浏览代码

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

# Conflicts:
#	UserSettings/Layouts/default-2022.dwlt   resolved by master version
lzx 2 天之前
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b04bb65867

+ 24 - 24
Assets/Art/HeroTimeLine/gf_1501_timeline.playable

@@ -22,7 +22,7 @@ MonoBehaviour:
   m_Children: []
   m_Clips:
   - m_Version: 1
-    m_Start: 0.11606922745704651
+    m_Start: 0.3999999999999999
     m_ClipIn: 0
     m_Asset: {fileID: -644044793812257047}
     m_Duration: 1.001156462585034
@@ -120,19 +120,19 @@ MonoBehaviour:
   active: 1
   postPlayback: 2
   targetType: 2
-  LocationType: 0
-  targetSpecialDotName: 
+  LocationType: 5
+  targetSpecialDotName: zdpos1
   randomGroup: 0
   isUseRandom: 1
   xoff:
-    x: -1
-    y: 1
+    x: 1.5
+    y: -1.5
   yoff:
-    x: 0
-    y: 1
+    x: 1.5
+    y: -1.5
   zoff:
-    x: 0
-    y: 1
+    x: 0.5
+    y: -0.5
   hitPointGroupName: zdpos1
   isGround: 0
   isFollowTarget: 0
@@ -141,7 +141,7 @@ MonoBehaviour:
   isAttSpeed: 0
   isLoop: 0
   loopAlone: 0
-  isActivityCustomTargetPos: 1
+  isActivityCustomTargetPos: 0
   CustomTargetPosIndex: 0
   intervalTime: 0
   isRoat: 0
@@ -209,7 +209,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 09e4fb4d0e1c4ef796502c9420b2361c, type: 3}
   m_Name: TimeLinePlayEntityAnimtionAsset(Clone)(Clone)(Clone)(Clone)
   m_EditorClassIdentifier: 
-  m_Clip: {fileID: 1827226128182048838, guid: 290c55b85c6ca73439a5bb5c42a0ec13, type: 3}
+  m_Clip: {fileID: 1827226128182048838, guid: 298173b205ae514408dd8f455d360fa5, type: 3}
   m_Position: {x: 0, y: 0, z: 0}
   m_EulerAngles: {x: 0, y: 0, z: 0}
   m_UseTrackMatchFields: 1
@@ -243,10 +243,10 @@ MonoBehaviour:
   m_Children: []
   m_Clips:
   - m_Version: 1
-    m_Start: 0.1
+    m_Start: 0
     m_ClipIn: 0
     m_Asset: {fileID: 4036464651189746888}
-    m_Duration: 2
+    m_Duration: 1
     m_TimeScale: 1
     m_ParentTrack: {fileID: -1223227800801429518}
     m_EaseInDuration: 0
@@ -310,7 +310,7 @@ MonoBehaviour:
     m_PreExtrapolationMode: 0
     m_PostExtrapolationTime: 0
     m_PreExtrapolationTime: 0
-    m_DisplayName: fx_gf_lieyanjian_qy
+    m_DisplayName: fx_gf_tu_tuci_chuxian
   m_Markers:
     m_Objects: []
 --- !u!114 &-894447145330074657
@@ -469,19 +469,19 @@ MonoBehaviour:
   active: 1
   postPlayback: 2
   targetType: 1
-  LocationType: 2
-  targetSpecialDotName: 
+  LocationType: 5
+  targetSpecialDotName: zdpos1
   randomGroup: 0
-  isUseRandom: 0
+  isUseRandom: 1
   xoff:
-    x: 0
-    y: 0
+    x: 1.5
+    y: -1.5
   yoff:
-    x: 0
-    y: 0
+    x: 1.5
+    y: -1.5
   zoff:
-    x: 0
-    y: 0
+    x: 0.5
+    y: -0.5
   hitPointGroupName: 
   isGround: 0
   isFollowTarget: 0
@@ -688,7 +688,7 @@ MonoBehaviour:
     m_PreExtrapolationMode: 1
     m_PostExtrapolationTime: Infinity
     m_PreExtrapolationTime: 0
-    m_DisplayName: attack1
+    m_DisplayName: attack3
   m_Markers:
     m_Objects: []
   m_InfiniteClipPreExtrapolation: 0

+ 5 - 5
Assets/Art/VFX/FXPrefabs/fx gf 1502 sf dg.prefab

@@ -4868,7 +4868,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 4
   m_MeshDistribution: 0
   m_SortMode: 0
@@ -14679,7 +14679,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 4
   m_MeshDistribution: 0
   m_SortMode: 0
@@ -19675,7 +19675,7 @@ Transform:
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 7426109961001245997}
   serializedVersion: 2
-  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
@@ -29365,7 +29365,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 4
   m_MeshDistribution: 0
   m_SortMode: 0
@@ -44167,7 +44167,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 4
   m_MeshDistribution: 0
   m_SortMode: 0

+ 3 - 3
Assets/Art/VFX/FXPrefabs/fx gf 1502 sf1.prefab

@@ -9835,7 +9835,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 4
   m_MeshDistribution: 0
   m_SortMode: 0
@@ -14804,7 +14804,7 @@ Transform:
   - {fileID: 3937134812622481422}
   - {fileID: 3653628833004868731}
   m_Father: {fileID: 0}
-  m_LocalEulerAnglesHint: {x: -90, y: 0, z: 0}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!198 &3799091954986678673
 ParticleSystem:
   m_ObjectHideFlags: 0
@@ -24473,7 +24473,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 0
   m_MeshDistribution: 0
   m_SortMode: 0

+ 1 - 1
Assets/Art/VFX/FXPrefabs/fx_gf_1502.prefab

@@ -19572,7 +19572,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 4
   m_MeshDistribution: 0
   m_SortMode: 0

文件差异内容过多而无法显示
+ 9706 - 17
Assets/Art/VFX/FXPrefabs/fx_gf_1502_hit.prefab


+ 2 - 2
Assets/Art/VFX/FXPrefabs/fx_gf_duzhen_hit.prefab

@@ -10095,7 +10095,7 @@ ParticleSystem:
     startSize:
       serializedVersion: 2
       minMaxState: 0
-      scalar: 6
+      scalar: 3.93
       minScalar: 1
       maxCurve:
         serializedVersion: 2
@@ -24781,7 +24781,7 @@ ParticleSystem:
     startSize:
       serializedVersion: 2
       minMaxState: 0
-      scalar: 3.06
+      scalar: 2.4
       minScalar: 1
       maxCurve:
         serializedVersion: 2

+ 8 - 6
Assets/Art/VFX/FXPrefabs/fx_gf_lieyanjian.prefab

@@ -4801,7 +4801,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 2
   m_RenderMode: 0
   m_MeshDistribution: 0
   m_SortMode: 0
@@ -9693,7 +9693,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 1
   m_MeshDistribution: 0
   m_SortMode: 0
@@ -14527,7 +14527,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 2
   m_RenderMode: 0
   m_MeshDistribution: 0
   m_SortMode: 0
@@ -19494,7 +19494,9 @@ MonoBehaviour:
   delayTime: 0.3
   multipleTargetDelayTime: 0.1
   hitFxName: fx_gf_lieyanjian_hit
+  startAudioName: 
   hitAudioName: 
+  pengZhuangHitFxName: 
   extraMoveSpeed: 0
   isNotMove: 0
   isPenetrate: 0
@@ -19618,7 +19620,7 @@ TrailRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_Time: 0.25
   m_PreviewTimeScale: 1
   m_Parameters:
@@ -24549,7 +24551,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 5
   m_RenderMode: 1
   m_MeshDistribution: 0
   m_SortMode: 0
@@ -34298,7 +34300,7 @@ ParticleSystemRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: 1
   m_RenderMode: 0
   m_MeshDistribution: 0
   m_SortMode: 0

文件差异内容过多而无法显示
+ 1 - 14704
Assets/Art/VFX/FXPrefabs/fx_gf_tu_tuci_chuxian.prefab


文件差异内容过多而无法显示
+ 392 - 84
Assets/Art/cs3.scene


+ 56 - 0
Assets/Editor/HierarchyToggleEditor.cs

@@ -0,0 +1,56 @@
+using UnityEngine;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+
+[InitializeOnLoad]
+public class HierarchyToggleEditor
+{
+    static HierarchyToggleEditor()
+    {
+        // 注册 Hierarchy 窗口的绘制回调
+        EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyWindowItemGUI;
+    }
+
+    private static void OnHierarchyWindowItemGUI(int instanceID, Rect selectionRect)
+    {
+        // 获取当前绘制的 GameObject
+        GameObject obj = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
+        if (obj == null) return;
+
+        // 设置绘制区域(Hierarchy 左侧)
+        Rect toggleRect = new Rect(selectionRect);
+        toggleRect.x = 28; // 放置在左侧,靠近树状结构图标后方
+        toggleRect.width = 20; // 按钮宽度
+        toggleRect.height = EditorGUIUtility.singleLineHeight;
+
+        // 自定义按钮样式
+        GUIStyle toggleButtonStyle = new GUIStyle(GUI.skin.button) { fontSize = 10 };
+
+        // 绘制启用/禁用按钮
+        bool isActive = obj.activeSelf;
+        if (GUI.Button(toggleRect, isActive ? "✔" : "✘", toggleButtonStyle))
+        {
+            // 记录 Undo 操作
+            Undo.RecordObject(obj, isActive ? "Disable GameObject" : "Enable GameObject");
+            obj.SetActive(!isActive);
+            MarkDirty(obj);
+            Debug.Log($"{(isActive ? "Disabled" : "Enabled")} GameObject {obj.name}");
+        }
+    }
+
+    // 标记对象为脏,确保修改保存
+    private static void MarkDirty(GameObject obj)
+    {
+        EditorUtility.SetDirty(obj);
+        // 如果在预制件编辑模式中,保存预制件
+        if (PrefabStageUtility.GetCurrentPrefabStage() != null)
+        {
+            var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
+            if (prefabStage.prefabContentsRoot == obj || obj.transform.IsChildOf(prefabStage.prefabContentsRoot.transform))
+            {
+                PrefabUtility.SavePrefabAsset(prefabStage.prefabContentsRoot);
+                Debug.Log($"Saved prefab changes for {prefabStage.prefabContentsRoot.name}");
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Editor/HierarchyToggleEditor.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: XXIdtSn/VX6ucGl7aKrM0DJWR9t41HBSpYu8xgTe3SkkLLTnbifhwKckhTDE
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 93 - 0
Assets/Editor/ParticleSystemHierarchyEditor.cs

@@ -0,0 +1,93 @@
+using UnityEngine;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+
+[InitializeOnLoad]
+public class ParticleSystemHierarchyEditor
+{
+    static ParticleSystemHierarchyEditor()
+    {
+        // 注册 Hierarchy 窗口的绘制回调
+        EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyWindowItemGUI;
+    }
+
+    private static void OnHierarchyWindowItemGUI(int instanceID, Rect selectionRect)
+    {
+        // 获取当前绘制的 GameObject
+        GameObject obj = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
+        if (obj == null) return;
+
+        // 检查是否包含 ParticleSystem 和 ParticleSystemRenderer
+        ParticleSystem particleSystem = obj.GetComponent<ParticleSystem>();
+        ParticleSystemRenderer particleRenderer = obj.GetComponent<ParticleSystemRenderer>();
+        if (particleSystem == null || particleRenderer == null) return;
+
+        // 设置绘制区域(Hierarchy 右侧)
+        Rect rect = new Rect(selectionRect);
+        rect.x += rect.width - 150; // 调整位置,留出空间显示控件
+        rect.height = EditorGUIUtility.singleLineHeight;
+
+        // 显示当前 Sorting Layer 名称(只读)
+        rect.width = 60; // 层名称显示宽度
+        GUIStyle labelStyle = new GUIStyle(EditorStyles.label) { fontSize = 10 };
+        EditorGUI.LabelField(rect, particleRenderer.sortingLayerName, labelStyle);
+
+        // 显示当前 Sorting Order 数值(只读)
+        rect.x += rect.width + 5;
+        rect.width = 30; // 数值显示宽度
+        EditorGUI.LabelField(rect, particleRenderer.sortingOrder.ToString(), labelStyle);
+
+        // 绘制“+”按钮
+        rect.x += rect.width + 5;
+        rect.width = 20; // 按钮宽度
+        if (GUI.Button(rect, "+"))
+        {
+            RecordPrefabChange(particleRenderer, obj, "Increment Particle System Sorting Order");
+            particleRenderer.sortingOrder += 1;
+            MarkDirty(particleRenderer, obj);
+            Debug.Log($"Incremented Sorting Order of {obj.name} to {particleRenderer.sortingOrder}");
+        }
+
+        // 绘制“-”按钮
+        rect.x += rect.width + 2;
+        rect.width = 20; // 按钮宽度
+        if (GUI.Button(rect, "-"))
+        {
+            RecordPrefabChange(particleRenderer, obj, "Decrement Particle System Sorting Order");
+            particleRenderer.sortingOrder -= 1;
+            MarkDirty(particleRenderer, obj);
+            Debug.Log($"Decremented Sorting Order of {obj.name} to {particleRenderer.sortingOrder}");
+        }
+    }
+
+    // 记录预制件修改,支持 Undo
+    private static void RecordPrefabChange(Object target, GameObject obj, string undoMessage)
+    {
+        Undo.RecordObject(target, undoMessage);
+        // 如果在预制件编辑模式中,记录预制件根对象的修改
+        if (PrefabStageUtility.GetCurrentPrefabStage() != null)
+        {
+            var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
+            if (prefabStage.prefabContentsRoot == obj || obj.transform.IsChildOf(prefabStage.prefabContentsRoot.transform))
+            {
+                Undo.RecordObject(prefabStage.prefabContentsRoot, undoMessage);
+            }
+        }
+    }
+
+    // 标记对象为脏,确保修改保存
+    private static void MarkDirty(Object target, GameObject obj)
+    {
+        EditorUtility.SetDirty(target);
+        EditorUtility.SetDirty(obj);
+        // 如果在预制件编辑模式中,保存预制件
+        if (PrefabStageUtility.GetCurrentPrefabStage() != null)
+        {
+            var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
+            if (prefabStage.prefabContentsRoot == obj || obj.transform.IsChildOf(prefabStage.prefabContentsRoot.transform))
+            {
+                PrefabUtility.SavePrefabAsset(prefabStage.prefabContentsRoot);
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Editor/ParticleSystemHierarchyEditor.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CiwbtCr4AnL0hnu8biBNtidsKkbIYh02/uDZMt8M0l0G7rWiRfSGXlUglDYd
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 2
Assets/Res/Config/InitialPlayerConfig.json

@@ -11,8 +11,8 @@
       ],
       "itemAmount": [
         50000,
-        5000,
-        4000,
+        3000,
+        2000,
         1,
         300
       ],

文件差异内容过多而无法显示
+ 0 - 0
Assets/Res/TimeLineAssets/1501_timeline_TD.txt


文件差异内容过多而无法显示
+ 0 - 0
Assets/Res/TimeLineAssets/1502_timeline_TD.txt


+ 1 - 1
Assets/Res/UI/DialoguePanel/DialoguePanel.prefab

@@ -3375,7 +3375,7 @@ RectTransform:
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
   m_AnchoredPosition: {x: 4.0039, y: -10.1296}
-  m_SizeDelta: {x: 496.5637, y: 271.6995}
+  m_SizeDelta: {x: 600, y: 271.6995}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &8565834461768571561
 CanvasRenderer:

二进制
Excel2Json/Excel/EventConfig.xlsx


二进制
Excel2Json/Excel/FabaoConfig.xlsx


二进制
Excel2Json/Excel/InitialPlayer.xlsx


二进制
Excel2Json/Excel/Language.xlsx


部分文件因为文件数量过多而无法显示