DESKTOP-BGJIU14\ck 1 週間 前
コミット
a83ec2393d

+ 6 - 0
Assets/Res/Config/EventConfig.json

@@ -2887,6 +2887,12 @@
       "EventType": 1,
       "Score": 0,
       "EventQuality": 1,
+      "PrizeIDs": [
+        20003
+      ],
+      "PrizeNums": [
+        1
+      ],
       "RefreshProbability": 100,
       "RefreshCount": 1,
       "placeID": 2,

+ 1 - 1
Assets/Res/Config/GroupConfig.json

@@ -395,7 +395,7 @@
     {
       "ID": 10001,
       "GroupMonsterLevel": [
-        210
+        202
       ],
       "GroupMonster": [
         9005

+ 10 - 6
Assets/Scripts/Core/BRG/BRGRender.cs

@@ -9,12 +9,6 @@ namespace Core.BRG
 {
     public class BRGRender<T> : BRGRenderBasic where T : BGRGameObjectInfo
     {
-        /// <summary>
-        /// BRG容器对象
-        /// </summary>
-        // private BRGRenderBasic _mBrgRenderBasic;
-
-        // private int m_itemCount;
         public bool isUpdate = true;
 
         public List<T> m_gameObjectInfos = new List<T>();
@@ -27,11 +21,21 @@ namespace Core.BRG
         {
             this.m_gameObjectInfos = gameObjectInfos;
 
+            for (int i = 0; i < m_gameObjectInfos.Count; i++)
+            {
+                m_gameObjectInfos[i].initIndex = i;
+            }
             int maxItemSize = samples.GetAllShaderValueSize();
             Init(samples, gameObjectInfos.Count, maxItemSize);
             UploadGpuData(gameObjectInfos.Count);
         }
 
+        public BatchShaderBind GetBatchShaderBind(string key)
+        {
+            m_batchShaderBindMap.TryGetValue(key, out var bind);
+            return bind;
+        }
+
         protected override NativeArray<MetadataValue> ProInitBatchMetadata(int startOffset, int m_maxInstancePerWindow)
         {
             NativeArray<MetadataValue> metadataValues =

+ 0 - 11
Assets/Scripts/Core/BRG/BRGRenderBasic.cs

@@ -9,17 +9,6 @@ using Unity.Jobs;
 using UnityEngine;
 using UnityEngine.Rendering;
 
-/*
-    这个类使用BRG(Batch Renderer Group)处理地面格子和碎片的渲染。
-    地面格子和碎片可以使用相同的GPU数据布局:
-        - obj2world 矩阵 (3 * float4)
-        - world2obj 矩阵 (3 * float4)
-        - 颜色 (1 * float4)
-
-    所以每个网格需要7个float4。
-
-    不要忘记数据是以SoA(Structure of Arrays)方式存储的
-*/
 
 /// <summary>
 /// BRG容器类,用于管理使用BatchRendererGroup的实例化渲染

BIN
Excel2Json/Excel/LevelBattle.xlsx