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修改bug

DESKTOP-FB72PO8\Administrator 5 tháng trước cách đây
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ade4ab01f5
57 tập tin đã thay đổi với 13298 bổ sung8352 xóa
  1. 272 272
      Assembly-CSharp.csproj
  2. 7 3
      Assets/Res/Config/SkillConfig.json
  3. 4832 0
      Assets/Scenes/testCombat.scene
  4. 1 1
      Assets/Scripts/Core/Event/EasyEvent.cs
  5. 16 0
      Assets/Scripts/Core/Triiger/ExitEventGameObject.cs
  6. 3 0
      Assets/Scripts/Core/Triiger/ExitEventGameObject.cs.meta
  7. 9 7
      Assets/Scripts/Core/Triiger/OnTriggerEnterEventTrigger.cs
  8. 2 2
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  9. 13 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  10. 9 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs
  11. 8 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs
  12. 1 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroAttState.cs
  13. 20 8
      Assets/Scripts/GameLogic/Combat/Skill/S30001.cs
  14. 2 1
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  15. 8 0
      Assets/Scripts/GameLogic/Paritcle/CombatParticleSystemPool.cs
  16. 23 21
      Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs
  17. 16 0
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAlertLogic.cs
  18. 0 2
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs
  19. 6 5
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicBasic.cs
  20. 17 0
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicGroupBasic.cs
  21. 240 240
      CodeStage.AFPSCounter.Editor.csproj
  22. 229 229
      CodeStage.AFPSCounter.Examples.csproj
  23. 229 229
      CodeStage.AFPSCounter.Runtime.csproj
  24. 240 240
      Coffee.SoftMaskForUGUI.Editor.csproj
  25. 229 229
      Coffee.SoftMaskForUGUI.csproj
  26. 240 240
      CoreEditor.csproj
  27. 229 229
      DownloadSystem.csproj
  28. 240 240
      EnhancedHierarchyEditor.csproj
  29. BIN
      Excel2Json/Excel/skill.xlsx
  30. 231 230
      Fort23.Core.csproj
  31. 229 229
      Fort23.GameData.csproj
  32. 229 229
      Fort23.GameLogic.csproj
  33. 231 231
      Fort23.Mono.csproj
  34. 230 230
      GameTimeLine.csproj
  35. 241 241
      Kybernetik.Animancer.Editor.csproj
  36. 229 229
      Kybernetik.Animancer.FSM.csproj
  37. 230 230
      Kybernetik.Animancer.csproj
  38. 240 240
      NewAssembly.csproj
  39. 240 240
      StompyRobot.SRDebugger.Editor.csproj
  40. 229 229
      StompyRobot.SRDebugger.csproj
  41. 240 240
      StompyRobot.SRF.Editor.csproj
  42. 229 229
      StompyRobot.SRF.csproj
  43. 229 229
      ThirdParty.csproj
  44. 240 240
      UniEaseCopy.csproj
  45. 229 229
      UniRx.csproj
  46. 240 240
      Unity.AI.Navigation.Editor.ConversionSystem.csproj
  47. 224 224
      Unity.AI.Navigation.Editor.Tests.csproj
  48. 240 240
      Unity.AI.Navigation.Editor.csproj
  49. 240 240
      Unity.AI.Navigation.Samples.Initialization.Editor.csproj
  50. 229 229
      Unity.AI.Navigation.Samples.csproj
  51. 213 213
      Unity.AI.Navigation.Tests.csproj
  52. 240 240
      Unity.AI.Navigation.Updater.csproj
  53. 229 229
      Unity.AI.Navigation.csproj
  54. 103 103
      UserSettings/Layouts/default-2022.dwlt
  55. 229 229
      XNode.csproj
  56. 4 0
      XY001.sln
  57. 240 240
      xNodeExamples.csproj

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 272 - 272
Assembly-CSharp.csproj


+ 7 - 3
Assets/Res/Config/SkillConfig.json

@@ -4,6 +4,7 @@
       "ID": 10011,
       "scriptName": "NormalSkill",
       "IDGroup": 1001,
+      "cd": null,
       "SkillType": 1,
       "level": 1,
       "name": 405077,
@@ -15,7 +16,8 @@
       "ID": 100011,
       "scriptName": "S10001",
       "IDGroup": 1001,
-      "SkillType": 1,
+      "cd": 3,
+      "SkillType": 2,
       "level": 1,
       "name": 405077,
       "effectValue": [
@@ -26,11 +28,13 @@
       "ID": 300011,
       "scriptName": "S30001",
       "IDGroup": 1001,
-      "SkillType": 1,
+      "cd": 5,
+      "SkillType": 2,
       "level": 1,
       "name": 405077,
       "effectValue": [
-        200.0
+        200.0,
+        3.0
       ]
     }
   ]

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 4832 - 0
Assets/Scenes/testCombat.scene


+ 1 - 1
Assets/Scripts/Core/Event/EasyEvent.cs

@@ -58,7 +58,7 @@ public class EasyEvent<T> : IEasyEvent
 
 
     public void Trigger(T t) => mOnEvent?.Invoke(t);
-
+    public void Close() => mOnEvent = null;
     IUnRegister IEasyEvent.Register(Action onEvent)
     {
         return Register(Action);

+ 16 - 0
Assets/Scripts/Core/Triiger/ExitEventGameObject.cs

@@ -0,0 +1,16 @@
+using System;
+using UnityEngine;
+
+namespace Core.Triiger
+{
+    public class ExitEventGameObject : MonoBehaviour
+    {
+        public  System.Action<Collider> OnCollisionExitEvent ;
+
+        public Collider Collider;
+        private void OnDisable()
+        {
+            OnCollisionExitEvent?.Invoke(Collider);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Triiger/ExitEventGameObject.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 562914902edb49e28deb8c7f10e9dd4a
+timeCreated: 1731985484

+ 9 - 7
Assets/Scripts/Core/Triiger/OnTriggerEnterEventTrigger.cs

@@ -22,16 +22,18 @@ namespace Core.Triiger
 
     public static class OnTriggerEnterEventTriggerExtension
     {
-        public static IUnRegister OnTriggerEnterEvent<T>(this T self, Action<Collider> onTriggerEnter)
-            where T : Component
-        {
-            return self.GetOrAddComponent<OnTriggerEnterEventTrigger>().OnTriggerEnterEvent
-                .Register(onTriggerEnter);
-        }
+        // public static IUnRegister OnTriggerEnterEvent<T>(this T self, Action<Collider> onTriggerEnter)
+        //     where T : Component
+        // {
+        //     return self.GetOrAddComponent<OnTriggerEnterEventTrigger>().OnTriggerEnterEvent
+        //         .Register(onTriggerEnter);
+        // }
         
         public static IUnRegister OnTriggerEnterEvent(this GameObject self, Action<Collider> onTriggerEnter)
         {
-            return self.GetOrAddComponent<OnTriggerEnterEventTrigger>().OnTriggerEnterEvent
+            OnTriggerEnterEventTrigger onTriggerEnterEventTrigger=  self.GetOrAddComponent<OnTriggerEnterEventTrigger>();
+            onTriggerEnterEventTrigger.OnTriggerEnterEvent.Close();
+            return onTriggerEnterEventTrigger.OnTriggerEnterEvent
                 .Register(onTriggerEnter);
         }
     }

+ 2 - 2
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -34,9 +34,9 @@ public int IDGroup;
 
 
 		/// <summary>
-		///关联技能组
+		///技能Cd,普攻没有CD
 		/// </summary>
-public int[] WeaponSkillGroup;
+public int cd;
 
 
 		/// <summary>

+ 13 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -2,6 +2,7 @@ using System.Collections;
 using System.Collections.Generic;
 using Animancer;
 using Common.Utility.CombatEvent;
+using Fort23.Common;
 using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
@@ -25,6 +26,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
     public CombatHeroSkillControl CombatHeroSkillControl;
 
     public bool isFollowState;
+    public BetterList<CombatParticleSystemPool> heroLoopParticle=new BetterList<CombatParticleSystemPool>();
     public Vector3 dotPos
     {
         get { return combatHeroGameObject.position; }
@@ -162,12 +164,23 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
         }
     }
 
+    public void CloseLoopFx()
+    {
+        for (int i = 0; i < heroLoopParticle.Count; i++)
+        {
+            GObjectPool.Instance.Recycle(heroLoopParticle[i]);
+        }
+        heroLoopParticle.Clear();
+    }
+
     public void Dispose()
     {
+        
         CombatHeroSkillControl.Dispose();
         combatHeroGameObject.Dispose();
         CombatAIBasic.Dispose();
         combatHeroTimeLineControl.Dispose();
         combatHeroAnimtion.Dispose();
+        CloseLoopFx();
     }
 }

+ 9 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -115,7 +115,15 @@ namespace GameLogic.Combat.Hero
             {
                 SkillBasic skillBasic = allSkill[i];
                 skillBasic.CombatUpdate(t);
-                skillBasic.ReduceCd(t);
+                if (skillBasic.SelfSkillConfig.SkillType!=1&&!SkillCommands.Contains(skillBasic) && currUseSkill != skillBasic)
+                {
+                    skillBasic.ReduceCd(t);
+                    if (skillBasic.SkillCd <= 0)
+                    {
+                        skillBasic.SkillCd = skillBasic.SkillMaxCd;
+                        AddCommandSkill(skillBasic);
+                    }
+                }
             }
 
             NormalAttCd -= t;

+ 8 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs

@@ -34,7 +34,14 @@ namespace GameLogic.Combat.Hero
         {
             for (int i = 0; i < _currRunEventLogicGroupList.size; i++)
             {
-                _currRunEventLogicGroupList[i].Update(deltaTime);
+                TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic = _currRunEventLogicGroupList[i];
+                bool isEnd = timeLineEventLogicGroupBasic.Update(deltaTime);
+                if (isEnd)
+                {
+                    timeLineEventLogicGroupBasic.UpdateEndFinish();
+                    _currRunEventLogicGroupList.RemoveAt(i);
+                    i--;
+                }
             }
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroAttState.cs

@@ -34,6 +34,7 @@ namespace GameLogic.Combat.Hero.State
                 skillBasic.BreakSkill();
             }
 
+            combatHeroEntity.CombatHeroSkillControl.currUseSkill = null;
             skillBasic = null;
         }
     }

+ 20 - 8
Assets/Scripts/GameLogic/Combat/Skill/S30001.cs

@@ -8,18 +8,21 @@ namespace GameLogic.Combat.Skill
     /// <summary>
     /// 火烧
     /// </summary>
-    public class S30001: SkillBasic
+    public class S30001 : SkillBasic
     {
         protected float _harm;
-
+        protected float _maxTime;
         protected float _currTime;
         private BetterList<ILifetCycleHitPoint> _currTrigger = new BetterList<ILifetCycleHitPoint>();
         protected TimeLineEventLogicGroupBasic loopGroupBasic;
         protected TimeLineEventLogicGroupBasic currMyLoopGroupBasic;
         protected bool _isUpdate;
+        protected float _currAllTime;
+
         protected override void ProInitSkill()
         {
             _harm = 200;
+            _maxTime = 3;
         }
 
         // protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
@@ -38,9 +41,10 @@ namespace GameLogic.Combat.Skill
         protected override void ProUseSkill()
         {
             _finishTimeLineGroupName = "-1";
-            currMyLoopGroupBasic=  ActivationTimeLineData("sk1");
+            currMyLoopGroupBasic = ActivationTimeLineData("sk1");
             _isUpdate = true;
             _currTime = 0;
+            _currAllTime = 0;
         }
 
         protected override void ProBreakSkill()
@@ -76,11 +80,13 @@ namespace GameLogic.Combat.Skill
             }
 
             _currTime += time;
+            _currAllTime += time;
             if (_currTime > 1)
             {
                 _currTime -= 1;
-                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                _harm);
+                long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(
+                    CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                    _harm);
                 if (loopGroupBasic != null)
                 {
                     loopGroupBasic.BreakTimeLine();
@@ -94,12 +100,18 @@ namespace GameLogic.Combat.Skill
                 // ILifetCycleHitPoint[] allHero = new ILifetCycleHitPoint[_enterAlertTarget.Count];
                 for (int i = 0; i < _enterAlertTarget.Count; i++)
                 {
-                    ILifetCycleHitPoint targetEntity=  _enterAlertTarget[i].GetMainHotPoin<ILifetCycleHitPoint>();
+                    ILifetCycleHitPoint targetEntity = _enterAlertTarget[i].GetMainHotPoin<ILifetCycleHitPoint>();
                     _currTrigger.Add(targetEntity);
-                    HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity as CombatHeroHitPoint, 
+                    HarmReturnInfo harmReturnInfo = Harm(CombatHeroEntity, targetEntity as CombatHeroHitPoint,
                         v, AttType.Skill, triggerData);
                 }
-                loopGroupBasic=  ActivationTimeLineData("sk1_hit",_currTrigger);
+
+                loopGroupBasic = ActivationTimeLineData("sk1_hit", _currTrigger);
+            }
+
+            if (_currAllTime > _maxTime)
+            {
+                SkillPlayFinish();
             }
         }
         // protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,

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

@@ -156,7 +156,7 @@ namespace GameLogic.Combat.Skill
 
         public void InitSkillConfig(SkillConfig skillConfig)
         {
-            SkillMaxCd = 1;
+            SkillMaxCd = skillConfig.cd;
             _skillCd = SkillMaxCd;
             SelfSkillConfig = skillConfig;
 
@@ -354,6 +354,7 @@ namespace GameLogic.Combat.Skill
             for (int i = 0; i < currUseAllTimeLineLogic.Count; i++)
             {
                 currUseAllTimeLineLogic[i].BreakTimeLine();
+                _combatHeroEntity.combatHeroTimeLineControl.RemoveEventLogicGroup(currUseAllTimeLineLogic[i]);
             }
 
             currUseAllTimeLineLogic.Clear();

+ 8 - 0
Assets/Scripts/GameLogic/Paritcle/CombatParticleSystemPool.cs

@@ -18,6 +18,7 @@ namespace Fort23.Common
     /// </summary>
     public class CombatParticleSystemPool : ParticleSystemPool
     {
+        public CombatHeroEntity HeroEntity;
         public float UpdateTime;
         public int guid;
         public SpecialDotInfo targetSpecialDotInfo;
@@ -67,6 +68,13 @@ namespace Fort23.Common
         public override void DormancyObj()
         {
             CombatController.currActiveCombat.GameTimeLineParticleFactory.RemoveCombatParticleSystemPool(this);
+            if (HeroEntity != null)
+            {
+                HeroEntity.heroLoopParticle.Remove(this);
+            }
+
+            HeroEntity = null;
+
             base.DormancyObj();
         }
 

+ 23 - 21
Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs

@@ -60,6 +60,7 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
     {
         allFxAiLogicBasic.Clear();
     }
+
     public void RecycleFix()
     {
 #if !COMBAT_SERVER
@@ -89,10 +90,12 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
 #endif
         allCombatParticleSystem.Clear();
     }
+
     public void RemoveCombatParticleSystemPool(CombatParticleSystemPool combatParticleSystemPool)
     {
         allCombatParticleSystem.Remove(combatParticleSystemPool);
     }
+
     public Clock CreateParticle(TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic,
         ILifetCycleHitPoint effectTarget,
         ILifetCycleHitPoint fxTarget, Vector3 startPos, SpecialDotInfo targetSpecialDotInfo,
@@ -107,22 +110,16 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
                 pool.InitCombatParticleSystem();
 #endif
 
-
+                CombatHeroEntity combatHeroEntity = null;
                 if (targetSpecialDotInfo != null)
                 {
-#if !COMBAT_SERVER
-                    // CombatHeroEntity heroEntity = targetSpecialDotInfo.heroEntity as CombatHeroEntity;
-                    // if (heroEntity.CombatHeroTransform.iGObjectPoolInterface == null)
-                    // {
-                    //     return;
-                    // }
-#endif
+                    combatHeroEntity = targetSpecialDotInfo.heroEntity as CombatHeroEntity;
 
                     // if (!timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isActivityCustomTargetPos)
                     // {
                     //     startPos = targetSpecialDotInfo.GetWorlPos();
                     // }
-#if !COMBAT_SERVER
+
                     if (!timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isNotRotate)
                     {
                         pool.transform.eulerAngles = targetSpecialDotInfo.GetEulerAngles();
@@ -142,27 +139,32 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
                     // {
                     //     pool.transform.SetParent(targetSpecialDotInfo.targetTran);
                     // }
-#endif
                 }
-                else
+
+                if (combatHeroEntity != null && timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isLoop)
                 {
+                    combatHeroEntity.heroLoopParticle.Add(pool);
+                    pool.HeroEntity = combatHeroEntity;
                 }
-#if !COMBAT_SERVER
+
+
                 pool.gameObject.SetActive(false);
                 pool.transform.position = startPos;
                 if (timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isFollowRootTarget &&
                     timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.locationType !=
                     FXLocationType.SceneZero)
                 {
-                  
-                    CombatHeroEntity combatHeroEntity= targetSpecialDotInfo.heroEntity as CombatHeroEntity;
-                    pool.transform.SetParent(combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>().GetSpecialDotInfo("").targetTran);
+                    if (combatHeroEntity != null)
+                    {
+                        pool.transform.SetParent(combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>()
+                            .GetSpecialDotInfo("").targetTran);
+                    }
+
                     pool.transform.localEulerAngles = Vector3.zero;
-                   
-                }else
-                if (timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isFollowTarget &&
-                    timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.locationType !=
-                    FXLocationType.SceneZero)
+                }
+                else if (timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isFollowTarget &&
+                         timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.locationType !=
+                         FXLocationType.SceneZero)
                 {
                     pool.transform.localEulerAngles = Vector3.zero;
                     pool.targetSpecialDotInfo = targetSpecialDotInfo;
@@ -172,7 +174,7 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
                     // pool.transform.SetParent(null);
                     pool.targetSpecialDotInfo = null;
                 }
-#endif
+
                 FxAILogicBasic fxAILogicBasic = pool.own.GetComponent<FxAILogicBasic>();
 
                 if (fxAILogicBasic != null)

+ 16 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAlertLogic.cs

@@ -48,6 +48,9 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                 _timeLineTriggerEntity as ITimeLineAlertTargetEnter;
             if (timeLineAlertTarget != null)
             {
+                ExitEventGameObject exitEventGameObject= collider.gameObject.GetOrAddComponent<ExitEventGameObject>();
+                exitEventGameObject.Collider = collider;
+                exitEventGameObject.OnCollisionExitEvent=(OnTriggerExitEvent);
                 timeLineAlertTarget.Enter(timeLineAlertSeriailztion, collider,_gameObject);
             }
         }
@@ -58,8 +61,17 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                 mTimeLineAssetSerialization as TimeLineAlertSeriailztion;
             ITimeLineAlertTargetEnter timeLineAlertTarget =
                 _timeLineTriggerEntity as ITimeLineAlertTargetEnter;
+            
             if (timeLineAlertTarget != null)
             {
+                ExitEventGameObject exitEventGameObject= collider.gameObject.GetOrAddComponent<ExitEventGameObject>();
+                if (exitEventGameObject.OnCollisionExitEvent == null)
+                {
+                    return;
+                }
+
+                exitEventGameObject.Collider = null;
+                exitEventGameObject.OnCollisionExitEvent = null;
                 timeLineAlertTarget.Leave(timeLineAlertSeriailztion, collider,_gameObject);
             }
         }
@@ -121,6 +133,10 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
 
         protected override void ProDispose()
         {
+            _enterRegister?.UnRegister();
+            _exitRegister?.UnRegister();
+            _enterRegister = null;
+            _exitRegister = null;
         }
     }
 }

+ 0 - 2
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs

@@ -85,12 +85,10 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
             CombatTimerManager.Instance.RemoveTimer(_combatTimer);
             _combatTimer = null;
             loadTask.Clear();
-            loopFx.Clear();
             if (currTarget != null)
             {
                 currTarget.Dispose();
             }
-
             currTarget = null;
         }
 

+ 6 - 5
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicBasic.cs

@@ -166,6 +166,11 @@ public abstract class TimeLineEventLogicBasic : IDisposable
         }
 
         ProDispose();
+        this._timeLineTriggerEntity = null;
+        this._castEntity = null;
+        this.currTarget = null;
+        this._extraData = default;
+        this._customizePos = null;
     }
 
 
@@ -235,10 +240,6 @@ public abstract class TimeLineEventLogicBasic : IDisposable
 
     protected virtual void ProDispose()
     {
-        this._timeLineTriggerEntity = null;
-        this._castEntity = null;
-        this.currTarget = null;
-        this._extraData = default;
-        this._customizePos = null;
+      
     }
 }

+ 17 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicGroupBasic.cs

@@ -258,6 +258,23 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
             }
         }
 
+        public void UpdateEndFinish()
+        {
+            for (int i = 0; i < timeLineLogic.Count; i++)
+            {
+                TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic =
+                    timeLineLogic[i] as TimeLineEventParticleLogicBasic;
+                if (timeLineEventParticleLogicBasic != null && timeLineEventParticleLogicBasic.loopFx.Count > 0)
+                {
+                    continue;
+                }
+
+                timeLineLogic[i].Dispose();
+                timeLineLogic.RemoveAt(i);
+                i--;
+            }
+        }
+
         public void Dispose()
         {
             _AssociationGroupBasics.Clear();

+ 240 - 240
CodeStage.AFPSCounter.Editor.csproj

@@ -41,8 +41,8 @@
     <ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
   </PropertyGroup>
   <ItemGroup>
-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
   </ItemGroup>
   <ItemGroup>
     <Compile Include="Assets\Scripts\ThirdParty\AdvancedFPSCounter\Editor\Scripts\EditorUIUtils.cs" />
@@ -50,718 +50,718 @@
     <Compile Include="Assets\Scripts\ThirdParty\AdvancedFPSCounter\Editor\Scripts\AFPSRenderRecorderEditor.cs" />
     <None Include="Assets\Scripts\ThirdParty\AdvancedFPSCounter\Editor\CodeStage.AFPSCounter.Editor.asmdef" />
     <Reference Include="UnityEngine">
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+ 229 - 229
CodeStage.AFPSCounter.Runtime.csproj

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Coffee.SoftMaskForUGUI.Editor.csproj

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+ 229 - 229
Coffee.SoftMaskForUGUI.csproj

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+ 240 - 240
CoreEditor.csproj

@@ -41,8 +41,8 @@
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DownloadSystem.csproj

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+ 240 - 240
EnhancedHierarchyEditor.csproj

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BIN
Excel2Json/Excel/skill.xlsx


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Fort23.Core.csproj

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Fort23.GameData.csproj

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+ 229 - 229
Fort23.GameLogic.csproj

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+ 231 - 231
Fort23.Mono.csproj

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GameTimeLine.csproj

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+ 241 - 241
Kybernetik.Animancer.Editor.csproj

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Kybernetik.Animancer.FSM.csproj

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+ 230 - 230
Kybernetik.Animancer.csproj

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StompyRobot.SRDebugger.Editor.csproj

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StompyRobot.SRDebugger.csproj

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+ 240 - 240
StompyRobot.SRF.Editor.csproj

@@ -41,8 +41,8 @@
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StompyRobot.SRF.csproj

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+ 229 - 229
ThirdParty.csproj

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+ 240 - 240
UniEaseCopy.csproj

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UniRx.csproj

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+ 240 - 240
Unity.AI.Navigation.Editor.ConversionSystem.csproj

@@ -41,8 +41,8 @@
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Unity.AI.Navigation.Editor.Tests.csproj

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+ 240 - 240
Unity.AI.Navigation.Editor.csproj

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Unity.AI.Navigation.Samples.csproj

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Unity.AI.Navigation.Tests.csproj

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+ 240 - 240
Unity.AI.Navigation.Updater.csproj

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Unity.AI.Navigation.csproj

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+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\NetStandard\compat\2.1.0\shims\netfx\System.Xml.Linq.dll</HintPath>
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     </Reference>
     <Reference Include="UnityEditor.UI">
-      <HintPath>D:\UnityProject\XY001\xy001\XY001\Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
+      <HintPath>D:\unityProject\XY001\Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
     </Reference>
     <Reference Include="UnityEngine.UI">
-      <HintPath>D:\UnityProject\XY001\xy001\XY001\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
+      <HintPath>D:\unityProject\XY001\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
     </Reference>
   </ItemGroup>
   <ItemGroup>

+ 4 - 0
XY001.sln

@@ -21,6 +21,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GameTimeLine", "GameTimeLin
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kybernetik.Animancer.Editor", "Kybernetik.Animancer.Editor.csproj", "{7ff57b24-3cdc-f1f3-965d-b7f88f25eba7}"
 EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Kybernetik.Animancer.Samples", "Kybernetik.Animancer.Samples.csproj", "{c22ad7dd-eb12-3c4c-f6ed-05134acf4a9a}"
+EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EnhancedHierarchyEditor", "EnhancedHierarchyEditor.csproj", "{82e3b869-9260-65b9-ff66-1cff0654fc3d}"
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.AI.Navigation.Editor", "Unity.AI.Navigation.Editor.csproj", "{52511e11-1e89-469b-1914-4eb8f363019f}"
@@ -96,6 +98,8 @@ Global
 		{5f5b9cfa-a408-6622-a470-75aea4790283}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{7ff57b24-3cdc-f1f3-965d-b7f88f25eba7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{7ff57b24-3cdc-f1f3-965d-b7f88f25eba7}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{c22ad7dd-eb12-3c4c-f6ed-05134acf4a9a}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{c22ad7dd-eb12-3c4c-f6ed-05134acf4a9a}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{82e3b869-9260-65b9-ff66-1cff0654fc3d}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{82e3b869-9260-65b9-ff66-1cff0654fc3d}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{52511e11-1e89-469b-1914-4eb8f363019f}.Debug|Any CPU.ActiveCfg = Debug|Any CPU

+ 240 - 240
xNodeExamples.csproj

@@ -41,8 +41,8 @@
     <ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
   </PropertyGroup>
   <ItemGroup>
-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
-    <Analyzer Include="F:\TuanJieHUB\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
+    <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
   </ItemGroup>
   <ItemGroup>
     <Compile Include="Assets\Scripts\ThirdParty\NodeBasic\xNode-examples\Examples\RuntimeMathGraph\Scripts\RuntimeNodes\UGUIDisplayValue.cs" />
@@ -77,718 +77,718 @@
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     <None Include="Assets\Scripts\ThirdParty\NodeBasic\xNode-examples\xNodeExamples.asmdef" />
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-      <HintPath>F:\TuanJieHUB\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
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+      <HintPath>D:\tuanJieEditor\2022.3.38t2\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
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