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

# Conflicts:
#	Assets/Res/Config/SentimentEffectConfig.json   resolved by origin/master(远端) version
#	Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs   resolved by origin/master(远端) version
zg преди 1 ден
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променени са 23 файла, в които са добавени 1652 реда и са изтрити 186 реда
  1. 334 2
      Assets/Art/HeroTimeLine/fb_wulonglunTimeline.playable
  2. 34 0
      Assets/Res/Config/FabaoConfig.json
  3. 224 0
      Assets/Res/Config/SentimentEffectConfig.json
  4. 138 0
      Assets/Res/Config/SkillConfig.json
  5. 0 0
      Assets/Res/TimeLineAssets/fb_wulonglun_TD.txt
  6. 94 46
      Assets/Res/UI/SentimentPanel/SentimentInfoPanel.prefab
  7. 106 0
      Assets/Res/UI/SentimentPanel/SentimentXianWidget.prefab
  8. 7 0
      Assets/Res/UI/SentimentPanel/SentimentXianWidget.prefab.meta
  9. 3 3
      Assets/Scenes/testCombat.scene
  10. 12 0
      Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs
  11. 2 1
      Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs
  12. 68 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3102.cs
  13. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3102.cs.meta
  14. 38 1
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs
  15. 33 6
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs
  16. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs
  17. 24 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentXianWidget.cs
  18. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentXianWidget.cs.meta
  19. 0 0
      Assets/StreamingAssets/assetConfig.txt
  20. BIN
      Excel2Json/Excel/FabaoConfig.xlsx
  21. BIN
      Excel2Json/Excel/Sentiment.xlsx
  22. BIN
      Excel2Json/Excel/skill.xlsx
  23. 510 127
      UserSettings/Layouts/default-2022.dwlt

+ 334 - 2
Assets/Art/HeroTimeLine/fb_wulonglunTimeline.playable

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   LocationType: 5
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   targetSpecialDotName: pengpos
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@@ -2877,6 +3066,8 @@ MonoBehaviour:
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@@ -2914,6 +3115,8 @@ MonoBehaviour:
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+ 34 - 0
Assets/Res/Config/FabaoConfig.json

@@ -18,6 +18,24 @@
       ],
       ],
       "SkillGroupID": 3101
       "SkillGroupID": 3101
     },
     },
+    {
+      "ID": 10002,
+      "ItemID": 10002,
+      "name": "噬空齿刃",
+      "Type": 1,
+      "magicAttribute": 1,
+      "model": "fb_wulonglun",
+      "fragmentID": 11002,
+      "ShuxingIDs": [
+        1,
+        3
+      ],
+      "ShuxingPara": [
+        50,
+        50
+      ],
+      "SkillGroupID": 3102
+    },
     {
     {
       "ID": 10003,
       "ID": 10003,
       "ItemID": 10003,
       "ItemID": 10003,
@@ -62,6 +80,14 @@
       "magicAttribute": 2,
       "magicAttribute": 2,
       "model": "fb_3203",
       "model": "fb_3203",
       "fragmentID": 11005,
       "fragmentID": 11005,
+      "ShuxingIDs": [
+        2,
+        3
+      ],
+      "ShuxingPara": [
+        50,
+        50
+      ],
       "SkillGroupID": 3203
       "SkillGroupID": 3203
     },
     },
     {
     {
@@ -90,6 +116,14 @@
       "magicAttribute": 4,
       "magicAttribute": 4,
       "model": "fb_3302",
       "model": "fb_3302",
       "fragmentID": 11007,
       "fragmentID": 11007,
+      "ShuxingIDs": [
+        1,
+        2
+      ],
+      "ShuxingPara": [
+        75,
+        25
+      ],
       "SkillGroupID": 3302
       "SkillGroupID": 3302
     },
     },
     {
     {

Файловите разлики са ограничени, защото са твърде много
+ 224 - 0
Assets/Res/Config/SentimentEffectConfig.json


+ 138 - 0
Assets/Res/Config/SkillConfig.json

@@ -5871,6 +5871,144 @@
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Файловите разлики са ограничени, защото са твърде много
+ 0 - 0
Assets/Res/TimeLineAssets/fb_wulonglun_TD.txt


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     - target: {fileID: 7864742459384017618, guid: e41fc6b5b20252b4eb670adb51b0dd87, type: 3}
       propertyPath: m_AnchoredPosition.x
       propertyPath: m_AnchoredPosition.x
-      value: 276.66006
+      value: -17
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 7864742459384017618, guid: e41fc6b5b20252b4eb670adb51b0dd87, type: 3}
     - target: {fileID: 7864742459384017618, guid: e41fc6b5b20252b4eb670adb51b0dd87, type: 3}
       propertyPath: m_AnchoredPosition.y
       propertyPath: m_AnchoredPosition.y

+ 106 - 0
Assets/Res/UI/SentimentPanel/SentimentXianWidget.prefab

@@ -0,0 +1,106 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
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+  m_PrefabInstance: {fileID: 0}
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+  m_Component:
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+  - component: {fileID: 3870037779896144337}
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+  - component: {fileID: 5661247425326398908}
+  m_Layer: 0
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+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
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+  m_GameObject: {fileID: 4353551468588870654}
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+  m_AnchorMax: {x: 0.5, y: 1}
+  m_AnchoredPosition: {x: -28, y: -135}
+  m_SizeDelta: {x: 8.0772, y: 247}
+  m_Pivot: {x: 0.5, y: 1}
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+    packgJsonPath: 
+    packgSpritePath: 
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+  topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
+  bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}
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+  m_Script: {fileID: 11500000, guid: 4810a0857c909354fa00c3aafdeac753, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
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+  isAssetBundle: 1

+ 7 - 0
Assets/Res/UI/SentimentPanel/SentimentXianWidget.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: WixNtX78BnwHxXJHqEt2ORo4CCK8SOAg3spOP/z5K1soHY6ykIclu7SXLPge
+PrefabImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 3 - 3
Assets/Scenes/testCombat.scene

@@ -2246,7 +2246,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: isZhanZhuang
       propertyPath: isZhanZhuang
-      value: 0
+      value: 1
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: zhanZhuangTime
       propertyPath: zhanZhuangTime
@@ -2374,7 +2374,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
-      value: 10008
+      value: 10002
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[1]
       propertyPath: myHeroInfo.Array.data[0].magicWeaponId.Array.data[1]
@@ -2394,7 +2394,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
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     - target: {fileID: 9214784224709271120, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: m_IsActive
       propertyPath: m_IsActive
-      value: 0
+      value: 1
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedComponents: []
     m_RemovedGameObjects: []
     m_RemovedGameObjects: []

+ 12 - 0
Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs

@@ -50,6 +50,18 @@ public string icon;
 public int massge;
 public int massge;
 
 
 
 
+		/// <summary>
+		///位置
+		/// </summary>
+public int pos;
+
+
+		/// <summary>
+		///前置条件 (-1是主属性)
+		/// </summary>
+public int lastSentimentEffectId;
+
+
 		/// <summary>
 		/// <summary>
 		///见条件类型表
 		///见条件类型表
 		/// </summary>
 		/// </summary>

+ 2 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs

@@ -58,7 +58,8 @@ namespace GameLogic.Combat.CombatState
                 _nextMonsterTime -= t;
                 _nextMonsterTime -= t;
             
             
                 if (_nextMonsterTime < 0)
                 if (_nextMonsterTime < 0)
-                {   _nextMonsterTime = Random.Range(5, 10);
+                {  
+                    _nextMonsterTime = Random.Range(PlayerManager.Instance.gameConstantConfig.GuajiCD[0], PlayerManager.Instance.gameConstantConfig.GuajiCD[1]);
                    // EventSystemManager.Instance.DetectRandomEvents();
                    // EventSystemManager.Instance.DetectRandomEvents();
                    EventManager.Instance.Dispatch(CustomEventType.DetectRandomEvent,null);
                    EventManager.Instance.Dispatch(CustomEventType.DetectRandomEvent,null);
                 }
                 }

+ 68 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3102.cs

@@ -0,0 +1,68 @@
+using GameLogic.Combat.Buff;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill.MagicSkill
+{
+    /// <summary>
+    /// 噬空齿刃
+    /// </summary>
+    public class S3102: MagicSkillBasic
+    {
+        private CombatHeroEntity target;
+
+        protected override void ProMagicUseSkill()
+        {
+            // StraightLineShow straightLineShow = new StraightLineShow();
+            // straightLineShow.Init(this);
+            CombatHeroEntity[] allHero =
+                CombatController.currActiveCombat.CombatHeroController.GetHero(!CombatHeroEntity.IsEnemy);
+            if (allHero == null || allHero.Length <= 0)
+            {
+                SkillPlayFinish();
+                return;
+            }
+
+            target = allHero[0];
+            MagicAttShowBasic magicAttShowBasic = InitMagicAttShowBasic(allHero[0], Finish);
+
+            SetMagicAttShowBasic(magicAttShowBasic);
+        }
+
+        protected override ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
+            TimeLineEventLogicBasic timeLineEventLogicBasic)
+        {
+            ILifetCycleHitPoint[] lifetCycleHitPoints = new ILifetCycleHitPoint[1];
+            lifetCycleHitPoints[0] = target.GetMainHotPoin<ILifetCycleHitPoint>();
+            return lifetCycleHitPoints;
+        }
+
+        private void Finish()
+        {
+          
+
+            // 
+            Debug.Log("法宝对敌人照成伤害");
+            ILifetCycleHitPoint lifetCycleHitPoint = target.GetMainHotPoin<ILifetCycleHitPoint>();
+            if (lifetCycleHitPoint == null)
+            {
+                SkillPlayFinish();
+                return;
+            }
+
+            BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
+            cBetterList.Add(lifetCycleHitPoint);
+            ActivationTimeLineData("gongji", currTarget: cBetterList);
+            SkillPlayFinish();
+
+    
+            long att = CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.CurrCombatHeroInfo.attack.Value;
+            long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(att, effectValue[0]);
+            CombatCalculateTool.Instance.Harm(CombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity,
+                lifetCycleHitPoint as CombatHeroHitPoint, harm, AttType.FaBao, triggerData, wuXingType, null,
+                HarmType.Default);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3102.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 834c56c9a096430c9dcdafb34091d8d5
+timeCreated: 1751618328

+ 38 - 1
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs

@@ -1,6 +1,7 @@
 using Core.Language;
 using Core.Language;
 using Excel2Json;
 using Excel2Json;
 using Fort23.UTool;
 using Fort23.UTool;
+using UnityEngine;
 
 
 namespace Fort23.Mono
 namespace Fort23.Mono
 {
 {
@@ -9,7 +10,9 @@ namespace Fort23.Mono
     {
     {
         public AccountFileInfo.SentimentProperty sentimentProperty;
         public AccountFileInfo.SentimentProperty sentimentProperty;
 
 
-        SentimentEffectConfig sentimentEffectConfig;
+        public SentimentEffectConfig sentimentEffectConfig;
+
+        private SentimentEffectWidget lastSentimentWidget;
 
 
         private void Init()
         private void Init()
         {
         {
@@ -44,5 +47,39 @@ namespace Fort23.Mono
                 Text_Level.text = "lv." + level;
                 Text_Level.text = "lv." + level;
             }
             }
         }
         }
+
+        public async void CreatXian(RectTransform root, SentimentEffectWidget lastSentimentWidget)
+        {
+            this.lastSentimentWidget = lastSentimentWidget;
+
+
+            // Vector2 localPointA = root.worldToLocalMatrix * lastSentimentWidget.own.transform.position;
+            // Vector2 localPointB = root.worldToLocalMatrix * transform.position;
+
+            // SentimentXianWidget sentimentXianWidget = await UIManager.Instance.CreateGComponent<SentimentXianWidget>(null, root);
+            // sentimentXianWidget.own.name = lastSentimentWidget.sentimentEffectConfig.groupId.ToString();
+            //
+            //
+            // sentimentXianWidget.transform.anchoredPosition = localPointB;
+          
+            
+            
+            // 使用 worldToLocalMatrix 转换世界坐标到 Canvas 本地坐标
+            Vector2 localPointA = root.worldToLocalMatrix.MultiplyPoint3x4(lastSentimentWidget.own.transform.position);
+            Vector2 localPointB = root.worldToLocalMatrix.MultiplyPoint3x4(transform.position);
+
+            SentimentXianWidget sentimentXianWidget = await UIManager.Instance.CreateGComponent<SentimentXianWidget>(null, root);
+            sentimentXianWidget.transform.anchoredPosition = root.worldToLocalMatrix * transform.position;
+
+
+            // // 计算 Image 的长度(两点之间的距离)
+            float distance = Vector2.Distance(localPointA, localPointB);
+            sentimentXianWidget.transform.sizeDelta = new Vector2(sentimentXianWidget.transform.sizeDelta.x,distance);
+            //
+            // // 计算 Image 的旋转角度
+            Vector2 direction = transform.position - lastSentimentWidget.own.transform.position;
+            float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
+            sentimentXianWidget.transform.rotation = Quaternion.Euler(0, 0, angle);
+        }
     }
     }
 }
 }

+ 33 - 6
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

@@ -20,6 +20,8 @@ namespace Fort23.Mono
 
 
         private List<SentimentEffectConfig> currentGroupSentimentEffectConfigs;
         private List<SentimentEffectConfig> currentGroupSentimentEffectConfigs;
 
 
+        public SentimentEffectWidget mainSentimentEffectWidget;
+
         private SentimentEffectWidget currentSentimentEffectWidget;
         private SentimentEffectWidget currentSentimentEffectWidget;
 
 
         private void Init()
         private void Init()
@@ -73,19 +75,20 @@ namespace Fort23.Mono
         {
         {
             sentimentData = uiData[0] as AccountFileInfo.SentimentData;
             sentimentData = uiData[0] as AccountFileInfo.SentimentData;
             _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>().ToList();
             _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>().ToList();
-            SentimentEffectWidget sentimentEffectWidget = await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, null);
-            sentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
-            sentimentEffectWidget.OnClick = OnClick;
+            mainSentimentEffectWidget = await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, null);
+            mainSentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
+            mainSentimentEffectWidget.OnClick = OnClick;
             foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
             foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
             {
             {
                 int level = sentimentDataSentimentProperty.level <= 0 ? 1 : sentimentDataSentimentProperty.level;
                 int level = sentimentDataSentimentProperty.level <= 0 ? 1 : sentimentDataSentimentProperty.level;
-                int conFigId = sentimentDataSentimentProperty.groupId * 100 + level;
+                int conFigId = sentimentDataSentimentProperty.groupId * 10 + level;
                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
-                int index =  sentimentEffectConfig.pos % 3;
-                
+                int index = sentimentEffectConfig.pos / 3;
+
                 SentimentEffectWidget sentimentEffectWidget1 = await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]);
                 SentimentEffectWidget sentimentEffectWidget1 = await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]);
                 sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
                 sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
                 sentimentEffectWidget1.OnClick = OnClick;
                 sentimentEffectWidget1.OnClick = OnClick;
+
                 sentimentEffectWidgets.Add(sentimentEffectWidget1);
                 sentimentEffectWidgets.Add(sentimentEffectWidget1);
                 if (currentSentimentEffectWidget == null)
                 if (currentSentimentEffectWidget == null)
                 {
                 {
@@ -93,9 +96,33 @@ namespace Fort23.Mono
                 }
                 }
             }
             }
 
 
+           
+
             return await base.AsyncInit(uiData);
             return await base.AsyncInit(uiData);
         }
         }
 
 
+        public async override CTask Show()
+        {
+             await base.Show();
+             foreach (var sentimentEffectWidget in sentimentEffectWidgets)
+             {
+                 int level = sentimentEffectWidget.sentimentProperty.level <= 0 ? 1 : sentimentEffectWidget.sentimentProperty.level;
+                 int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 10 + level;
+                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
+                 SentimentEffectWidget sentimentEffectWidget1 = null;
+                 if (sentimentEffectConfig.lastSentimentEffectId == -1)
+                 {
+                     sentimentEffectWidget1 = mainSentimentEffectWidget;
+                 }
+                 else
+                 {
+                     sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s => s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId);
+                 }
+
+                 sentimentEffectWidget.CreatXian(XianRoot, sentimentEffectWidget1);
+             }
+        }
+
         private void UpdateUi()
         private void UpdateUi()
         {
         {
             int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
             int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;

+ 11 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs

@@ -107,6 +107,17 @@ namespace Fort23.Mono
 	      return _Root;
 	      return _Root;
 	     }
 	     }
 	   }
 	   }
+	  private RectTransform _XianRoot;
+	  public RectTransform XianRoot
+	   {
+	   get{
+	      if (_XianRoot == null)
+	       {
+	         _XianRoot  = GetUIUnit<RectTransform>("XianRoot"); 
+	       }
+	      return _XianRoot;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{
 	{

+ 24 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentXianWidget.cs

@@ -0,0 +1,24 @@
+namespace Fort23.Mono
+{
+	[UIBinding(prefab = "SentimentXianWidget"  )]
+	public partial class SentimentXianWidget : UIComponent
+	{
+		private void Init()
+		{
+
+		}
+		public override void AddEvent()
+		{
+
+		}
+		public override void DelEvent()
+		{
+
+		}
+		public override void AddButtonEvent()
+		{
+
+		}
+
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentXianWidget.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: XHxO53mvV3w4q/49rys82u1mM9qUAs3UgkJiQ0ep/k1O0+0C3sKuL1Ni4HaQ
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

Файловите разлики са ограничени, защото са твърде много
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/FabaoConfig.xlsx


BIN
Excel2Json/Excel/Sentiment.xlsx


BIN
Excel2Json/Excel/skill.xlsx


Файловите разлики са ограничени, защото са твърде много
+ 510 - 127
UserSettings/Layouts/default-2022.dwlt


Някои файлове не бяха показани, защото твърде много файлове са промени