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

李桃 1 tydzień temu
rodzic
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a9002a50e6
100 zmienionych plików z 5804 dodań i 68 usunięć
  1. 14 5
      Assets/Art/Environment/shan/newjl_slst004_4226.mat
  2. 14 5
      Assets/Art/Environment/shan/newjl_slst005_4226.mat
  3. 13 3
      Assets/Art/Environment/shan/newjl_slst022_a_4226.mat
  4. 3947 0
      Assets/Art/shader/ShanShader.shadergraph
  5. 10 0
      Assets/Art/shader/ShanShader.shadergraph.meta
  6. 4 4
      Assets/Res/CombatScenes/LevelBattle01.prefab
  7. 60 0
      Assets/Res/Config/BigMap.json
  8. 7 0
      Assets/Res/Config/BigMap.json.meta
  9. 11 1
      Assets/Res/Config/DialogueConfig.json
  10. 14 0
      Assets/Res/Config/DialogueOptionConfig.json
  11. 7 0
      Assets/Res/Config/DialogueOptionConfig.json.meta
  12. 12 0
      Assets/Res/Config/DivineSenseConfig.json
  13. 7 0
      Assets/Res/Config/DivineSenseConfig.json.meta
  14. 30 0
      Assets/Res/Config/DivineSenseIntervalConfig.json
  15. 7 0
      Assets/Res/Config/DivineSenseIntervalConfig.json.meta
  16. 12 0
      Assets/Res/Config/EventConditionConfig.json
  17. 7 0
      Assets/Res/Config/EventConditionConfig.json.meta
  18. 50 0
      Assets/Res/Config/EventConfig.json
  19. 7 0
      Assets/Res/Config/EventConfig.json.meta
  20. 36 0
      Assets/Res/Config/HelloWorld.json
  21. 7 0
      Assets/Res/Config/HelloWorld.json.meta
  22. 244 0
      Assets/Res/Config/Places.json
  23. 7 0
      Assets/Res/Config/Places.json.meta
  24. 170 24
      Assets/Res/Config/SkillConfig.json
  25. 58 0
      Assets/Scenes/testCombat.scene
  26. 2 0
      Assets/Scripts/Core/UI/UTool/CTween/AnimationCurveLibrary.cs
  27. 80 0
      Assets/Scripts/GameData/ExcelConfig/BigMap.cs
  28. 11 0
      Assets/Scripts/GameData/ExcelConfig/BigMap.cs.meta
  29. 50 0
      Assets/Scripts/GameData/ExcelConfig/DialogueConfig.cs
  30. 11 0
      Assets/Scripts/GameData/ExcelConfig/DialogueConfig.cs.meta
  31. 38 0
      Assets/Scripts/GameData/ExcelConfig/DialogueOptionConfig.cs
  32. 11 0
      Assets/Scripts/GameData/ExcelConfig/DialogueOptionConfig.cs.meta
  33. 56 0
      Assets/Scripts/GameData/ExcelConfig/DivineSenseConfig.cs
  34. 11 0
      Assets/Scripts/GameData/ExcelConfig/DivineSenseConfig.cs.meta
  35. 44 0
      Assets/Scripts/GameData/ExcelConfig/DivineSenseIntervalConfig.cs
  36. 11 0
      Assets/Scripts/GameData/ExcelConfig/DivineSenseIntervalConfig.cs.meta
  37. 32 0
      Assets/Scripts/GameData/ExcelConfig/EventConditionConfig.cs
  38. 11 0
      Assets/Scripts/GameData/ExcelConfig/EventConditionConfig.cs.meta
  39. 98 0
      Assets/Scripts/GameData/ExcelConfig/EventConfig.cs
  40. 11 0
      Assets/Scripts/GameData/ExcelConfig/EventConfig.cs.meta
  41. 44 0
      Assets/Scripts/GameData/ExcelConfig/HelloWorld.cs
  42. 11 0
      Assets/Scripts/GameData/ExcelConfig/HelloWorld.cs.meta
  43. 56 0
      Assets/Scripts/GameData/ExcelConfig/Places.cs
  44. 11 0
      Assets/Scripts/GameData/ExcelConfig/Places.cs.meta
  45. 1 1
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  46. 9 9
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs
  47. 1 1
      Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCollisionInfo.cs
  48. 28 11
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs
  49. 0 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs.meta
  50. 12 2
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSencePath.cs
  51. 0 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSencePath.cs.meta
  52. 64 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneDecoration.cs
  53. 3 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneDecoration.cs.meta
  54. 2 1
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs
  55. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/FS901001.cs
  56. 0 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/FS901001.cs.meta
  57. 8 0
      Assets/Scripts/GameLogic/EventManager.meta
  58. 87 0
      Assets/Scripts/GameLogic/EventManager/DialogueManager.cs
  59. 11 0
      Assets/Scripts/GameLogic/EventManager/DialogueManager.cs.meta
  60. 212 0
      Assets/Scripts/GameLogic/EventManager/EventManager.cs
  61. 11 0
      Assets/Scripts/GameLogic/EventManager/EventManager.cs.meta
  62. BIN
      Excel2Json/Excel/DivineSenseConfig.xlsx
  63. BIN
      Excel2Json/Excel/EventConfig.xlsx
  64. BIN
      Excel2Json/Excel/Maps.xlsx
  65. BIN
      美术/art_use_ui/bg/bg_Archer.png
  66. BIN
      美术/art_use_ui/bg/bg_Chest01.png
  67. BIN
      美术/art_use_ui/bg/bg_Chest04.png
  68. BIN
      美术/art_use_ui/bg/bg_Mage.png
  69. BIN
      美术/art_use_ui/bg/bg_appIcon.png
  70. BIN
      美术/art_use_ui/bg/bg_herobagtop.png
  71. BIN
      美术/art_use_ui/bg/bg_herozbtop.png
  72. BIN
      美术/art_use_ui/bg/bg_logo.png
  73. BIN
      美术/art_use_ui/bg/bg_priest.png
  74. BIN
      美术/art_use_ui/bg/bg_warrior.png
  75. BIN
      美术/art_use_ui/bg/bg_zs_01.png
  76. BIN
      美术/art_use_ui/tongyong/box_ltqp_01.png
  77. BIN
      美术/art_use_ui/tongyong/box_ltqp_02.png
  78. BIN
      美术/art_use_ui/tongyong/btn_01.png
  79. BIN
      美术/art_use_ui/tongyong/btn_02.png
  80. BIN
      美术/art_use_ui/tongyong/btn_03.png
  81. BIN
      美术/art_use_ui/tongyong/btn_04_h.png
  82. BIN
      美术/art_use_ui/tongyong/btn_05_h.png
  83. BIN
      美术/art_use_ui/tongyong/btn_06.png
  84. BIN
      美术/art_use_ui/tongyong/btn_21.png
  85. BIN
      美术/art_use_ui/tongyong/btn_biaoqian_01.png
  86. BIN
      美术/art_use_ui/tongyong/btn_close_01.png
  87. BIN
      美术/art_use_ui/tongyong/btn_close_02.png
  88. BIN
      美术/art_use_ui/tongyong/btn_close_03.png
  89. BIN
      美术/art_use_ui/tongyong/btn_wenhao.png
  90. BIN
      美术/art_use_ui/tongyong/dec_dadi_01.png
  91. BIN
      美术/art_use_ui/tongyong/dec_dadi_02.png
  92. BIN
      美术/art_use_ui/tongyong/dec_di_01.png
  93. BIN
      美术/art_use_ui/tongyong/dec_di_02.png
  94. BIN
      美术/art_use_ui/tongyong/dec_di_03.png
  95. BIN
      美术/art_use_ui/tongyong/dec_di_04.png
  96. BIN
      美术/art_use_ui/tongyong/dec_di_05.png
  97. BIN
      美术/art_use_ui/tongyong/dec_di_06.png
  98. BIN
      美术/art_use_ui/tongyong/dec_di_07.png
  99. BIN
      美术/art_use_ui/tongyong/dec_di_08.png
  100. BIN
      美术/art_use_ui/tongyong/dec_di_09.png

+ 14 - 5
Assets/Art/Environment/shan/newjl_slst004_4226.mat

@@ -8,13 +8,11 @@ Material:
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-  m_Shader: {fileID: -6465566751694194690, guid: 3bb35f7f86ffc45c2aa6fc4291f787fc, type: 3}
+  m_Shader: {fileID: -6465566751694194690, guid: f5e45a3e6383a2347b9edb6383a64202, type: 3}
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   m_ModifiedSerializedProperties: 0
-  m_ValidKeywords:
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         m_Scale: {x: 1, y: 1}
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+    - _Base_map:
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+        m_Scale: {x: 1, y: 1}
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         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
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@@ -139,6 +145,7 @@ Material:
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     - _RimStep: 0.638
     - _RimStepSmooth: 0
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     - _SHADING_STYLE: 0
     - _ShadowStep: 0.575
     - _ShadowStepSmooth: 0
@@ -164,8 +171,10 @@ Material:
     m_Colors:
     - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
     - _Color: {r: 1, g: 1, b: 1, a: 1}
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     - _EmissionColor: {r: 0, g: 0.10054292, b: 0.304, a: 1}
     - _HighColor: {r: 1, g: 1, b: 1, a: 1}
+    - _MainColor: {r: 1, g: 1, b: 1, a: 1}
     - _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
     - _RimColor: {r: 0.21172799, g: 0.24817115, b: 0.264, a: 0}
     - _ShadowColor: {r: 0.8, g: 0.8, b: 1, a: 1}

+ 14 - 5
Assets/Art/Environment/shan/newjl_slst005_4226.mat

@@ -8,13 +8,11 @@ Material:
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   m_PrefabAsset: {fileID: 0}
   m_Name: newjl_slst005_4226
-  m_Shader: {fileID: -6465566751694194690, guid: 3bb35f7f86ffc45c2aa6fc4291f787fc, type: 3}
+  m_Shader: {fileID: -6465566751694194690, guid: f5e45a3e6383a2347b9edb6383a64202, type: 3}
   m_Parent: {fileID: 0}
   m_ModifiedSerializedProperties: 0
-  m_ValidKeywords:
-  - _SHADING_STYLE_SKIN_AND_TEXTILES
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@@ -29,6 +27,10 @@ Material:
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         m_Scale: {x: 1, y: 1}
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+    - _Base_map:
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+        m_Scale: {x: 1, y: 1}
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         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
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@@ -139,6 +145,7 @@ Material:
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     - _RimStep: 0.638
     - _RimStepSmooth: 0
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@@ -164,8 +171,10 @@ Material:
     m_Colors:
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     - _Color: {r: 1, g: 1, b: 1, a: 1}
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     - _EmissionColor: {r: 0, g: 0.101960786, b: 0.30588236, a: 1}
     - _HighColor: {r: 1, g: 1, b: 1, a: 1}
+    - _MainColor: {r: 1, g: 1, b: 1, a: 1}
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     - _RimColor: {r: 0.21172799, g: 0.24817115, b: 0.264, a: 0}
     - _ShadowColor: {r: 0.8, g: 0.8, b: 1, a: 1}

+ 13 - 3
Assets/Art/Environment/shan/newjl_slst022_a_4226.mat

@@ -8,11 +8,10 @@ Material:
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   m_PrefabAsset: {fileID: 0}
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-  m_Shader: {fileID: -6465566751694194690, guid: 3bb35f7f86ffc45c2aa6fc4291f787fc, type: 3}
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   m_Parent: {fileID: 0}
   m_ModifiedSerializedProperties: 0
-  m_ValidKeywords:
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         m_Scale: {x: 1, y: 1}
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+        m_Texture: {fileID: 2800000, guid: cada7ef2a60dd3644912c2490ca04c1b, type: 3}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
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@@ -80,6 +83,10 @@ Material:
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         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
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+        m_Scale: {x: 1, y: 1}
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         m_Scale: {x: 1, y: 1}
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     - _RimStep: 0.638
     - _RimStepSmooth: 0
+    - _RongJieValue: 1
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     - _Color: {r: 1, g: 1, b: 1, a: 1}
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     - _EmissionColor: {r: 0, g: 0.101960786, b: 0.30588236, a: 1}
     - _HighColor: {r: 1, g: 1, b: 1, a: 1}
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+ 3947 - 0
Assets/Art/shader/ShanShader.shadergraph

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+      "ID": 27,
+      "placeName": 227,
+      "placePrefabName": null,
+      "bigMapID": 3,
+      "to3DPrefab": "j",
+      "placeDesc": null
+    },
+    {
+      "ID": 28,
+      "placeName": 228,
+      "placePrefabName": null,
+      "bigMapID": 3,
+      "to3DPrefab": "j",
+      "placeDesc": null
+    },
+    {
+      "ID": 29,
+      "placeName": 229,
+      "placePrefabName": null,
+      "bigMapID": 3,
+      "to3DPrefab": "j",
+      "placeDesc": null
+    },
+    {
+      "ID": 30,
+      "placeName": 230,
+      "placePrefabName": null,
+      "bigMapID": 3,
+      "to3DPrefab": "j",
+      "placeDesc": null
+    }
+  ]
+}

+ 7 - 0
Assets/Res/Config/Places.json.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: CXMctiP4V3sZ59REcK7pRcPFJiSogUmNA6o2Dj9jzPYlqWOtUQtLIiLtVVa1
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 170 - 24
Assets/Res/Config/SkillConfig.json

@@ -10,7 +10,7 @@
       "scriptName": "S1001",
       "IDGroup": 1001,
       "timelineName": "jianjue_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -31,7 +31,7 @@
       "scriptName": "S2001",
       "IDGroup": 2001,
       "timelineName": "lieyanjian_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -52,7 +52,7 @@
       "scriptName": "S1101",
       "IDGroup": 1101,
       "timelineName": "duzhen_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -73,7 +73,7 @@
       "scriptName": "S1201",
       "IDGroup": 1201,
       "timelineName": "bingqiu_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -93,7 +93,7 @@
       "scriptName": "S1301",
       "IDGroup": 1301,
       "timelineName": "bingzhui_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -113,7 +113,7 @@
       "scriptName": "S501001",
       "IDGroup": 501001,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 2,
       "level": 1,
       "effectValue": [
@@ -133,7 +133,7 @@
       "scriptName": "S501101",
       "IDGroup": 501101,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 2,
       "level": 1,
       "effectValue": [
@@ -153,7 +153,7 @@
       "scriptName": "S501201",
       "IDGroup": 501201,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 2,
       "level": 1,
       "effectValue": [
@@ -174,7 +174,7 @@
       "scriptName": "S501301",
       "IDGroup": 501301,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 2,
       "level": 1,
       "effectValue": [
@@ -194,7 +194,7 @@
       "scriptName": "S501401",
       "IDGroup": 501401,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 2,
       "level": 1,
       "effectValue": [
@@ -215,7 +215,7 @@
       "scriptName": "S501501",
       "IDGroup": 501501,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 2,
       "level": 1,
       "effectValue": [
@@ -232,7 +232,7 @@
       "scriptName": "S2001",
       "IDGroup": 81001,
       "timelineName": "gf_mozhan_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -252,7 +252,7 @@
       "scriptName": "S2001",
       "IDGroup": 82001,
       "timelineName": "gf_mozhan_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -272,7 +272,7 @@
       "scriptName": "S2001",
       "IDGroup": 83001,
       "timelineName": "gf_mozhan_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -292,7 +292,7 @@
       "scriptName": "S2001",
       "IDGroup": 84001,
       "timelineName": "gf_mozhan_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -312,7 +312,7 @@
       "scriptName": "S2001",
       "IDGroup": 85001,
       "timelineName": "gf_mozhan_timeline_TD",
-      "cd": null,
+      "cd": 1,
       "SkillType": 1,
       "level": 1,
       "effectValue": [
@@ -325,14 +325,14 @@
     {
       "ID": 9010011,
       "power": 100.0,
-      "name": "玉葫芦法宝技能,对敌人照成法宝威能的伤害",
-      "dec": "",
+      "name": "法宝测试技能",
+      "dec": "测试法宝功能脚本",
       "attribute": 1,
       "icon": "icon_skill_10003",
-      "scriptName": "S901001",
+      "scriptName": "FS901001",
       "IDGroup": 901001,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 3,
       "level": 1,
       "effectValue": [
@@ -342,17 +342,163 @@
         0
       ]
     },
+    {
+      "ID": 9010021,
+      "power": 100.0,
+      "name": "翡翠葫芦",
+      "dec": "战场区域形成一个域。敌人的功法弹道进入域后将降低敌人的功法弹道速度,持续10秒",
+      "attribute": 1,
+      "icon": "icon_skill_10003",
+      "scriptName": "FS901002",
+      "IDGroup": 901002,
+      "timelineName": "",
+      "cd": 1,
+      "SkillType": 3,
+      "level": 1,
+      "effectValue": [
+        50.0,
+        10.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 9010031,
+      "power": 100.0,
+      "name": "玄龟盾",
+      "dec": "战场区域形成一个域。敌人的功法弹道进入域后将降低敌人的功法弹道速度,持续10秒",
+      "attribute": 1,
+      "icon": "icon_skill_10003",
+      "scriptName": "FS901003",
+      "IDGroup": 901003,
+      "timelineName": "",
+      "cd": 1,
+      "SkillType": 3,
+      "level": 1,
+      "effectValue": [
+        10.0,
+        10.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 9010041,
+      "power": 100.0,
+      "name": "九幽镇魂瓶",
+      "dec": "对敌人照成伤害,并随机封锁敌人1个法宝,让其5秒内不能使用和不能充能",
+      "attribute": 1,
+      "icon": "icon_skill_10003",
+      "scriptName": "FS901004",
+      "IDGroup": 901004,
+      "timelineName": "",
+      "cd": 1,
+      "SkillType": 3,
+      "level": 1,
+      "effectValue": [
+        1.0,
+        10.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 9010051,
+      "power": 100.0,
+      "name": "神龙鼎",
+      "dec": "对敌人照成伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续10秒",
+      "attribute": 1,
+      "icon": "icon_skill_10003",
+      "scriptName": "FS901005",
+      "IDGroup": 901005,
+      "timelineName": "",
+      "cd": 1,
+      "SkillType": 3,
+      "level": 1,
+      "effectValue": [
+        10.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 9010061,
+      "power": 100.0,
+      "name": "破天斧",
+      "dec": "无视敌人灵根,对敌人造成大量伤害,同时让五行伤势+1",
+      "attribute": 1,
+      "icon": "icon_skill_10003",
+      "scriptName": "FS901006",
+      "IDGroup": 901006,
+      "timelineName": "",
+      "cd": 1,
+      "SkillType": 3,
+      "level": 1,
+      "effectValue": [
+        200.0,
+        1.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 9010071,
+      "power": 100.0,
+      "name": "琉璃宝塔",
+      "dec": "对敌人照成水系伤害,封锁敌人筋脉随机3个格子流动5秒",
+      "attribute": 1,
+      "icon": "icon_skill_10003",
+      "scriptName": "FS901007",
+      "IDGroup": 901007,
+      "timelineName": "",
+      "cd": 1,
+      "SkillType": 3,
+      "level": 1,
+      "effectValue": [
+        200.0,
+        1.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
+    {
+      "ID": 9010081,
+      "power": 100.0,
+      "name": "玉莲守心灯",
+      "dec": "一盏明灯围绕玩家,任何功法照成的负面效果有几率抵消",
+      "attribute": 1,
+      "icon": "icon_skill_10003",
+      "scriptName": "FS901008",
+      "IDGroup": 901008,
+      "timelineName": "",
+      "cd": 1,
+      "SkillType": 3,
+      "level": 1,
+      "effectValue": [
+        200.0,
+        1.0
+      ],
+      "intensifierIndex": [
+        0
+      ]
+    },
     {
       "ID": 601011,
       "power": 100.0,
       "name": "星辰道",
-      "dec": "每次释放功法时获得10能量,100能量满后提升50%转盘速度和攻击施法速度,持续3秒",
+      "dec": "前方形成一个土系防御盾,能抵挡最大生命10%的伤害,持续10秒",
       "attribute": 1,
       "icon": "icon_skill_10003",
       "scriptName": "DS60101",
       "IDGroup": 60101,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 4,
       "level": 1,
       "effectValue": [
@@ -375,7 +521,7 @@
       "scriptName": "DS60102",
       "IDGroup": 60102,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 4,
       "level": 1,
       "effectValue": [
@@ -408,7 +554,7 @@
       "scriptName": "DS60103",
       "IDGroup": 60103,
       "timelineName": "",
-      "cd": null,
+      "cd": 1,
       "SkillType": 4,
       "level": 1,
       "effectValue": [

+ 58 - 0
Assets/Scenes/testCombat.scene

@@ -786,6 +786,63 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   massgeText: {fileID: 773560731}
   loadSlider: {fileID: 1324294698}
+--- !u!1001 &144571669
+PrefabInstance:
+  m_ObjectHideFlags: 0
+  serializedVersion: 2
+  m_Modification:
+    serializedVersion: 3
+    m_TransformParent: {fileID: 0}
+    m_Modifications:
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalPosition.x
+      value: -22.8
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalPosition.y
+      value: -3.91
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalPosition.z
+      value: 44.35
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalRotation.w
+      value: -0.09862751
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalRotation.x
+      value: 0.098627575
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalRotation.y
+      value: -0.7001949
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalRotation.z
+      value: -0.70019454
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.x
+      value: -90
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 5696247245283382692, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.z
+      value: -196.036
+      objectReference: {fileID: 0}
+    - target: {fileID: 7123144361424570747, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
+      propertyPath: m_Name
+      value: shan02
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: 8af965d3c361bfc4c9fdcd7b85c19600, type: 3}
 --- !u!4 &156078686 stripped
 Transform:
   m_CorrespondingSourceObject: {fileID: 5857502490606678529, guid: a6adfd04f86f10044bca8a08a63f3b8a, type: 3}
@@ -6865,3 +6922,4 @@ SceneRoots:
   - {fileID: 7971796013686853673}
   - {fileID: 1584646302}
   - {fileID: 2622624}
+  - {fileID: 144571669}

+ 2 - 0
Assets/Scripts/Core/UI/UTool/CTween/AnimationCurveLibrary.cs

@@ -20,4 +20,6 @@ public class AnimationCurveLibrary : ScriptableObject
     [Header("UI移动速度")] public AnimationCurve ui_moveSpped;
     [Header("法宝攻击速度曲线")] public AnimationCurve fabaoAtt;
     [Header("法宝对拼速度曲线")] public AnimationCurve fabaoDuiPing;
+    [Header("一次对拼的速度")]public float fabaoSpeed=0.7f;
+    [Header("法宝飞上来的速度")]public float fabaoMoveTopSpeed=6f;
 }

+ 80 - 0
Assets/Scripts/GameData/ExcelConfig/BigMap.cs

@@ -0,0 +1,80 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Maps.xlsx. SheetName: BigMap
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "BigMap.json")]
+	public partial class BigMapHolder : ConfigHolder<BigMap>
	{
+	}
+
+
+	[Serializable]
+	public struct BigMap : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///大地图预制件 (不配就做成固定)
+		/// </summary>
+public int mapPrefabName;
+
+
+		/// <summary>
+		///大地图名称(语言表)
+		/// </summary>
+public int mapName;
+
+
+		/// <summary>
+		///大地图介绍
+		/// </summary>
+public int mapDesc;
+
+
+		/// <summary>
+		///包含的地点
+		/// </summary>
+public int[] places;
+
+
+		/// <summary>
+		///神识包含的事件列表
+		/// </summary>
+public int[] DivineSenseEvent;
+
+
+		/// <summary>
+		///挂机包含的事件列表
+		/// </summary>
+public int[] GuajiEvent;
+
+
+		/// <summary>
+		///解锁表ulockFunction
+		/// </summary>
+public int[] ulockFunction;
+
+
+		/// <summary>
+		///0. 无 1. 事件解锁
+		/// </summary>
+public int extraUnlockConTyp;
+
+
+		/// <summary>
+		///根据extraUnlockConTyp填
+		/// </summary>
+public int extraUnlockConVal;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/BigMap.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CitO4SKsWiojbce6iCEwdvburlTmAJ2/LlOxW1rCIFAJshnKTquimu/0vFMw
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 50 - 0
Assets/Scripts/GameData/ExcelConfig/DialogueConfig.cs

@@ -0,0 +1,50 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\DialogueConfig.xlsx. SheetName: DialogueConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "DialogueConfig.json")]
+	public partial class DialogueConfigHolder : ConfigHolder<DialogueConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct DialogueConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///对话组ID
+		/// </summary>
+public int GroupId;
+
+
+		/// <summary>
+		///内容ID
+		/// </summary>
+public int[] Content;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int[] DialogueOptionId;
+
+
+		/// <summary>
+		///是否结束对话 如果有选项需要填这个字段,没有选项一句一句显示
+		/// </summary>
+public bool isEnd;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/DialogueConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: WSkc5iivUSgdHHQXWpffKVXiJMayk2qmo0883Ued0a47pmyFjx9nfgKXYg1L
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 38 - 0
Assets/Scripts/GameData/ExcelConfig/DialogueOptionConfig.cs

@@ -0,0 +1,38 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\DialogueConfig.xlsx. SheetName: DialogueOptionConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "DialogueOptionConfig.json")]
+	public partial class DialogueOptionConfigHolder : ConfigHolder<DialogueOptionConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct DialogueOptionConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///选项文本
+		/// </summary>
+public int LanguageId;
+
+
+		/// <summary>
+		///下一节点ID 如果没有后续对话可以填0
+		/// </summary>
+public int DialogueConfigID;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/DialogueOptionConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Cn9Ktnv8VX+YAbKlIVevrDIK05tDWrgRPlyD9dUG6uk+bFMXflGq6f6HOozb
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 56 - 0
Assets/Scripts/GameData/ExcelConfig/DivineSenseConfig.cs

@@ -0,0 +1,56 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\DivineSenseConfig.xlsx. SheetName: DivineSenseConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "DivineSenseConfig.json")]
+	public partial class DivineSenseConfigHolder : ConfigHolder<DivineSenseConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct DivineSenseConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///等级
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///探测事件数量
+		/// </summary>
+public int DetectEventCount;
+
+
+		/// <summary>
+		///高品质加成概率(目前是线性增长)
+		/// </summary>
+public int QualityBonusChance;
+
+
+		/// <summary>
+		///触发额外权重乘数的步长(例如每100神识值)
+		/// </summary>
+public int DivineSenseCount;
+
+
+		/// <summary>
+		///神识消耗值 -1完全消耗
+		/// </summary>
+public int DivineSenseCost;
+
+
+		/// <summary>
+		///探索所需最低神识值
+		/// </summary>
+public int MinDivineSenseValue;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/DivineSenseConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Cikb5y+rUXMo5IuV2Ntm+A1lk2CtqZ0pBWIj0jGD91K+kMngB4IIacHF9A/D
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 44 - 0
Assets/Scripts/GameData/ExcelConfig/DivineSenseIntervalConfig.cs

@@ -0,0 +1,44 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\DivineSenseConfig.xlsx. SheetName: DivineSenseIntervalConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "DivineSenseIntervalConfig.json")]
+	public partial class DivineSenseIntervalConfigHolder : ConfigHolder<DivineSenseIntervalConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct DivineSenseIntervalConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///神识值区间下界(包含
+		/// </summary>
+public int MinValue;
+
+
+		/// <summary>
+		///神识值区间上界(不包含)
+		/// </summary>
+public int MaxValue;
+
+
+		/// <summary>
+		///允许的通用事件品质
+		/// </summary>
+public int[] EventQualities;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/DivineSenseIntervalConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: B3hL5n6vBnOYmVXzDk1CqwQR+iPVg+YYCwmwrSxvEN6LfAAyIYqDhsU5FRNl
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 32 - 0
Assets/Scripts/GameData/ExcelConfig/EventConditionConfig.cs

@@ -0,0 +1,32 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\EventConfig.xlsx. SheetName: EventConditionConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "EventConditionConfig.json")]
+	public partial class EventConditionConfigHolder : ConfigHolder<EventConditionConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct EventConditionConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///条件ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///条件运算 1 =大于等于 2 =等于 3=小于等于
+		/// </summary>
+public int operation;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/EventConditionConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DHMf4H+uAHJlLYrnxIfgX+FkNw/BLu5Y3W+3/ASQGV3v3Sd0X3DNJ76ObE5l
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 98 - 0
Assets/Scripts/GameData/ExcelConfig/EventConfig.cs

@@ -0,0 +1,98 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\EventConfig.xlsx. SheetName: EventConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "EventConfig.json")]
+	public partial class EventConfigHolder : ConfigHolder<EventConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct EventConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///事件类型: 1.获得奖励 2.触发战斗
+		/// </summary>
+public int EventType;
+
+
+		/// <summary>
+		///触发事件类型: 1.场景事件 2.随机事件 3.通用事件
+		/// </summary>
+public int EventTriggerType;
+
+
+		/// <summary>
+		///事件品质
+		/// </summary>
+public int EventQuality;
+
+
+		/// <summary>
+		///触发条件类型
+		/// </summary>
+public int[] EventConditionId;
+
+
+		/// <summary>
+		///触发效果值
+		/// </summary>
+public int[] EventVlaue;
+
+
+		/// <summary>
+		///触发事件的概率
+		/// </summary>
+public int BaseProbability;
+
+
+		/// <summary>
+		///描述
+		/// </summary>
+public int Description;
+
+
+		/// <summary>
+		///对话ID
+		/// </summary>
+public int DialogueID;
+
+
+		/// <summary>
+		///特殊功能参数
+		/// </summary>
+public int associateVlaue;
+
+
+		/// <summary>
+		///奖励ID
+		/// </summary>
+public int[] RewardID;
+
+
+		/// <summary>
+		///奖励数量
+		/// </summary>
+public int[] RewardCount;
+
+
+		/// <summary>
+		///触发下一个事件id
+		/// </summary>
+public int TriggerEventNextId;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/EventConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Cy4dvCj+Bi1IUAottp9dEEHLy7TekhC1A66ERNH+fvfkGW8vGd0Ll3t+felt
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 44 - 0
Assets/Scripts/GameData/ExcelConfig/HelloWorld.cs

@@ -0,0 +1,44 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Maps.xlsx. SheetName: HelloWorld
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "HelloWorld.json")]
+	public partial class HelloWorldHolder : ConfigHolder<HelloWorld>
	{
+	}
+
+
+	[Serializable]
+	public struct HelloWorld : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///世界名称 (语言表)
+		/// </summary>
+public int worldName;
+
+
+		/// <summary>
+		///世界介绍  多个
+		/// </summary>
+public int[] mpDesc;
+
+
+		/// <summary>
+		///包含的大地图
+		/// </summary>
+public int[] places;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/HelloWorld.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: XChO4Sv5AHkj3JQkkRm2Ea0S3uaHQgXudAjFldzdktqbMEjYtcg5dRhoF5Xv
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 56 - 0
Assets/Scripts/GameData/ExcelConfig/Places.cs

@@ -0,0 +1,56 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Maps.xlsx. SheetName: Places
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "Places.json")]
+	public partial class PlacesHolder : ConfigHolder<Places>
	{
+	}
+
+
+	[Serializable]
+	public struct Places : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///地点名称(语言表ID)
+		/// </summary>
+public int placeName;
+
+
+		/// <summary>
+		///区域预制件 (不配就做成固定)
+		/// </summary>
+public int placePrefabName;
+
+
+		/// <summary>
+		///属于哪个大地图
+		/// </summary>
+public int bigMapID;
+
+
+		/// <summary>
+		///3D世界
+		/// </summary>
+public string to3DPrefab;
+
+
+		/// <summary>
+		///3D世界
+		/// </summary>
+public int placeDesc;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/Places.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Xn0c4SKuV3MWXT5NyNktjuwejkClXIfUydBGXRt8G5TB/oIXmc9vL/2Z2vqt
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -70,7 +70,7 @@ public string timelineName;
 
 
 		/// <summary>
-		///技能CD 普攻无CD
+		///技能在转盘的触发圈速
 		/// </summary>
 public int cd;
 

+ 9 - 9
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs

@@ -96,15 +96,15 @@ namespace GameLogic.Combat.CombatTool
 
         public void Update(float t)
         {
-            if (isUpdateCameraToPath)
-            {
-                _currTime += t;
-                CameraSelect_onValueChanged(Mathf.Lerp(currValue, targetValue, _currTime));
-                if (_currTime > 1)
-                {
-                    isUpdateCameraToPath = false;
-                }
-            }
+            // if (isUpdateCameraToPath)
+            // {
+            //     _currTime += t;
+            //     CameraSelect_onValueChanged(Mathf.Lerp(currValue, targetValue, _currTime));
+            //     if (_currTime > 1)
+            //     {
+            //         isUpdateCameraToPath = false;
+            //     }
+            // }
 
             if (!isStartShake && !isStop)
             {

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

@@ -170,7 +170,7 @@ namespace GameLogic.Combat.CombatTool
 
             if (State == 1)
             {
-                _currTime += t * 0.7f;
+                _currTime += t * CustomTweenManager.AnimationCurveLibrary.fabaoSpeed;
                 float v = CustomTweenManager.AnimationCurveLibrary.fabaoDuiPing.Evaluate(_currTime);
                 BesselPath besselPath = _isOne ? _besselPathB : _besselPathA;
                 Vector3 a1 = besselPath.CalculatePoint(v);

+ 28 - 11
Assets/Scripts/GameLogic/Combat/CombatTool/CombatSenceController.cs → Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -129,10 +129,9 @@ namespace GameLogic.Combat.CombatTool
                 Vector3 cross = Vector3.Cross(dir, Vector3.up);
                 cross = cross.normalized;
                 int odds = Random.Range(0, 100);
-                p += cross * Random.Range(8, 25) * (odds < 50 ? 1 : -1);
-                GameObjectPool gameObjectPool = await sceneObjectConfig.GetNewPrefab();
-                GameObject g = gameObjectPool.own;
-                g.SetActive(true);
+                p += cross * Random.Range(12, 25) * (odds < 50 ? 1 : -1);
+                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+                GameObject g = gameObjectPool.pool.own;
                 besselPath.allPool.Add(gameObjectPool);
                 float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
                 g.transform.position = new Vector3(p.x, y, p.z);
@@ -159,10 +158,9 @@ namespace GameLogic.Combat.CombatTool
                 Vector3 cross = Vector3.Cross(dir, Vector3.up);
                 cross = cross.normalized;
                 int odds = Random.Range(0, 100);
-                p += cross * Random.Range(25, 40) * (odds < 50 ? 1 : -1);
-                GameObjectPool gameObjectPool = await sceneObjectConfig.GetNewPrefab();
-                GameObject g = gameObjectPool.own;
-                g.SetActive(true);
+                p += cross * Random.Range(40, 60) * (odds < 50 ? 1 : -1);
+                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+                GameObject g = gameObjectPool.pool.own;
                 besselPath.allPool.Add(gameObjectPool);
                 float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
                 g.transform.position = new Vector3(p.x, y, p.z);
@@ -190,9 +188,8 @@ namespace GameLogic.Combat.CombatTool
                 cross = cross.normalized;
                 // int odds = Random.Range(0, 100);
                 p += cross * Random.Range(-20, 20);
-                GameObjectPool gameObjectPool = await sceneObjectConfig.GetNewPrefab();
-                GameObject g = gameObjectPool.own;
-                g.SetActive(true);
+                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+                GameObject g = gameObjectPool.pool.own;
                 besselPath.allPool.Add(gameObjectPool);
                 float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
                 g.transform.position = new Vector3(p.x, y, p.z);
@@ -200,6 +197,16 @@ namespace GameLogic.Combat.CombatTool
             }
         }
 
+        private async CTask<SceneDecoration> GetSceneDecoration(SceneObjectConfig sceneObjectConfig)
+        {
+            GameObjectPool gameObjectPool = await sceneObjectConfig.GetNewPrefab();
+            SceneDecoration sceneDecoration = CObjectPool.Instance.Fetch<SceneDecoration>();
+            sceneDecoration.Init(gameObjectPool);
+            GameObject g = gameObjectPool.own;
+            g.SetActive(true);
+            return sceneDecoration;
+        }
+
         public Vector3 GetTarget(float time)
         {
             if (time > 1)
@@ -288,6 +295,16 @@ namespace GameLogic.Combat.CombatTool
         public void Update(float t)
         {
             SceneMonoConfig?.Update();
+            if (currBesselPath != null)
+            {
+                currBesselPath.Update(t);
+            }
+
+            if (NextBesselPath != null)
+            {
+                NextBesselPath.Update(t);
+            }
+
             if (_isUpdateShengShi)
             {
                 _shengShiAddTime += t * 1f;

+ 0 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/CombatSenceController.cs.meta → Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs.meta


+ 12 - 2
Assets/Scripts/GameLogic/Combat/CombatTool/CombatSencePath.cs → Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSencePath.cs

@@ -2,6 +2,7 @@ using System;
 using System.Collections.Generic;
 using Fort23.Core;
 using Fort23.UTool;
+using GameLogic.Combat.CombatTool.SceneTool;
 using UnityEngine;
 
 namespace GameLogic.Combat.CombatTool
@@ -16,7 +17,7 @@ namespace GameLogic.Combat.CombatTool
 
         public float reclaimTime;
 
-        public List<GameObjectPool> allPool = new List<GameObjectPool>();
+        public List<SceneDecoration> allPool = new List<SceneDecoration>();
 
         public float len;
 
@@ -76,6 +77,14 @@ namespace GameLogic.Combat.CombatTool
             }
         }
 
+        public void Update(float t)
+        {
+            for (int i = 0; i < allPool.Count; i++)
+            {
+                allPool[i].Update(t);
+            }
+        }
+
         public override void ActiveObj()
         {
         }
@@ -84,7 +93,8 @@ namespace GameLogic.Combat.CombatTool
         {
             for (int i = 0; i < allPool.Count; i++)
             {
-                GObjectPool.Instance.Recycle(allPool[i]);
+                CObjectPool.Instance.Recycle(allPool[i]);
+                // GObjectPool.Instance.Recycle(allPool[i]);
             }
 
             allPool.Clear();

+ 0 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/CombatSencePath.cs.meta → Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSencePath.cs.meta


+ 64 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneDecoration.cs

@@ -0,0 +1,64 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine;
+
+namespace GameLogic.Combat.CombatTool.SceneTool
+{
+    public class SceneDecoration : CObject
+    {
+        private static readonly int RongJieValue = Shader.PropertyToID("_RongJieValue");
+        public GameObjectPool pool;
+        private MaterialPropertyBlock _materialPropertyBlock;
+        private Renderer[] renderers;
+
+        private float currTime;
+
+        public void Init(GameObjectPool pool)
+        {
+            this.pool = pool;
+            if (_materialPropertyBlock == null)
+            {
+                _materialPropertyBlock = new MaterialPropertyBlock();
+            }
+
+            Vector3 pos = CombatController.currActiveCombat.CombatCameraControllder.root.position;
+            Vector3 p2 = pool.own.transform.position;
+            float d = Vector3.Distance(pos, p2);
+
+            currTime = Random.Range(-1f, 0);
+            renderers = pool.own.transform.GetComponentsInChildren<Renderer>();
+            SetPropertyBlock();
+        }
+
+        private void SetPropertyBlock()
+        {
+            _materialPropertyBlock.SetFloat(RongJieValue, currTime);
+            for (int i = 0; i < renderers.Length; i++)
+            {
+                renderers[i].SetPropertyBlock(_materialPropertyBlock);
+            }
+        }
+
+        public void Update(float t)
+        {
+            if (currTime < 1)
+            {
+                currTime += t * 2f;
+                SetPropertyBlock();
+            }
+        }
+
+        public override void ActiveObj()
+        {
+        }
+
+        public override void DormancyObj()
+        {
+            currTime = 0;
+            SetPropertyBlock();
+            renderers = null;
+            GObjectPool.Instance.Recycle(pool);
+            pool = null;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneDecoration.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 0a932b0d80554032a0f30ad95f6c3fec
+timeCreated: 1745228275

+ 2 - 1
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponChuChangState.cs

@@ -1,6 +1,7 @@
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using GameLogic.Combat.CombatTool;
 using UnityEngine;
+using Utility.CTween;
 
 namespace GameLogic.Combat.Hero.State
 {
@@ -37,7 +38,7 @@ namespace GameLogic.Combat.Hero.State
 
 
             endPos = startPos + new Vector3(x-3, y, 0);
-            _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / 6);
+            _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
             _currTime = 0;
             isUpdate = true;
         }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901001.cs → Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/FS901001.cs

@@ -9,7 +9,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
     /// <summary>
     /// 法宝技能
     /// </summary>
-    public class S901001 : MagicSkillBasic
+    public class FS901001 : MagicSkillBasic
     {
         private CombatHeroEntity target;
 

+ 0 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S901001.cs.meta → Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/FS901001.cs.meta


+ 8 - 0
Assets/Scripts/GameLogic/EventManager.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: CSlJ5CmsACmY6Q5x2J/g1AsnnUAWK9CoP4lzacd4aPRvsZtkaVN/zmGw23xQ
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 87 - 0
Assets/Scripts/GameLogic/EventManager/DialogueManager.cs

@@ -0,0 +1,87 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using Excel2Json;
+using Fort23.UTool;
+using UnityEngine;
+using Utility;
+
+
+public class DialogueManager : Singleton<DialogueManager>
+{
+    private readonly EventSystemManager eventManager;
+
+    private int currentDialogueID;
+    private int currentNodeID;
+    private int currentEventID;
+
+    private List<DialogueConfig> dialogueConfigs;
+    private List<DialogueOptionConfig> dialogueOptionConfigs;
+
+
+    public void CustomInit()
+    {
+        dialogueConfigs = ConfigComponent.Instance.GetAll<DialogueConfig>().ToList();
+        dialogueOptionConfigs = ConfigComponent.Instance.GetAll<DialogueOptionConfig>().ToList();
+    }
+
+    /// <summary>
+    /// 开始对话
+    /// </summary>
+    public void StartDialogue(int dialogueID, int eventID)
+    {
+        currentDialogueID = dialogueID;
+        currentNodeID = 1;
+        currentEventID = eventID;
+        ShowDialogue();
+    }
+
+    /// <summary>
+    /// 显示当前对话
+    /// </summary>
+    private void ShowDialogue()
+    {
+        //找到当前对话组
+        var dialogueConfig = dialogueConfigs.Find(n =>
+            n.ID == currentDialogueID && n.GroupId == currentNodeID);
+        if (dialogueConfig.ID == 0)
+        {
+            EndDialogue();
+            return;
+        }
+
+
+        //todo 加载对话ui
+    }
+
+    /// <summary>
+    /// 处理选项选择,跳转节点或触发逻辑。
+    /// </summary>
+    /// <param name="optionID">选项ID</param>
+    public void SelectOption(int optionID)
+    {
+        var option = dialogueOptionConfigs.Find(o => o.ID == optionID);
+        if (option.ID == 0)
+        {
+            EndDialogue();
+            return;
+        }
+
+        if (option.DialogueConfigID > 0)
+        {
+            currentNodeID = option.DialogueConfigID;
+            ShowDialogue();
+        }
+        else
+        {
+            EndDialogue();
+        }
+    }
+
+    /// <summary>
+    /// 结束对话
+    /// </summary>
+    private void EndDialogue()
+    {
+    }
+}

+ 11 - 0
Assets/Scripts/GameLogic/EventManager/DialogueManager.cs.meta

@@ -0,0 +1,11 @@
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+ 212 - 0
Assets/Scripts/GameLogic/EventManager/EventManager.cs

@@ -0,0 +1,212 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using Excel2Json;
+using Fort23.UTool;
+using UnityEngine;
+using Utility;
+
+public class EventSystemManager : Singleton<EventSystemManager>
+{
+    List<EventConfig> eventConfigs = new List<EventConfig>();
+    private List<DivineSenseIntervalConfig> divineSenseIntervalConfigs = new List<DivineSenseIntervalConfig>();
+
+    public void CustomInit()
+    {
+        eventConfigs = ConfigComponent.Instance.GetAll<EventConfig>().ToList();
+        divineSenseIntervalConfigs = ConfigComponent.Instance.GetAll<DivineSenseIntervalConfig>().ToList();
+    }
+
+
+    public void DetectEvents(int bigMapId)
+    {
+        BigMap bigMap = ConfigComponent.Instance.Get<BigMap>(bigMapId);
+        DivineSenseConfig divineSenseConfig = ConfigComponent.Instance.Get<DivineSenseConfig>(1);
+
+        // 选择神识区间
+        DivineSenseIntervalConfig interval = SelectInterval(200);
+
+        // 获取通用事件
+        List<EventConfig> globalEvents = eventConfigs
+            .Where(e => e.EventTriggerType == 3 && CanTriggerEvent(e.ID) &&
+                        interval.EventQualities.Contains(e.EventQuality))
+            .ToList();
+
+
+        //获取特定事件
+        var eventIDs = bigMap.DivineSenseEvent.ToList();
+        List<EventConfig> candidateEvents = eventConfigs
+            .Where(e => eventIDs.Contains(e.ID) && CanTriggerEvent(e.ID))
+            .ToList();
+        candidateEvents.AddRange(globalEvents);
+
+        if (candidateEvents.Count == 0)
+        {
+            LogTool.Warning("没有可以刷新的任务");
+            return;
+        }
+
+        // 计算高品质事件加成
+        float qualityBonusMultiplier = divineSenseConfig.QualityBonusChance *
+                                       Mathf.Floor((200 - divineSenseConfig.MinDivineSenseValue) /
+                                                   divineSenseConfig.DivineSenseCount);
+
+
+        // 获得全部权重
+        var eventWeights = new List<(EventConfig Event, int Weight)>();
+        float totalProbability = candidateEvents.Sum(evt =>
+        {
+            float prob = evt.BaseProbability;
+            if (evt.EventQuality >= 2)
+                prob *= (1f + qualityBonusMultiplier);
+            return prob;
+        });
+
+        foreach (var evt in candidateEvents)
+        {
+            float probability = evt.BaseProbability;
+            if (evt.EventQuality >= 2)
+                probability *= (1f + qualityBonusMultiplier);
+            int weight = Mathf.Max(1, Mathf.RoundToInt(probability / totalProbability * 100));
+            eventWeights.Add((evt, weight));
+        }
+
+
+        // 调整权重确保总和=100
+        int totalWeight = 100;
+        int currentSum = eventWeights.Sum(ew => ew.Weight);
+        if (currentSum != totalWeight)
+        {
+            float scale = (float)totalWeight / currentSum;
+            eventWeights = eventWeights.Select(ew => (ew.Event, Mathf.Max(1, Mathf.RoundToInt(ew.Weight * scale))))
+                .ToList();
+            // 微调总和
+            currentSum = eventWeights.Sum(ew => ew.Weight);
+            if (currentSum != totalWeight)
+            {
+                int diff = totalWeight - currentSum;
+                var maxWeightEvent = eventWeights.OrderByDescending(ew => ew.Weight).First();
+                eventWeights[eventWeights.IndexOf(maxWeightEvent)] =
+                    (maxWeightEvent.Event, maxWeightEvent.Weight + diff);
+            }
+        }
+
+
+        foreach (var (evt, weight) in eventWeights)
+        {
+            LogTool.Log($"EventId {evt.ID}: 权重={weight} ({weight / (float)totalWeight:P2})");
+        }
+
+        // 随机抽取事件
+        var triggeredEvents = new List<EventConfig>();
+        for (int i = 0; i < divineSenseConfig.DetectEventCount && eventWeights.Count > 0; i++)
+        {
+            int randomValue = UnityEngine.Random.Range(0, 101);
+            int cumulative = 0;
+            foreach (var (evt, weight) in eventWeights.ToList())
+            {
+                cumulative += weight;
+                if (randomValue < cumulative)
+                {
+                    triggeredEvents.Add(evt);
+                    eventWeights.RemoveAll(ew => ew.Event.ID == evt.ID);
+                    LogTool.Log($"S旋转事件 {evt.ID}, 权重={weight}, 随机到的权重={randomValue}");
+                    break;
+                }
+            }
+        }
+
+
+        // 触发事件
+        foreach (var evt in triggeredEvents)
+        {
+            TriggerEvent(evt);
+        }
+
+        if (triggeredEvents.Count == 0)
+        {
+            Debug.Log("没有可以触发的事件");
+        }
+    }
+
+    /// <summary>
+    /// 根据神识值选择通用神识区间
+    /// </summary>
+    private DivineSenseIntervalConfig SelectInterval(float divineSenseValue)
+    {
+        var intervals = divineSenseIntervalConfigs
+            .Where(i => divineSenseValue >= i.MinValue && divineSenseValue < i.MaxValue)
+            .ToList();
+        return intervals.FirstOrDefault();
+    }
+
+    /// <summary>
+    /// 触发单个事件,处理对话、奖励和完成逻辑。
+    /// </summary>
+    public void TriggerEvent(EventConfig evt)
+    {
+        Debug.Log($"触发事件: {evt.Description} (ID: {evt.ID}, 品质: {evt.EventQuality})");
+        if (evt.DialogueID > 0)
+        {
+            DialogueManager.Instance.StartDialogue(evt.DialogueID, evt.ID);
+        }
+
+        if (evt.RewardID.Length > 0)
+        {
+            // TODO: 实现奖励逻辑
+        }
+
+        CompleteEvent(evt.ID);
+    }
+
+    /// <summary>
+    /// 检查事件是否满足触发条件。
+    /// </summary>
+    private bool CanTriggerEvent(int eventID)
+    {
+        var evt = eventConfigs.Find(e => e.ID == eventID);
+        if (evt.ID == 0)
+            return false;
+
+
+        for (var i = 0; i < evt.EventConditionId.Length; i++)
+        {
+            if (!CheckCondition(evt.EventConditionId[i], evt.EventVlaue[i]))
+                return false;
+        }
+
+        return true;
+    }
+
+    /// <summary>
+    /// 检查单个触发条件。
+    /// </summary>
+    private bool CheckCondition(int conditionid, int EventVlaue)
+    {
+        //>=
+        if (EventVlaue == 1)
+        {
+        }
+        //=
+        else if (EventVlaue == 2)
+        {
+        }
+        // <=
+        else if (EventVlaue == 3)
+        {
+        }
+
+
+        return false;
+    }
+
+    /// <summary>
+    /// 完成任务
+    /// </summary>
+    /// <param name="eventID">事件ID</param>
+    public void CompleteEvent(int eventID)
+    {
+        LogTool.Log($"完成任务{eventID}");
+    }
+}

+ 11 - 0
Assets/Scripts/GameLogic/EventManager/EventManager.cs.meta

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