17 @@ MonoBehaviour:
   m_EffectColor: {r: 0.20392159, g: 0.37647063, b: 0.32941177, a: 1}
   m_EffectDistance: {x: 1, y: -1}
   m_UseGraphicAlpha: 1
+--- !u!114 &8579037640065394481
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 8897923578061223545}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 3245ec927659c4140ac4f8d17403cc18, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_HorizontalFit: 2
+  m_VerticalFit: 0

+ 65 - 13
Assets/Res/UI/SkillSelectPanel/GongFaUpgradePanel.prefab

@@ -1115,6 +1115,24 @@ MonoBehaviour:
     - gameObject: {fileID: 4649527201698735611}
     - gameObject: {fileID: 6899362910355405383}
     - gameObject: {fileID: 2266735464070336714}
+  - key: Text_UpStar
+    gameObject: {fileID: 7114710791395265335}
+    isAssetBundle: 0
+    isList: 0
+    ListCollectorDatas:
+    - gameObject: {fileID: 8243822813260717961}
+    - gameObject: {fileID: 4649527201698735611}
+    - gameObject: {fileID: 6899362910355405383}
+    - gameObject: {fileID: 2266735464070336714}
+  - key: Text_UpGrade
+    gameObject: {fileID: 2044727440000257756}
+    isAssetBundle: 0
+    isList: 0
+    ListCollectorDatas:
+    - gameObject: {fileID: 8243822813260717961}
+    - gameObject: {fileID: 4649527201698735611}
+    - gameObject: {fileID: 6899362910355405383}
+    - gameObject: {fileID: 2266735464070336714}
   isAssetBundle: 1
 --- !u!1 &3256041832133504665
 GameObject:
@@ -1665,10 +1683,10 @@ MonoBehaviour:
       m_Calls: []
   m_FontData:
     m_Font: {fileID: 12800000, guid: e588d93665211944387ec8c03c8726ae, type: 3}
-    m_FontSize: 27
+    m_FontSize: 26
     m_FontStyle: 1
     m_BestFit: 0
-    m_MinSize: 10
+    m_MinSize: 2
     m_MaxSize: 40
     m_Alignment: 4
     m_AlignByGeometry: 0
@@ -2692,7 +2710,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0}
   m_AnchorMax: {x: 0.5, y: 0}
-  m_AnchoredPosition: {x: 0, y: -39.4}
+  m_AnchoredPosition: {x: 6.7, y: -39.4}
   m_SizeDelta: {x: 0, y: 30.610802}
   m_Pivot: {x: 0.5, y: 0}
 --- !u!222 &102925623945446190
@@ -2941,7 +2959,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 190212745799934930, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_SizeDelta.x
-      value: 160
+      value: 132
       objectReference: {fileID: 0}
     - target: {fileID: 190212745799934930, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_SizeDelta.y
@@ -3113,19 +3131,23 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchorMax.y
-      value: 0
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchorMin.y
-      value: 0
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
+      propertyPath: m_SizeDelta.x
+      value: 72
       objectReference: {fileID: 0}
     - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchoredPosition.x
-      value: 0
+      value: 66
       objectReference: {fileID: 0}
     - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchoredPosition.y
-      value: 0
+      value: -18.27075
       objectReference: {fileID: 0}
     - target: {fileID: 7743121985616834275, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchorMax.y
@@ -3167,6 +3189,10 @@ PrefabInstance:
       propertyPath: m_AnchoredPosition.y
       value: -40
       objectReference: {fileID: 0}
+    - target: {fileID: 8897923578061223545, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
+      propertyPath: m_Name
+      value: Text_UpGrade
+      objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedGameObjects:
     - {fileID: 223390331332690867, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
@@ -3190,6 +3216,17 @@ GameObject:
   m_CorrespondingSourceObject: {fileID: 2289986991244638643, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
   m_PrefabInstance: {fileID: 406928840351585545}
   m_PrefabAsset: {fileID: 0}
+--- !u!114 &2044727440000257756 stripped
+MonoBehaviour:
+  m_CorrespondingSourceObject: {fileID: 1857144795658525653, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
+  m_PrefabInstance: {fileID: 406928840351585545}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
 --- !u!224 &4355802847687175809 stripped
 RectTransform:
   m_CorrespondingSourceObject: {fileID: 4167896752109910920, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
@@ -3423,7 +3460,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 190212745799934930, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_SizeDelta.x
-      value: 160
+      value: 132
       objectReference: {fileID: 0}
     - target: {fileID: 190212745799934930, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_SizeDelta.y
@@ -3523,19 +3560,23 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchorMax.y
-      value: 0
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchorMin.y
-      value: 0
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
+      propertyPath: m_SizeDelta.x
+      value: 72
       objectReference: {fileID: 0}
     - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchoredPosition.x
-      value: 0
+      value: 66
       objectReference: {fileID: 0}
     - target: {fileID: 7321088728748222176, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
       propertyPath: m_AnchoredPosition.y
-      value: 0
+      value: -18.27075
       objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedGameObjects: []
@@ -3552,6 +3593,17 @@ RectTransform:
   m_CorrespondingSourceObject: {fileID: 4167896752109910920, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
   m_PrefabInstance: {fileID: 8897248774216339682}
   m_PrefabAsset: {fileID: 0}
+--- !u!114 &7114710791395265335 stripped
+MonoBehaviour:
+  m_CorrespondingSourceObject: {fileID: 1857144795658525653, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}
+  m_PrefabInstance: {fileID: 8897248774216339682}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
 --- !u!1 &7259463502930585937 stripped
 GameObject:
   m_CorrespondingSourceObject: {fileID: 2289986991244638643, guid: 60b98673fc9b7d54eb62512cdcca58da, type: 3}

+ 10 - 2
Assets/Scenes/testCombat.scene

@@ -2198,20 +2198,28 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].hp
-      value: 0
+      value: 40000
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].att
-      value: 0
+      value: 400
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].hp
       value: 0
       objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: myHeroInfo.Array.data[0].level
+      value: 90
+      objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].att
       value: 0
       objectReference: {fileID: 0}
+    - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
+      propertyPath: enemyHeroInfo.Array.data[0].level
+      value: 90
+      objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].heroID
       value: 9201

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1101.cs

@@ -14,6 +14,7 @@ namespace GameLogic.Combat.Skill
     {
         protected override void ProUseSkill()
         {
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1102.cs

@@ -23,6 +23,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1103.cs

@@ -23,6 +23,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 float startTime = i * -0.02f;

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1104.cs

@@ -19,6 +19,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1105.cs

@@ -21,6 +21,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1201.cs

@@ -18,6 +18,7 @@ namespace GameLogic.Combat.Skill
         protected override void ProUseSkill()
         {
             ActivationTimeLineData("1201");
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 CombatHeroHitPoint combatHeroHitPoint=    CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1202.cs

@@ -18,6 +18,7 @@ namespace GameLogic.Combat.Skill
         protected override void ProUseSkill()
         {
             ActivationTimeLineData("1202");
+            ballisticsCount = (int)effectValue[0];
             currCount = 0;
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1204.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1205.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1301.cs

@@ -21,6 +21,7 @@ namespace GameLogic.Combat.Skill
             currCount = 0;
 
             ActivationTimeLineData("1301");
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i <  effectValue[0]; i++)
             {
                 CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1304.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1305.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1401.cs

@@ -16,6 +16,7 @@ namespace GameLogic.Combat.Skill
 
         protected override void ProUseSkill()
         {
+            ballisticsCount = (int)effectValue[0];
             this.AddTriggerCallBack("lieyanjian_zd", ProDefaultTimeLineTrigger_ZD);
             ActivationTimeLineData("1401");
         }

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1402.cs

@@ -24,6 +24,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1403.cs

@@ -21,6 +21,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0]*5;
             for (int j = 0; j < 5; j++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (j + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1404.cs

@@ -19,6 +19,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1405.cs

@@ -19,6 +19,7 @@ namespace GameLogic.Combat.Skill
                 .GetMainHotPoin<CombatHeroHitPoint>();
             BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
             currTarget.Add(combatHeroHitPoint);
+            ballisticsCount = (int)effectValue[0];
             for (int i = 0; i < effectValue[0]; i++)
             {
                 SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9001.cs

@@ -25,6 +25,7 @@ namespace GameLogic.Combat.Skill
 
         protected override void ProInitSkill()
         {
+            ballisticsCount = (int)10;
             AddTriggerCallBack("sk1_fashe", Sk1_FaSheProDefaultTimeLineTrigger);
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9004.cs

@@ -12,6 +12,7 @@ namespace GameLogic.Combat.Skill
     {
         protected override void ProUseSkill()
         {
+            ballisticsCount = (int)3;
             ActivationTimeLineData("sk4");
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Skill/S9005.cs

@@ -9,6 +9,7 @@ namespace GameLogic.Combat.Skill
     {
         protected override void ProUseSkill()
         {
+            ballisticsCount = (int)3;
             ActivationTimeLineData("sk4");
         }
 

+ 2 - 1
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -139,6 +139,7 @@ namespace GameLogic.Combat.Skill
 
         protected SkillInfo skillInfo;
 
+        protected int ballisticsCount=1;
         public T This<T>()
         {
             return (T)(object)this;
@@ -171,7 +172,7 @@ namespace GameLogic.Combat.Skill
         {
             SkillFeaturesData skillFeaturesData = SkillFeaturesData.CapyFeaturesData();
             skillFeaturesData.hp =
-                (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType));
+                (long)(skillFeaturesData.hp * CombatHeroEntity.CurrCombatHeroInfo.GetWuXingShuXing(wuXingType)/ballisticsCount);
             skillFeaturesData.maxHp = skillFeaturesData.hp;
             return skillFeaturesData;
         }

+ 41 - 25
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs

@@ -125,7 +125,7 @@ namespace Fort23.Mono
                     return;
                 }
 
-                if (_skillInfo.SkillData.star >= _gongFaUpgradeInfoWidgets.Count)
+                if (_skillInfo.SkillData.star > _gongFaUpgradeInfoWidgets.Count)
                 {
                     TipMessagePanel.OpenTipMessagePanel("已经满星!");
                     return;
@@ -274,39 +274,46 @@ namespace Fort23.Mono
                 if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
                 {
                     Btn_UpStar.gameObject.SetActive(false);
-                    UpGradeItemRoot.SetActive(true);
-                    for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
+                    if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
                     {
-                        ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
-                        itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
-                        _itemWidgetType1.Add(itemWidgetType1);
-
-                        EnergyWidget energyWidget =
-                            await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
-                        energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
-                        _energyWidgets.Add(energyWidget);
+                        HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
+                        Text_UpGrade.text = $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}";
+                        Btn_UpGrade.gameObject.transform.Gray(true);
+                        UpGradeItemRoot.SetActive(false);
+                    }
+                    else
+                    {
+                        Btn_UpGrade.gameObject.transform.RecoverColor();
+                        Text_UpGrade.text = "升级";
+                        UpGradeItemRoot.SetActive(true);
+                        for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
+                        {
+                            ItemWidgetType1 itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null, UpGradeItemRoot.GetComponent<RectTransform>(), isInstance: true);
+                            itemWidgetType1.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i], _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
+                            _itemWidgetType1.Add(itemWidgetType1);
+
+                            EnergyWidget energyWidget =
+                                await UIManager.Instance.CreateGComponent<EnergyWidget>(null, EnergyRoot);
+                            energyWidget.CustomInit(_skillInfo.SkillPowerupConfig.LevelupItem[i]);
+                            _energyWidgets.Add(energyWidget);
+                        }
                     }
                 }
                 else
                 {
+                    Text_UpGrade.text = "已满级";
                     Btn_UpStar.gameObject.SetActive(true);
                     UpGradeItemRoot.SetActive(false);
                 }
             }
 
 
-            // if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
-            // {
-            //     Btn_UpStar.gameObject.transform.Gray(true);
-            // }
-            // else
-            // {
-            //     Btn_UpStar.gameObject.transform.RecoverColor();
-
             if (isUpStar)
             {
                 if (_skillInfo.skillConfig.level < 6)
                 {
+                    Btn_UpStar.gameObject.transform.RecoverColor();
+                    Text_UpStar.text = "领悟";
                     Btn_UpGrade.gameObject.SetActive(false);
                     UpStarItemRoot.SetActive(true);
                     int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
@@ -321,16 +328,12 @@ namespace Fort23.Mono
                 }
                 else
                 {
+                    Text_UpStar.text = "已满星";
                     Btn_UpGrade.gameObject.SetActive(true);
                     UpStarItemRoot.SetActive(false);
                 }
             }
-            else
-            {
-                Btn_UpGrade.gameObject.SetActive(true);
-                UpStarItemRoot.SetActive(false);
-            }
-            // }
+
 
             if (!isUpGrad && !isUpStar)
             {
@@ -338,10 +341,15 @@ namespace Fort23.Mono
                 Btn_UpStar.gameObject.SetActive(true);
                 UpStarItemRoot.SetActive(false);
                 UpGradeItemRoot.SetActive(false);
+                Text_UpStar.text = "领悟";
+                Text_UpGrade.text = "升级";
+                Btn_UpGrade.gameObject.transform.RecoverColor();
             }
 
             LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.GetComponent<RectTransform>());
             LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.GetComponent<RectTransform>());
+            LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpStar.GetComponent<RectTransform>());
+            LayoutRebuilder.ForceRebuildLayoutImmediate(Text_UpGrade.GetComponent<RectTransform>());
             LayoutRebuilder.ForceRebuildLayoutImmediate(UpGradeItemRoot.transform.parent.GetComponent<RectTransform>());
             LayoutRebuilder.ForceRebuildLayoutImmediate(UpStarItemRoot.transform.parent.GetComponent<RectTransform>());
             LayoutRebuilder.ForceRebuildLayoutImmediate(Btn_UpGrade.GetComponent<RectTransform>());
@@ -366,9 +374,17 @@ namespace Fort23.Mono
                 UIManager.Instance.DormancyGComponent(itemWidgetType1);
             }
 
+            foreach (var energyWidget in _energyWidgets)
+            {
+                UIManager.Instance.DormancyGComponent(energyWidget);
+            }
+
+            _energyWidgets.Clear();
             _itemWidgetType1.Clear();
             _gongFaUpgradeInfoWidgets.Clear();
             isUpStar = false;
+            isUpGrad = false;
+            _skillInfo = null;
             base.Close();
         }
     }

+ 22 - 0
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanelData.cs

@@ -206,6 +206,28 @@ namespace Fort23.Mono
 	      return _EnergyRoot;
 	     }
 	   }
+	  private Text _Text_UpStar;
+	  public Text Text_UpStar
+	   {
+	   get{
+	      if (_Text_UpStar == null)
+	       {
+	         _Text_UpStar  = GetUIUnit<Text>("Text_UpStar"); 
+	       }
+	      return _Text_UpStar;
+	     }
+	   }
+	  private Text _Text_UpGrade;
+	  public Text Text_UpGrade
+	   {
+	   get{
+	      if (_Text_UpGrade == null)
+	       {
+	         _Text_UpGrade  = GetUIUnit<Text>("Text_UpGrade"); 
+	       }
+	      return _Text_UpGrade;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 127 - 828
UserSettings/Layouts/CurrentMaximizeLayout.dwlt


Nem az összes módosított fájl került megjelenítésre, mert túl sok fájl változott