DESKTOP-FB72PO8\Administrator 6 mesiacov pred
rodič
commit
b3ea096b1b
61 zmenil súbory, kde vykonal 1063 pridanie a 231 odobranie
  1. 2 0
      Assembly-CSharp.csproj
  2. 2 2
      Assets/Art/ArtHero/Guaiwu01.prefab
  3. 2 2
      Assets/Art/ArtHero/Hero01.prefab
  4. 0 3
      Assets/Art/ArtHero/Hero1.prefab
  5. 1 1
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/Bud Cute Series/Materials/Seed Projectile.mat
  6. 1 1
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/Cute series demo assets/Ground.mat
  7. 1 1
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/Dragon Inferno Cute Series/Materials/Dragon Inferno.mat
  8. 1 1
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/Poison Bomb Cute Series/Materials/Poison Bomb Glass.mat
  9. 2 2
      Assets/Bundles/BuildConfig.prefab
  10. 3 0
      Assets/Res/CombatHero/Guaiwu01.prefab
  11. 1 1
      Assets/Res/CombatHero/Guaiwu01.prefab.meta
  12. 3 0
      Assets/Res/CombatHero/Hero01.prefab
  13. 1 1
      Assets/Res/CombatHero/Hero01.prefab.meta
  14. 0 3
      Assets/Res/CombatHero/Hero1.prefab
  15. 8 0
      Assets/Res/CombatScenes.meta
  16. 3 0
      Assets/Res/CombatScenes/TestCombatScenes.prefab
  17. 7 0
      Assets/Res/CombatScenes/TestCombatScenes.prefab.meta
  18. 8 0
      Assets/Res/HeroAnimtion.meta
  19. 3 0
      Assets/Res/HeroAnimtion/Hero01.asset
  20. 8 0
      Assets/Res/HeroAnimtion/Hero01.asset.meta
  21. 3 0
      Assets/Res/HeroAnimtion/gw_001.asset
  22. 8 0
      Assets/Res/HeroAnimtion/gw_001.asset.meta
  23. 1 0
      Assets/Res/TimeLineAssets/Guaiwu01_TD.txt
  24. 7 0
      Assets/Res/TimeLineAssets/Guaiwu01_TD.txt.meta
  25. 1 0
      Assets/Res/TimeLineAssets/Hero01_TD.txt
  26. 7 0
      Assets/Res/TimeLineAssets/Hero01_TD.txt.meta
  27. 2 2
      Assets/Res/UI/Canvas/Canvas.prefab
  28. 8 0
      Assets/Scenes/testCombat.meta
  29. 290 0
      Assets/Scenes/testCombat.scene
  30. 7 0
      Assets/Scenes/testCombat.scene.meta
  31. 3 0
      Assets/Scenes/testCombat/NavMesh-Plane.asset
  32. 8 0
      Assets/Scenes/testCombat/NavMesh-Plane.asset.meta
  33. 5 2
      Assets/Scripts/GameLogic/Combat/CombatDrive.cs
  34. 6 0
      Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs
  35. 31 0
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs
  36. 3 0
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs.meta
  37. 70 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs
  38. 25 5
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAnimtion.cs
  39. 16 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  40. 10 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs
  41. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  42. 12 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs
  43. 27 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroMoveState.cs
  44. 1 1
      Assets/Scripts/GameLogic/CombatScenesTool/CombatScenesConfig.cs
  45. 2 2
      Assets/Scripts/GameLogic/CombatScenesTool/CombatScenesConfig.cs.meta
  46. 13 0
      Assets/Scripts/GameLogic/CombatScenesTool/CombatScenesNodeConfig.cs
  47. 3 0
      Assets/Scripts/GameLogic/CombatScenesTool/CombatScenesNodeConfig.cs.meta
  48. 10 0
      Assets/Scripts/GameLogic/CombatScenesTool/TestCombatHeroConfig.cs
  49. 3 0
      Assets/Scripts/GameLogic/CombatScenesTool/TestCombatHeroConfig.cs.meta
  50. 5 1
      Assets/Scripts/GameTimeLine/SerializationTimeLine/SerializationTimeLineTool.cs
  51. 4 14
      Assets/Scripts/GameUI/GameApplction.cs
  52. 2 2
      Assets/Settings/rpAsset.asset
  53. 1 1
      Assets/StreamingAssets/assetConfig.txt
  54. 3 0
      Fort23.GameLogic.csproj
  55. 2 2
      Kybernetik.Animancer.Editor.csproj
  56. 1 1
      Kybernetik.Animancer.csproj
  57. 2 2
      ProjectSettings/EditorBuildSettings.asset
  58. 1 0
      Release/None/1.1.1/Bundle/assetConfig.txt
  59. 1 1
      UserSettings/EditorUserSettings.asset
  60. 397 167
      UserSettings/Layouts/default-2022.dwlt
  61. 4 4
      XY001.sln

+ 2 - 0
Assembly-CSharp.csproj

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     <None Include="Assets\Art\UIAssets\TextrueJson\yongshixuanbasai.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\zhuangbeiicon.txt" />
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     <None Include="Assets\Art\UIAssets\TextrueJson\hd2.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\liaotianjiemian.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\tj_yingxiongtupian.txt" />
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     <None Include="Assets\Art\UIAssets\TextrueJson\cangbaotuicon.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\bg.txt" />
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     <None Include="Assets\Art\UIAssets\TextrueJson\Combat.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\guild.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\zhixianrenwu.txt" />

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+ 1 - 1
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Assets/Art/Monsters Ultimate Pack 02 Cute Series/Dragon Inferno Cute Series/Materials/Dragon Inferno.mat

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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 7
+  m_Component:
+  - component: {fileID: 1421949366}
+  - component: {fileID: 1421949365}
+  m_Layer: 0
+  m_HasEditorInfo: 1
+  m_Name: GameApp
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!114 &1421949365
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 1421949364}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 72b9dd5ad46807849b93ecfaf88c1343, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  BundleLoadType: 0
+  h5Url: 
+--- !u!4 &1421949366
+Transform:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 1421949364}
+  serializedVersion: 2
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+  m_LocalPosition: {x: -2.7748146, y: 8.296714, z: -0.9411278}
+  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_ConstrainProportionsScale: 0
+  m_Children: []
+  m_Father: {fileID: 0}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1 &1509080104
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 7
+  m_Component:
+  - component: {fileID: 1509080106}
+  - component: {fileID: 1509080105}
+  m_Layer: 0
+  m_HasEditorInfo: 1
+  m_Name: TestHeroConfig
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!114 &1509080105
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 1509080104}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 5284e80e1e7e4646b0c0eab2cfcf6ba7, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  myHeroInfo:
+  - modelName: Hero01
+  enemyHeroInfo:
+  - modelName: Guaiwu01
+--- !u!4 &1509080106
+Transform:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 1509080104}
+  serializedVersion: 2
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+  m_LocalPosition: {x: -2.7748146, y: 8.296714, z: -0.9411278}
+  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_ConstrainProportionsScale: 0
+  m_Children: []
+  m_Father: {fileID: 0}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1001 &8218180460964304501
+PrefabInstance:
+  m_ObjectHideFlags: 0
+  serializedVersion: 2
+  m_Modification:
+    serializedVersion: 3
+    m_TransformParent: {fileID: 0}
+    m_Modifications:
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalPosition.x
+      value: -2.7748141
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalPosition.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalPosition.z
+      value: -0.9411274
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalRotation.w
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalRotation.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalRotation.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalRotation.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 386538483028777619, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 587608685958236013, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_Name
+      value: TestCombatScenes
+      objectReference: {fileID: 0}
+    - target: {fileID: 587608685958236013, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: dccd88c417dbceb4ab468539639d4b7d, type: 3}
+--- !u!1660057539 &9223372036854775807
+SceneRoots:
+  m_ObjectHideFlags: 0
+  m_Roots:
+  - {fileID: 1421949366}
+  - {fileID: 1509080106}
+  - {fileID: 8218180460964304501}

+ 7 - 0
Assets/Scenes/testCombat.scene.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: CygfvCKoUS+7FF9/n+vo//4AU/I4o2A3bsW9A0UceAspomtsC35Be8I=
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 3 - 0
Assets/Scenes/testCombat/NavMesh-Plane.asset

@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:a825550e73d04d1ef553cc59269449829ea10321da4d125f0758d0da60a9efaa
+size 10020

+ 8 - 0
Assets/Scenes/testCombat/NavMesh-Plane.asset.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: XH1MtimpASiUs9IZfXjnMWSXE6ABsNfqfYA/ETAsNL4RFhhuYNldmf8=
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 23800000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 5 - 2
Assets/Scripts/GameLogic/Combat/CombatDrive.cs

@@ -1,16 +1,19 @@
 using System;
+using Fort23.Core;
 using GameLogic.Combat.CombatTool;
 using UnityEngine;
+using Utility;
 
 namespace GameLogic.Combat
 {
-    public class CombatDrive : IDisposable
+    public class CombatDrive :  Singleton<CombatDrive>
     {
         public CombatController CombatController;
 
-        public void AddCombatController(CombatController combatController)
+        public async CTask AddCombatController(CombatController combatController)
         {
             this.CombatController = combatController;
+            await CombatController.InitCombat();
             StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
         }
 

+ 6 - 0
Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs

@@ -8,5 +8,11 @@ namespace GameLogic.Combat.CombatState
         {
             
         }
+
+        protected override void ProUpdate(float t)
+        {
+            CombatController.CombatHeroController.Update(t);
+            CombatController.CombatCameraControllder.Update(t);
+        }
     }
 }

+ 31 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs

@@ -0,0 +1,31 @@
+using UnityEngine;
+
+namespace GameLogic.Combat.CombatTool
+{
+    public class CombatCameraControllder
+    {
+        public Transform root;
+        public Camera Camera;
+        public CombatController combatController;
+
+        public void Init(CombatController combatController, Camera camera)
+        {
+            this.combatController = combatController;
+            Camera = camera;
+            root = Camera.transform.parent;
+        }
+
+        public void Update(float t)
+        {
+            CombatHeroEntity[] combatHeroEntities = combatController.CombatHeroController.GetHero(false);
+            Vector3 p = Vector3.zero;
+            for (int i = 0; i < combatHeroEntities.Length; i++)
+            {
+                p += combatHeroEntities[i].dotPos;
+            }
+
+            p /= combatHeroEntities.Length;
+            root.position = new Vector3(p.x, root.position.y, p.z - 5);
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 3d94fcf68a5843499946dc2f2f958b11
+timeCreated: 1731313408

+ 70 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -1,5 +1,8 @@
 using Core.State;
+using Fort23.Core;
 using GameLogic.Combat.CombatState;
+using GameLogic.CombatScenesTool;
+using UnityEngine;
 
 namespace GameLogic.Combat.CombatTool
 {
@@ -7,18 +10,79 @@ namespace GameLogic.Combat.CombatTool
     {
         public static CombatController currActiveCombat;
         public CombatHeroController CombatHeroController;
+        public CombatCameraControllder CombatCameraControllder;
         protected StateControl stateControl;
+        private AssetHandle scenesHandle;
+        private CombatScenesConfig _combatScenesConfig;
+        public bool isUpdate;
+        private int _currIndex = 0;
+
+        public CombatScenesNodeConfig nextConfig;
 
         public CombatStateBasic CurrState
         {
             get { return stateControl.CurrIState as CombatStateBasic; }
         }
 
-        public void InitCombat()
+        public async CTask InitCombat()
         {
+            currActiveCombat = this;
             stateControl = new StateControl();
             stateControl.AddState("idle", new CombatIdleState(this));
             stateControl.AddState("update", new CombatUpdateState(this));
+            scenesHandle =
+                await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>("TestCombatScenes.prefab");
+            GameObject gameObject = scenesHandle.AssetObject<GameObject>();
+            gameObject.SetActive(true);
+            _combatScenesConfig = gameObject.GetComponent<CombatScenesConfig>();
+            nextConfig = _combatScenesConfig.allNodeConfig[_currIndex];
+            Camera camera = gameObject.transform.GetComponentInChildren<Camera>();
+            CombatCameraControllder = new CombatCameraControllder();
+            CombatCameraControllder.Init(this, camera);
+            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
+
+            CombatHeroController = new CombatHeroController();
+            TestCombat(cTaskAwaitBuffer);
+            await cTaskAwaitBuffer.WaitAll();
+            ChangeState("update");
+            isUpdate = true;
+        }
+
+
+        private void TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)
+        {
+            TestCombatHeroConfig testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();
+            if (testCombatHeroConfig != null)
+            {
+                for (int i = 0; i < testCombatHeroConfig.myHeroInfo.Length; i++)
+                {
+                    int index = i;
+                    CombatHeroInfo combatHeroInfo = testCombatHeroConfig.myHeroInfo[i];
+                    CombatHeroEntity heroEntity = new CombatHeroEntity();
+                    heroEntity.IsEnemy = false;
+                    cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatAIBasic(), combatHeroInfo,
+                        delegate(CombatHeroEntity entity)
+                        {
+                            CombatHeroController.AddHero(entity);
+                            heroEntity.combatHeroGameObject.SetPosition(nextConfig.heroStartPos.position);
+                        }));
+                }
+
+                for (int i = 0; i < testCombatHeroConfig.enemyHeroInfo.Length; i++)
+                {
+                    int index = i;
+                    CombatHeroInfo combatHeroInfo = testCombatHeroConfig.enemyHeroInfo[i];
+                    CombatHeroEntity heroEntity = new CombatHeroEntity();
+                    heroEntity.IsEnemy = true;
+                    cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatAIBasic(), combatHeroInfo,
+                        delegate(CombatHeroEntity entity)
+                        {
+                            CombatHeroController.AddHero(entity);
+                            heroEntity.combatHeroGameObject.SetPosition(nextConfig.monsterPoint[index].position);
+                            ;
+                        }));
+                }
+            }
         }
 
         public void ChangeState(string name)
@@ -28,6 +92,11 @@ namespace GameLogic.Combat.CombatTool
 
         public void Update(float t)
         {
+            if (!isUpdate)
+            {
+                return;
+            }
+
             stateControl.Update(t);
         }
     }

+ 25 - 5
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAnimtion.cs

@@ -1,5 +1,8 @@
-using Animancer;
+using System.Collections.Generic;
+using Animancer;
+using Animancer.TransitionLibraries;
 using Fort23.UTool;
+using UnityEngine;
 using Utility;
 
 namespace GameLogic.Combat.Hero
@@ -8,22 +11,39 @@ namespace GameLogic.Combat.Hero
     {
         public AnimancerComponent AnimancerComponent;
 
-        protected Map<string,ClipTransition> _transitionMap = new Map<string, ClipTransition>();
+        protected Map<string, TransitionAsset> _transitionMap = new Map<string, TransitionAsset>();
+
         public void Init(AnimancerComponent animancer)
         {
             AnimancerComponent = animancer;
-            
+            if (AnimancerComponent != null)
+            {
+                // AnimancerComponent.GetAnimationClips();
+                // List<AnimationClip> results = new List<AnimationClip>();
+                // AnimancerComponent.Transitions.GetAnimationClips(results);
+                int max = AnimancerComponent.Transitions.Library.Count;
+                for (int i = 0; i < max; i++)
+                {
+                    if (AnimancerComponent.Transitions.Library.TryGetTransition(i,
+                            out TransitionModifierGroup transition))
+                    {
+                        TransitionAsset clipTransition2= transition.Transition as TransitionAsset;
+                        _transitionMap[clipTransition2.name] = clipTransition2;
+                    }
+                }
+            }
         }
 
-        public void Play(string name,float speed=1)
+        public void Play(string name, float speed = 1)
         {
-            if (!_transitionMap.TryGetValue(name, out ClipTransition clipTransition))
+            if (!_transitionMap.TryGetValue(name, out TransitionAsset clipTransition))
             {
                 LogTool.Log("没有找到要播放的动画");
                 return;
             }
 
             clipTransition.Speed = speed;
+            // clipTransition. = isLoop;
             AnimancerComponent.Play(clipTransition);
         }
     }

+ 16 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -9,7 +9,7 @@ using UnityEngine.AI;
 using UnityEngine.Rendering;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
-public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle
+public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAnimtion
 {
     public bool IsEnemy;
     public CombatAIBasic CombatAIBasic;
@@ -26,7 +26,8 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle
 
     public Vector3 faceDir { get; }
 
-    public async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo)
+    public async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
+        System.Action<CombatHeroEntity> callBack = null)
     {
         //后面记到检查战斗里面不要出现异步加载,也不要出现同步IO加载
 
@@ -38,6 +39,8 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle
             return null;
         }
 
+        combatHeroTimeLineControl = new CombatHeroTimeLineControl();
+
         combatHeroGameObject = new CombatHeroGameObject();
         combatHeroGameObject.Init(this, poolInterface);
         NavMeshAgent navMeshAgent = poolInterface.own.GetComponent<NavMeshAgent>();
@@ -47,17 +50,23 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle
         }
 
         combatAIBasic.Init(this, navMeshAgent);
+        CombatAIBasic = combatAIBasic;
         CurrCombatHeroInfo = combatHeroInfo.Copy();
         MaxCombatHeroInfo = combatHeroInfo.Copy();
         AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
         combatHeroAnimtion = new CombatHeroAnimtion();
         combatHeroAnimtion.Init(animancerComponent);
+        CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+        
+        callBack?.Invoke(this);
 #endif
         return this;
     }
 
     public void Update(float t)
     {
+        CombatAIBasic.Update(t);
+        combatHeroTimeLineControl.Update(t);
     }
 
     public T This<T>()
@@ -75,4 +84,9 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle
     {
         return combatHeroGameObject.GetMainHotPoin<T>(isIgnoreHind);
     }
+
+    public void PlayAnim(string animName, bool isLoop, int layerId, bool repeat, float speed)
+    {
+        combatHeroAnimtion.Play(animName, speed);
+    }
 }

+ 10 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs

@@ -12,8 +12,11 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 public class CombatHeroGameObject: IDisposable
 {
     public GameObjectPool GameObjectPool;
- 
-    public Vector3 position;
+
+    public Vector3 position
+    {
+        get { return GameObjectPool.own.transform.position; }
+    }
     private CombatHeroEntity _combatHeroEntity;
     private CombatHeroHitPoint _combatHeroHitPoints = new CombatHeroHitPoint();
 
@@ -34,6 +37,11 @@ public class CombatHeroGameObject: IDisposable
         CombatController.currActiveCombat.CombatHeroController.AddHeroHitPoint(_combatHeroEntity.IsEnemy,_combatHeroHitPoints);
     }
 
+    public void SetPosition(Vector3 pos)
+    {
+        GameObjectPool.own.transform.position = pos;
+    }
+
     public T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
         where T : ILifetCycleHitPoint
     {

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -2,7 +2,7 @@ using System.Collections;
 using System.Collections.Generic;
 using Core.Utility;
 using UnityEngine;
-
+[System.Serializable]
 public class CombatHeroInfo
 {
     public EncryptionLong hp;

+ 12 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs

@@ -4,6 +4,18 @@ namespace GameLogic.Combat.Hero.State
     {
         public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
+            
+        }
+
+        protected override void ProEnter()
+        {
+            combatHeroEntity.combatHeroAnimtion.Play("idle");
+        }
+
+        protected override void ProUpdate(float t)
+        {
+            combatHeroEntity.CombatAIBasic.ChangeState((CombatHeroStateType.move));
+            // if()
         }
     }
 }

+ 27 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroMoveState.cs

@@ -1,10 +1,37 @@
+using UnityEngine;
+using UnityEngine.AI;
+
 namespace GameLogic.Combat.Hero.State
 {
     public class CombatHeroMoveState : CombatHeroStateBasic
     {
+        protected Vector3 t;
         public CombatHeroMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
+        }
+
+        protected override void ProEnter()
+        {
+            combatHeroEntity.combatHeroAnimtion.Play("run");
+            // SetNewPath();
+        }
+
+        protected void SetNewPath()
+        {
+            Vector3 p = new Vector3(Random.Range(-10, 10), 0, Random.Range(-10, 10));
+            t = p;
+            combatHeroEntity.CombatAIBasic.NavMeshAgent.SetDestination(p);
             
         }
+
+        protected override void ProUpdate(float t)
+        {
+            // combatHeroEntity.CombatAIBasic.NavMeshAgent.path.status == NavMeshPathStatus.PathComplete
+            // if (Vector3.Distance( combatHeroEntity.CombatAIBasic.NavMeshAgent.pathEndPosition, combatHeroEntity.combatHeroGameObject.position)<0.1)
+            // {
+            //     SetNewPath();
+            // }
+            //测试
+        }
     }
 }

+ 1 - 1
Assets/Scripts/GameLogic/CombatScenesTool/CombatScenesConfig.cs

@@ -4,6 +4,6 @@ namespace GameLogic.CombatScenesTool
 {
     public class CombatScenesConfig : MonoBehaviour
     {
-         
+        public CombatScenesNodeConfig[] allNodeConfig;
     }
 }

+ 2 - 2
Assets/Scripts/GameLogic/CombatScenesTool/CombatScenesConfig.cs.meta

@@ -1,3 +1,3 @@
 fileFormatVersion: 2
-guid: 1b95bab1ff574b25b7452c484940ec20
-timeCreated: 1731307196
+guid: e11c76896c7c4fbfaa5c0ef5cbd1694b
+timeCreated: 1731314019

+ 13 - 0
Assets/Scripts/GameLogic/CombatScenesTool/CombatScenesNodeConfig.cs

@@ -0,0 +1,13 @@
+using UnityEngine;
+
+namespace GameLogic.CombatScenesTool
+{
+    /// <summary>
+    /// 配置场景区域的怪物位置
+    /// </summary>
+    public class CombatScenesNodeConfig : MonoBehaviour
+    {
+        public Transform[] monsterPoint;
+        public Transform heroStartPos;
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/CombatScenesTool/CombatScenesNodeConfig.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 1b95bab1ff574b25b7452c484940ec20
+timeCreated: 1731307196

+ 10 - 0
Assets/Scripts/GameLogic/CombatScenesTool/TestCombatHeroConfig.cs

@@ -0,0 +1,10 @@
+using UnityEngine;
+
+namespace GameLogic.CombatScenesTool
+{
+    public class TestCombatHeroConfig : MonoBehaviour
+    {
+        public CombatHeroInfo[] myHeroInfo;
+        public CombatHeroInfo[] enemyHeroInfo;
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/CombatScenesTool/TestCombatHeroConfig.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5284e80e1e7e4646b0c0eab2cfcf6ba7
+timeCreated: 1731314204

+ 5 - 1
Assets/Scripts/GameTimeLine/SerializationTimeLine/SerializationTimeLineTool.cs

@@ -129,7 +129,11 @@ public class SerializationTimeLineTool
                     // {
                     //     GameObject.DestroyImmediate(CombatHeroEntityHitPointMono[j]);
                     // }
-
+                    PlayableDirector playableDirector=    newObje.GetComponent<PlayableDirector>();
+                    if (playableDirector != null)
+                    {
+                        GameObject.DestroyImmediate(playableDirector);
+                    }
                     Transform t = newObje.transform.Find("timeline");
                     if (t != null)
                     {

+ 4 - 14
Assets/Scripts/GameUI/GameApplction.cs

@@ -5,6 +5,8 @@ using Core.AssetLoadTool.Asset;
 using Fort23.Core;
 using Fort23.Mono;
 using Fort23.UTool;
+using GameLogic.Combat;
+using GameLogic.Combat.CombatTool;
 using UnityEngine;
 using UnityEngine.UI;
 using Utility.CTween;
@@ -28,16 +30,13 @@ public class GameApplction : MonoBehaviour
         _scene = new Scene();
         _root = new Entity();
         _root.Parent = _scene;
-        // 更新资源需要,这部分放在最前面
+
         _root.AddComponent<TimerComponent>();
         _root.AddComponent<CoroutineLockComponent>();
         AssetBundleLoadManager.Instance.BundleLoadType = BundleLoadType;
         AssetBundleLoadManager.Instance.h5Url = h5Url;
         await AssetBundleLoadManager.Instance.InitAssetsManager(null);
 
-        // await AudioManager.Instance.Init();
-
-        // AudioManager.Instance.PlayBGM("Bgm_Title.mp3");
         await ConfigComponent.Instance.Preload(true);
     
         UGUIPackLoad uguiPackLoad = new UGUIPackLoad();
@@ -49,17 +48,8 @@ public class GameApplction : MonoBehaviour
         await UIManager.Instance.InitUI();
         CustomTweenManager.Init();
 
-        // YDSDKManager.init();
-        // GSDKManager.Instance.Init();
-
-#if UNITY_ANDROID
-#if ENABLESDK
-        YDSDKManager.init();
-        GSDKManager.Instance.Init();
-
-#endif
+        CombatDrive.Instance.AddCombatController(new CombatController());
 
-#endif
     }
 
     public void Update()

+ 2 - 2
Assets/Settings/rpAsset.asset

@@ -1,3 +1,3 @@
 version https://git-lfs.github.com/spec/v1
-oid sha256:16c2de8df4bd3b1aaa4617d26be3325eb64af75bbca916516e42434854cbd8bc
-size 3640
+oid sha256:8377b80067c5e8a85d0d63255c6a32ed0fb7fbc6803dbf5f1592e6388a61621a
+size 3642

+ 1 - 1
Assets/StreamingAssets/assetConfig.txt

@@ -1 +1 @@
-{"assetsList":[{"name":"bg_7riqdddi.png","bundle":"bg_7riqdddi","localPath":"Assets/Art/UIAssets/bg/bg_7riqdddi.png","isConfig":false},{"name":"Canvas.prefab","bundle":"canvas","localPath":"Assets/Res/UI/Canvas/Canvas.prefab","isConfig":false}]}
+{"assetsList":[{"name":"bg_7riqdddi.png","bundle":"bg_7riqdddi","localPath":"Assets/Art/UIAssets/bg/bg_7riqdddi.png","isConfig":false},{"name":"Canvas.prefab","bundle":"canvas","localPath":"Assets/Res/UI/Canvas/Canvas.prefab","isConfig":false},{"name":"TestCombatScenes.prefab","bundle":"testcombatscenes","localPath":"Assets/Res/CombatScenes/TestCombatScenes.prefab","isConfig":false},{"name":"Guaiwu01.prefab","bundle":"guaiwu01","localPath":"Assets/Res/CombatHero/Guaiwu01.prefab","isConfig":false},{"name":"Hero01.prefab","bundle":"hero01","localPath":"Assets/Res/CombatHero/Hero01.prefab","isConfig":false},{"name":"Guaiwu01_TD.txt","bundle":"guaiwu01_td","localPath":"Assets/Res/TimeLineAssets/Guaiwu01_TD.txt","isConfig":false},{"name":"Hero01_TD.txt","bundle":"hero01_td","localPath":"Assets/Res/TimeLineAssets/Hero01_TD.txt","isConfig":false},{"name":"Hero1_TD.txt","bundle":"hero1_td","localPath":"Assets/Res/TimeLineAssets/Hero1_TD.txt","isConfig":false}]}

+ 3 - 0
Fort23.GameLogic.csproj

@@ -46,6 +46,7 @@
   </ItemGroup>
   <ItemGroup>
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroDieState.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\Combat\CombatTool\CombatCameraControllder.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroIdleState.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroStateBasic.cs" />
     <Compile Include="Assets\Scripts\GameLogic\CombatScenesTool\CombatScenesConfig.cs" />
@@ -56,9 +57,11 @@
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\CombatHeroEntity.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatDrive.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatState\CombatIdleState.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\CombatScenesTool\CombatScenesNodeConfig.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatTool\CombatController.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroMoveState.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Paritcle\CombatParticleSystemPool.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\CombatScenesTool\TestCombatHeroConfig.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatState\CombatUpdateState.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\CombatHeroHitPoint.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatState\CombatStateBasic.cs" />

+ 2 - 2
Kybernetik.Animancer.Editor.csproj

@@ -99,8 +99,8 @@
     <Compile Include="Packages\com.kybernetik.animancer\Editor\Previews\AnimancerPreviewObjectGUI.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Field Drawers\Transitions\ControllerTransitionDrawer.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\Animancer Tools\RenameSpritesTool.cs" />
-    <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Custom GUI\Nodes\ControllerStateDrawer.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Object Editors\DirectionalAnimationSetEditor.cs" />
+    <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Custom GUI\Nodes\ControllerStateDrawer.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\PooledGUIContent.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Custom GUI\AnimancerEventDispatcherDrawer.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Field Drawers\Transitions\DirectionalClipTransitionDrawer.cs" />
@@ -156,9 +156,9 @@
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Field Drawers\ParameterDictionaryDrawer.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\Serialization\SerializedArrayProperty.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Polymorphic\TypeSelectionMenu.cs" />
+    <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Custom GUI\Nodes\ClipStateDrawer.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\Transition Libraries\TransitionLibraryAssetEditor.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\Animancer Tools\GenerateSpriteAnimationsTool.cs" />
-    <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Custom GUI\Nodes\ClipStateDrawer.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Object Editors\AnimancerEventInvokerEditor.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\AnimancerSettingsGroup.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Editor\GUI\Object Editors\AnimancerTransitionAssetBaseEditor.cs" />

+ 1 - 1
Kybernetik.Animancer.csproj

@@ -88,8 +88,8 @@
     <Compile Include="Packages\com.kybernetik.animancer\Runtime\Interfaces\ITransitionDetailed.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Runtime\Editor\AnimancerReflection.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Runtime\Core\Nodes\ClipState.cs" />
-    <Compile Include="Packages\com.kybernetik.animancer\Runtime\Utilities\Transitions\Transition Libraries\TransitionLibrary.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Runtime\Core\AnimancerUtilities.cs" />
+    <Compile Include="Packages\com.kybernetik.animancer\Runtime\Utilities\Transitions\Transition Libraries\TransitionLibrary.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Runtime\Editor\Attributes\Units\Units.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Runtime\Core\Events\Invokables\UnityEvent.cs" />
     <Compile Include="Packages\com.kybernetik.animancer\Runtime\Core\Events\AnimancerEvent.Sequence.Serializable.cs" />

+ 2 - 2
ProjectSettings/EditorBuildSettings.asset

@@ -1,3 +1,3 @@
 version https://git-lfs.github.com/spec/v1
-oid sha256:3705889a41e9874535da58068e5cabbd9903f8290b7495d0e7e17034e66b86a7
-size 592
+oid sha256:27e0097b977ebaa0a1cfb39b2a6cb0d855082e32859945974bfe6cd838b2bd81
+size 417

+ 1 - 0
Release/None/1.1.1/Bundle/assetConfig.txt

@@ -0,0 +1 @@
+{"assetsList":[{"name":"bg_7riqdddi.png","bundle":"bg_7riqdddi","localPath":"Assets/Art/UIAssets/bg/bg_7riqdddi.png","isConfig":false},{"name":"Canvas.prefab","bundle":"canvas","localPath":"Assets/Res/UI/Canvas/Canvas.prefab","isConfig":false},{"name":"TestCombatScenes.prefab","bundle":"testcombatscenes","localPath":"Assets/Res/CombatScenes/TestCombatScenes.prefab","isConfig":false},{"name":"Guaiwu01.prefab","bundle":"guaiwu01","localPath":"Assets/Res/CombatHero/Guaiwu01.prefab","isConfig":false},{"name":"Hero01.prefab","bundle":"hero01","localPath":"Assets/Res/CombatHero/Hero01.prefab","isConfig":false},{"name":"Guaiwu01_TD.txt","bundle":"guaiwu01_td","localPath":"Assets/Res/TimeLineAssets/Guaiwu01_TD.txt","isConfig":false},{"name":"Hero01_TD.txt","bundle":"hero01_td","localPath":"Assets/Res/TimeLineAssets/Hero01_TD.txt","isConfig":false},{"name":"Hero1_TD.txt","bundle":"hero1_td","localPath":"Assets/Res/TimeLineAssets/Hero1_TD.txt","isConfig":false}]}

+ 1 - 1
UserSettings/EditorUserSettings.asset

@@ -1,3 +1,3 @@
 version https://git-lfs.github.com/spec/v1
-oid sha256:8430845665bc887c54ca6f741f45fbea78d8d022f60d948766d2ba45d23e2994
+oid sha256:d05860f3194e674440cd5b5494b2ed30a418a3ee3c39f913735efea57d8ce2fc
 size 3718

Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
+ 397 - 167
UserSettings/Layouts/default-2022.dwlt


+ 4 - 4
XY001.sln

@@ -23,12 +23,12 @@ 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}"
 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}") = "StompyRobot.SRF", "StompyRobot.SRF.csproj", "{6850a903-38e5-319b-70e9-1bbebfabf730}"
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ThirdParty", "ThirdParty.csproj", "{fc3937b9-998a-f022-8329-db40273a9d7b}"
@@ -100,12 +100,12 @@ 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
 		{52511e11-1e89-469b-1914-4eb8f363019f}.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
 		{6850a903-38e5-319b-70e9-1bbebfabf730}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
 		{6850a903-38e5-319b-70e9-1bbebfabf730}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{fc3937b9-998a-f022-8329-db40273a9d7b}.Debug|Any CPU.ActiveCfg = Debug|Any CPU

Niektoré súbory nie sú zobrazené, pretože je v týchto rozdielových dátach zmenené mnoho súborov