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84فایلهای تغییر یافته به همراه6468 افزوده شده و 3302 حذف شده
  1. 47 0
      Assembly-CSharp.csproj
  2. 136 2958
      Assets/Art/Chapter/Chapter01.prefab
  3. 82 0
      Assets/Art/VFX/FXPrefabs/fx_down_zb_blue.prefab
  4. 82 0
      Assets/Art/VFX/FXPrefabs/fx_down_zb_gold.prefab
  5. 82 0
      Assets/Art/VFX/FXPrefabs/fx_down_zb_green.prefab
  6. 82 0
      Assets/Art/VFX/FXPrefabs/fx_down_zb_orange.prefab
  7. 86 0
      Assets/Art/VFX/FXPrefabs/fx_down_zb_purple.prefab
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  14. 8 0
      Assets/Scenes/testCombat/NavMesh-Chapter01 8.asset.meta
  15. 6 1
      Assets/Scripts/Core/AssetLoadTool/Asset/AssetLoadTaskBasic.cs
  16. 3 4
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventManager.cs
  17. 4 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  18. 4 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  19. 1 1
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs
  20. 39 0
      Assets/Scripts/GameLogic/Combat/CombatType/CombatTypeBasic.cs
  21. 33 9
      Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs
  22. 30 0
      Assets/Scripts/GameLogic/Combat/Hero/BannerHero.cs
  23. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/BannerHero.cs.meta
  24. 20 7
      Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs
  25. 17 5
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  26. 18 8
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs
  27. 2 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs
  28. 7 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs
  29. 2 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs
  30. 13 0
      Assets/Scripts/GameLogic/Combat/Hero/IHero.cs
  31. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/IHero.cs.meta
  32. 33 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroActiveState.cs
  33. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroActiveState.cs.meta
  34. 11 7
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowMoveState.cs
  35. 1 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs
  36. 72 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroXiuMianState.cs
  37. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroXiuMianState.cs.meta
  38. 6 1
      Assets/Scripts/GameLogic/Combat/Skill/NormalSkill.cs
  39. 2 1
      Assets/Scripts/GameLogic/Combat/Skill/S40001.cs
  40. 7 1
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  41. 16 11
      Assets/Scripts/GameLogic/CombatScenesTool/CombatEquipFallManager.cs
  42. 15 0
      Assets/Scripts/GameLogic/CombatScenesTool/EquipFallObjectMono.cs
  43. 3 0
      Assets/Scripts/GameLogic/CombatScenesTool/EquipFallObjectMono.cs.meta
  44. 1 0
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  45. 7 2
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  46. 0 0
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  60. 0 0
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+ 47 - 0
Assembly-CSharp.csproj

@@ -45,15 +45,51 @@
     <Analyzer Include="D:\tuanJieEditor\2022.3.38t2\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
   </ItemGroup>
   <ItemGroup>
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextEventHandler.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexShakeA.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\EnvMapAnimator.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextSelector_A.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark01_UGUI.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\SimpleScript.cs" />
     <Compile Include="Assets\Layer Lab\Scripts\PanelControl.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark04.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\ChatController.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_DigitValidator.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_FrameRateCounter.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark01.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TextMeshSpawner.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark02.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\CameraController.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\Benchmark03.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_ExampleScript_01.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMPro_InstructionOverlay.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexShakeB.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\DropdownSample.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexColorCycler.cs" />
     <Compile Include="Assets\Scenes\DrawParabola.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\ObjectSpin.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_PhoneNumberValidator.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexJitter.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TextConsoleSimulator.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TeleType.cs" />
     <Compile Include="Assets\Layer Lab\Scripts\PanelView.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextEventCheck.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_UiFrameRateCounter.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\VertexZoom.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextSelector_B.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\SkewTextExample.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\WarpTextExample.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TextMeshProFloatingText.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\ShaderPropAnimator.cs" />
+    <Compile Include="Assets\TextMesh Pro\Examples &amp; Extras\Scripts\TMP_TextInfoDebugTool.cs" />
     <None Include="Assets\Art\UIAssets\TextrueJson\jiandanxinxi.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\shaixuan.txt" />
     <None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
+    <None Include="Assets\Res\Config\LanguageEnglishConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\renwuwancheng.txt" />
     <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
     <None Include="Assets\Art\UIAssets\TextrueJson\tj_guaiwutupian.txt" />
+    <None Include="Assets\Res\Config\LanguageRUConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\daohanglan.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\beibaoqietu.txt" />
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@@ -70,13 +106,17 @@
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     <None Include="Assets\Art\UIAssets\TextrueJson\wuqi_qiangxie.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\texture.txt" />
+    <None Include="Assets\TextMesh Pro\Examples &amp; Extras\Fonts\Oswald-Bold - OFL.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\zhangjiexuanze.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\zhujiemian.txt" />
+    <None Include="Assets\Res\Config\HeroBasicEquipConfig.json" />
     <None Include="Assets\link.xml" />
     <None Include="Assets\Art\UIAssets\TextrueJson\xuanzehexiaoditu.txt" />
+    <None Include="Assets\Res\Config\HeroPromoteConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\c4m1.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\xialacaidan.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\gfchilun.txt" />
+    <None Include="Assets\TextMesh Pro\Examples &amp; Extras\Fonts\Anton OFL.txt" />
     <None Include="Assets\Res\Config\SkillConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\mishiyufuwen.txt" />
     <None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
@@ -84,6 +124,7 @@
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     <None Include="Assets\Art\UIAssets\TextrueJson\tanxianshibai.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\loadingtuji.txt" />
+    <None Include="Assets\Res\Config\LanguageTHConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\buzhen.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\cbt.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\lihui.txt" />
@@ -101,6 +142,7 @@
     <None Include="Assets\Art\UIAssets\TextrueJson\yk.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\tj.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\djjs.txt" />
+    <None Include="Assets\Res\Config\HeroPowerConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\wuqiicon.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\qd.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\rim.txt" />
@@ -152,6 +194,7 @@
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     <None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
     <None Include="Assets\Art\UIAssets\TextrueJson\hd3.txt" />
+    <None Include="Assets\Res\Font\arlishugbmd_test\Readme.txt" />
     <None Include="Assets\Res\Config\BuffPoolConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\tongyong_btn.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\yj.txt" />
@@ -178,6 +221,7 @@
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     <None Include="Assets\Art\UIAssets\TextrueJson\taozhuangtubiao.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\zhangjiedaditu.txt" />
+    <None Include="Assets\Res\Config\ItemConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\mp.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\gf.txt" />
     <None Include="Assets\Res\TimeLineAssets\Hero02_TD.txt" />
@@ -187,6 +231,7 @@
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     <None Include="Assets\Art\UIAssets\TextrueJson\buzhenjiemian.txt" />
     <None Include="Assets\StreamingAssets\assetConfig.txt" />
+    <None Include="Assets\Res\Config\LanguageDEConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\zhandou.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\js.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\haoyou.txt" />
@@ -210,6 +255,7 @@
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     <None Include="Assets\Art\UIAssets\TextrueJson\xuanshang.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\czjj.txt" />
+    <None Include="Assets\Res\Config\LanguageFRConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\ftsj.txt" />
     <None Include="Assets\TextMesh Pro\Sprites\EmojiOne.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\shezhi.txt" />
@@ -217,6 +263,7 @@
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     <None Include="Assets\TextMesh Pro\Shaders\TMP_Sprite.shader" />
     <None Include="Assets\Art\UIAssets\TextrueJson\chengjiuxitong.txt" />
+    <None Include="Assets\TextMesh Pro\Examples &amp; Extras\Fonts\Bangers - OFL.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\yd.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\gonghuibiaozi.txt" />
     <Reference Include="UnityEngine">

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 136 - 2958
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+ 82 - 0
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+ 82 - 0
Assets/Art/VFX/FXPrefabs/fx_down_zb_green.prefab

@@ -14469,6 +14469,7 @@ GameObject:
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@@ -14491,6 +14492,7 @@ Transform:
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@@ -19292,6 +19294,19 @@ ParticleSystemRenderer:
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@@ -24074,3 +24089,70 @@ ParticleSystemRenderer:
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+ 82 - 0
Assets/Art/VFX/FXPrefabs/fx_down_zb_orange.prefab

@@ -9651,6 +9651,7 @@ GameObject:
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   - component: {fileID: 6007052581874918328}
   - component: {fileID: 3972892508427771500}
+  - component: {fileID: 6334656336738872457}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: fx_down_zb_orange
@@ -9672,6 +9673,7 @@ Transform:
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   m_ConstrainProportionsScale: 0
   m_Children:
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   - {fileID: 2258040924460926841}
   m_Father: {fileID: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -14474,6 +14476,19 @@ ParticleSystemRenderer:
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@@ -24074,3 +24089,70 @@ ParticleSystemRenderer:
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+ 86 - 0
Assets/Art/VFX/FXPrefabs/fx_down_zb_purple.prefab

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   - component: {fileID: 2887914458831439229}
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   m_HasEditorInfo: 1
   m_Name: fx_down_zb_purple
@@ -14491,6 +14492,7 @@ Transform:
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   m_Children:
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+  - {fileID: 3135500646211658418}
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   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@@ -19292,6 +19294,19 @@ ParticleSystemRenderer:
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+  m_EditorClassIdentifier: 
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@@ -24074,3 +24089,74 @@ ParticleSystemRenderer:
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+    - target: {fileID: 4768229691104177859, guid: d4ab782475c98534c94771f8d11b5fe4, type: 3}
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+      value: fx_down_zb_gz_purple
+      objectReference: {fileID: 0}
+    - target: {fileID: 4768229691104177859, guid: d4ab782475c98534c94771f8d11b5fe4, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
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+  m_SourcePrefab: {fileID: 100100000, guid: d4ab782475c98534c94771f8d11b5fe4, type: 3}
+--- !u!4 &3135500646211658418 stripped
+Transform:
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+  m_PrefabAsset: {fileID: 0}
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+GameObject:
+  m_CorrespondingSourceObject: {fileID: 4768229691104177859, guid: d4ab782475c98534c94771f8d11b5fe4, type: 3}
+  m_PrefabInstance: {fileID: 2640547530183702747}
+  m_PrefabAsset: {fileID: 0}

+ 0 - 9
Assets/Res/HeroAnimtion/GuaiwuJY01_library.asset

@@ -115,15 +115,6 @@ MonoBehaviour:
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       _To: 1
       _Fade: 0
-    - _From: 0
-      _To: 2
-      _Fade: 0
-    - _From: 2
-      _To: 2
-      _Fade: 0
-    - _From: 2
-      _To: 4
-      _Fade: 0
     _Aliases: []
     _AliasAllTransitions: 0
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+ 0 - 0
Assets/Res/TestFx.meta → Assets/Res/TimeLineAssets/TestFx.meta


+ 0 - 0
Assets/Res/TestFx/TestFxZd.prefab → Assets/Res/TimeLineAssets/TestFx/TestFxZd.prefab


+ 0 - 0
Assets/Res/TestFx/TestFxZd.prefab.meta → Assets/Res/TimeLineAssets/TestFx/TestFxZd.prefab.meta


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 4895 - 0
Assets/Scenes/testCombat.scene


BIN
Assets/Scenes/testCombat/NavMesh-Chapter01 8.asset


+ 8 - 0
Assets/Scenes/testCombat/NavMesh-Chapter01 8.asset.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: D35MsS2qUnJ5mUOzJGhwFaEqanePn4lXJaVLWn8lcf1ALV8VbQsdKE0=
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 23800000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 6 - 1
Assets/Scripts/Core/AssetLoadTool/Asset/AssetLoadTaskBasic.cs

@@ -162,7 +162,12 @@ public class AssetLoadTaskBasic : LoadTaskBasic
                  }
 
                  go = asyncInstantiateOperation.Result[0];
-                // go = Object.Instantiate(objAsset);
+                 if (!Application.isPlaying)
+                 {
+                     GameObject.DestroyImmediate(go);
+                     return null;
+                 }
+                 // go = Object.Instantiate(objAsset);
                 // go.name = _assetInfo.name;
             }
 

+ 3 - 4
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventManager.cs

@@ -62,13 +62,13 @@ namespace Common.Utility.CombatEvent
         /// <summary>
         /// 事件触发执行的方法,Public方便外界调用,谁执行,谁给执行细节
         /// </summary>
-        public void Dispatch(CombatEventType type, IEventData eventData,bool isRecycle=true)
+        public void Dispatch(CombatEventType type, IEventData eventData, bool isRecycle = true)
         {
             if (_eventHandlers.ContainsKey(type))
             {
                 if (_eventHandlers[type] != null)
                 {
-                    Delegate[] allDelegate= _eventHandlers[type].GetInvocationList();
+                    Delegate[] allDelegate = _eventHandlers[type].GetInvocationList();
                     for (int i = 0; i < allDelegate.Length; i++)
                     {
                         try
@@ -79,12 +79,11 @@ namespace Common.Utility.CombatEvent
                         {
                             LogTool.Error(e);
                         }
-                     
                     }
                 }
             }
 
-            if (isRecycle)
+            if (isRecycle && eventData != null)
             {
                 eventData.Recycle();
             }

+ 4 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -17,5 +17,9 @@
         /// 使用技能
         /// </summary>
         UseSkill,
+        /// <summary>
+        /// 激活战斗
+        /// </summary>
+        ActiveCombat,
     }
 }

+ 4 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -20,7 +20,10 @@ namespace GameLogic.Combat.CombatTool
         {
             return Random.Next(0, 100);
         }
-
+        public int GetOdd(int min,int max)
+        {
+            return Random.Next(min, max);
+        }
         public long GetVlaueRatioForLong(long value, float ration)
         {
             long v = (value * (long)(ration * 100)) / 10000;

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

@@ -21,7 +21,6 @@ namespace GameLogic.Combat.CombatTool
         public GameTimeLineParticleFactory GameTimeLineParticleFactory;
         public bool isUpdate;
 
-     
 
         public CombatStateBasic CurrState
         {
@@ -70,6 +69,7 @@ namespace GameLogic.Combat.CombatTool
             }
 
             stateControl.Update(t);
+            CombatTypeBasic?.Update(t);
         }
     }
 }

+ 39 - 0
Assets/Scripts/GameLogic/Combat/CombatType/CombatTypeBasic.cs

@@ -1,8 +1,11 @@
 using System;
 using Common.Utility.CombatEvent;
+using Core.Triiger;
 using Fort23.Core;
 using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
 using GameLogic.CombatScenesTool;
+using UnityEngine;
 
 namespace GameLogic.Combat.CombatType
 {
@@ -14,6 +17,10 @@ namespace GameLogic.Combat.CombatType
         protected CombatScenesNodeConfig nextConfig;
 
 
+        public IHero currBannerHero;
+        public bool isActiveCombat = false;
+
+        protected IUnRegister _unRegister;
         public void Init(CombatController combatController)
         {
             CombatEventManager.Instance.AddEventListener(CombatEventType.HeroDie, HeroDieEventData);
@@ -38,12 +45,44 @@ namespace GameLogic.Combat.CombatType
 
         protected void FindNextConfig()
         {
+            isActiveCombat = false;
             _currIndex %= _combatScenesConfig.allNodeConfig.Length;
             nextConfig = _combatScenesConfig.allNodeConfig[_currIndex];
+            if (currBannerHero == null)
+            {
+                currBannerHero = new BannerHero();
+            }
+
+            if (_unRegister != null)
+            {
+                _unRegister.UnRegister();
+            }
+
+            _unRegister=  nextConfig.targetMoveStartPoint.gameObject.OnTriggerEnterEvent(OnTriggerEnterEvent);
+            currBannerHero.GetThis<BannerHero>().Init(nextConfig.targetMoveStartPoint.gameObject);
 
             _currIndex++;
         }
 
+        private void OnTriggerEnterEvent(Collider collider)
+        {
+            if (isActiveCombat)
+            {
+                return;
+            }
+
+            HeroEntityMono heroEntityMono=   collider.GetComponent<HeroEntityMono>();
+            if (heroEntityMono != null && !heroEntityMono.combatHeroEntity.IsEnemy)
+            {
+                CombatEventManager.Instance.Dispatch(CombatEventType.ActiveCombat, null);
+                isActiveCombat = true;
+            }
+        }
+
+        protected void OnHeroDie(CombatHeroEntity combatHeroEntity)
+        {
+        }
+
         public async CTask StartGame()
         {
             await ProStartGame();

+ 33 - 9
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -18,6 +18,15 @@ namespace GameLogic.Combat.CombatType
 
         private int _currBoChi;
 
+        protected List<string> equipName = new List<string>()
+        {
+            "fx_down_zb_blue",
+            "fx_down_zb_green",
+            "fx_down_zb_red",
+            "fx_down_zb_yellow",
+            "fx_down_zb_purple",
+        };
+
         protected override void ProHeroDie(CombatHeroEntity combatHeroEntity)
         {
             CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
@@ -25,11 +34,16 @@ namespace GameLogic.Combat.CombatType
             combatItemShowEventData.startPos_WorldPos = combatHeroEntity.combatHeroGameObject.position;
             EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
             List<string> allEquip = new List<string>();
-            allEquip.Add("a");
-            allEquip.Add("a");
-            allEquip.Add("a");
-            allEquip.Add("a");
-            allEquip.Add("a");
+            for (int i = 0; i < 5; i++)
+            {
+                int odds = CombatCalculateTool.Instance.GetOdd();
+                if (odds < 50)
+                {
+                    allEquip.Add(equipName[CombatCalculateTool.Instance.GetOdd(0, equipName.Count)]);
+                }
+            }
+
+
             CombatEquipFallManager.Instance.Fall(allEquip, combatItemShowEventData.startPos_WorldPos);
 
             ShowTextEventData showTextEventData = ShowTextEventData.Create();
@@ -81,10 +95,12 @@ namespace GameLogic.Combat.CombatType
         private void CreateEnemy(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
             _currBoChi += 1;
-            for (int i = 0; i < currEnemyGroup.enemyHeroInfo.Length; i++)
+            int count = CombatCalculateTool.Instance.GetOdd(10, 20);
+            for (int i = 0; i < count; i++)
             {
                 int index = i;
-                TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = currEnemyGroup.enemyHeroInfo[i];
+                index %= currEnemyGroup.enemyHeroInfo.Length;
+                TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig = currEnemyGroup.enemyHeroInfo[index];
                 CombatHeroEntity heroEntity = new CombatHeroEntity();
                 heroEntity.IsEnemy = true;
                 CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
@@ -94,16 +110,24 @@ namespace GameLogic.Combat.CombatType
                     {
                         combatController.CombatHeroController.AddHero(entity);
                         index %= nextConfig.monsterPoint.Length;
-                        heroEntity.combatHeroGameObject.SetPosition(nextConfig.monsterPoint[index].position);
+                        Vector3 pos = nextConfig.monsterPoint[index].position + new Vector3(
+                            CombatCalculateTool.Instance.GetOdd(-4, 4), 0, CombatCalculateTool.Instance.GetOdd(-4, 4));
+
+                        heroEntity.combatHeroGameObject.SetPosition(pos);
                     }));
             }
         }
 
         protected override void ProUpdate(float t)
         {
+            if (!isActiveCombat)
+            {
+                return;
+            }
+
             if (_currBoChi < currEnemyGroup.count)
             {
-                _currTime += t;
+                _currTime += 0.016f;
                 if (_currTime > currEnemyGroup.jianGe)
                 {
                     CreateEnemy(new CTaskAwaitBuffer());

+ 30 - 0
Assets/Scripts/GameLogic/Combat/Hero/BannerHero.cs

@@ -0,0 +1,30 @@
+using UnityEngine;
+
+namespace GameLogic.Combat.Hero
+{
+    public class BannerHero : IHero
+    {
+        public Vector3 dotPos
+        {
+            get { return _gameObject.transform.position; }
+        }
+        public T GetThis<T>() where T : IHero
+        {
+            return (T)(object)this;
+        }
+
+        public bool IsEnemy { get; set; }
+        public bool isDie { get; set; }
+        public GameObject GameObject
+        {
+            get { return _gameObject; }
+        }
+
+        private GameObject _gameObject;
+
+        public void Init(GameObject gameObject)
+        {
+            this._gameObject = gameObject;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/BannerHero.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: cc4d5ce822d746adb7ecd3065b9011be
+timeCreated: 1732177916

+ 20 - 7
Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs

@@ -26,7 +26,7 @@ public class CombatAIBasic : IDisposable
     /// <summary>
     /// 当前聚焦的目标
     /// </summary>
-    public CombatHeroEntity currFocusTarget;
+    public IHero currFocusTarget;
 
 
     private BetterList<GameObject> _areaList = new BetterList<GameObject>();
@@ -119,7 +119,9 @@ public class CombatAIBasic : IDisposable
         stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
         stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
         stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
-        
+
+        stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
+        stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
     }
 
     public void ChangeState(string name)
@@ -150,11 +152,17 @@ public class CombatAIBasic : IDisposable
             _subStatusList[i].Update(t);
         }
 
-        if (currFocusTarget == null || currFocusTarget.isDie || !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
+        if (currFocusTarget == null || currFocusTarget.isDie ||
+            (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
+            !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
         {
             CombatHeroEntity[] allHero =
                 CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
             FindMinDixtance(allHero, out currFocusTarget);
+            if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
+            {
+                currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
+            }
         }
 
 
@@ -183,7 +191,7 @@ public class CombatAIBasic : IDisposable
     {
     }
 
-    protected void FindMinDixtance(CombatHeroEntity[] allHero, out CombatHeroEntity minDistanceHero)
+    protected void FindMinDixtance(CombatHeroEntity[] allHero, out IHero minDistanceHero)
     {
         minDistanceHero = null;
         if (allHero == null)
@@ -195,11 +203,16 @@ public class CombatAIBasic : IDisposable
         for (int i = 0; i < allHero.Length; i++)
         {
             CombatHeroEntity hero = allHero[i];
-            float distance = Vector3.Distance(hero.combatHeroGameObject.position,
-                _combatHeroEntity.combatHeroGameObject.position);
+            if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
+            {
+                continue;
+            }
+
+            float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
+                                                  _combatHeroEntity.combatHeroGameObject.position);
             if (distance < minDistance)
             {
-                if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDis + 10)
+                // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
                 {
                     minDistance = distance;
                     minDistanceHero = hero;

+ 17 - 5
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -12,10 +12,10 @@ using UnityEngine.AI;
 using UnityEngine.Rendering;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
-public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAnimtion, ITimeLineGetAttSpeed
+public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAnimtion, ITimeLineGetAttSpeed, IHero
 {
-    public bool IsEnemy;
-    public bool isDie;
+    public bool IsEnemy { get; set; }
+    public bool isDie { get; set; }
     public int number;
     public CombatAIBasic CombatAIBasic;
     public CombatHeroGameObject combatHeroGameObject;
@@ -33,6 +33,18 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
         get { return combatHeroGameObject.position; }
     }
 
+
+    public T GetThis<T>() where T : IHero
+    {
+        return (T)(object)this;
+    }
+
+    public GameObject GameObject
+    {
+        get { return combatHeroGameObject.transform.gameObject; }
+    }
+
+
     public Vector3 faceDir { get; }
 
     public async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
@@ -87,7 +99,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
         AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
         combatHeroAnimtion = new CombatHeroAnimtion();
         combatHeroAnimtion.Init(animancerComponent, this);
-        CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+        CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
         CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
         createHeroHpEventData.combatHeroEntity = this;
         EventManager.Instance.Dispatch(CustomEventType.CreateHeroHp, createHeroHpEventData);
@@ -128,7 +140,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
 
     public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
     {
-        return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(false).GetSpecialDotInfo(specialDotName);
+        return combatHeroGameObject.GetMainHotPoin<CombatHeroHitPoint>(true).GetSpecialDotInfo(specialDotName);
     }
 
     public float GetAttSpeed()

+ 18 - 8
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs

@@ -10,9 +10,10 @@ using UnityEngine;
 using Utility;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
-public class CombatHeroGameObject: IDisposable
+public class CombatHeroGameObject : IDisposable
 {
     public GameObjectPool GameObjectPool;
+
     public Transform transform
     {
         get { return GameObjectPool.own.transform; }
@@ -22,15 +23,18 @@ public class CombatHeroGameObject: IDisposable
     {
         get { return GameObjectPool.own.transform.position; }
     }
+
     public Quaternion rotation
     {
         get { return GameObjectPool.own.transform.rotation; }
-        set {  GameObjectPool.own.transform.rotation=value; }
+        set { GameObjectPool.own.transform.rotation = value; }
     }
+
     private CombatHeroEntity _combatHeroEntity;
     private CombatHeroHitPoint _combatHeroHitPoints = new CombatHeroHitPoint();
 
     public Transform hpTransform;
+
     public void Init(CombatHeroEntity combatHeroEntity, GameObjectPool gameObjectPool)
     {
         _combatHeroEntity = combatHeroEntity;
@@ -40,24 +44,26 @@ public class CombatHeroGameObject: IDisposable
 
     public void SetGameObject(GameObjectPool gameObjectPool)
     {
-       
-        hpTransform =  GameObjectPool.own.transform.Find("hp");
+        hpTransform = GameObjectPool.own.transform.Find("hp");
         if (hpTransform == null)
         {
             hpTransform = GameObjectPool.own.transform;
         }
+
         GameObjectPool = gameObjectPool;
         HitPointMono hitPointMonos = GameObjectPool.own.GetComponentInChildren<HitPointMono>(true);
         HitPointMono hitPointMono = hitPointMonos;
         _combatHeroHitPoints = new CombatHeroHitPoint();
         _combatHeroHitPoints.Init(_combatHeroEntity, hitPointMono);
-        CombatController.currActiveCombat.CombatHeroController.AddHeroHitPoint(_combatHeroEntity.IsEnemy,_combatHeroHitPoints);
+        CombatController.currActiveCombat.CombatHeroController.AddHeroHitPoint(_combatHeroEntity.IsEnemy,
+            _combatHeroHitPoints);
     }
-  
+
 
     public void HeroDie()
     {
-        CombatController.currActiveCombat.CombatHeroController.RemoveHeroHitPoint(_combatHeroEntity.IsEnemy,_combatHeroHitPoints);
+        CombatController.currActiveCombat.CombatHeroController.RemoveHeroHitPoint(_combatHeroEntity.IsEnemy,
+            _combatHeroHitPoints);
     }
 
     public void SetPosition(Vector3 pos)
@@ -73,12 +79,16 @@ public class CombatHeroGameObject: IDisposable
 
     public T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
     {
+        if (!isIgnoreHind && _combatHeroHitPoints.IsHide)
+        {
+            return default;
+        }
+
         return (T)(object)_combatHeroHitPoints;
     }
 
     public void Dispose()
     {
-       
         GObjectPool.Instance.Recycle(GameObjectPool);
     }
 }

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs

@@ -13,6 +13,8 @@ namespace GameLogic.Combat.Hero
 
         public SpecialDotInfo MinSpecialDotInfo;
 
+        public bool IsHide { get; set; }
+
         public ILifeCycle IfLifeCycle
         {
             get { return combatHeroEntity; }

+ 7 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroSkillControl.cs

@@ -98,6 +98,10 @@ namespace GameLogic.Combat.Hero
             // {
             //     return null;
             // }
+            if (!_combatHeroEntity.IsEnemy && _combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
+            {
+                return null;
+            }
 
             SkillBasic skillBasic = null;
             for (int i = 0; i < SkillCommands.size; i++)
@@ -116,10 +120,11 @@ namespace GameLogic.Combat.Hero
             {
                 SkillBasic skillBasic = allSkill[i];
                 skillBasic.CombatUpdate(t);
-                if (skillBasic.SelfSkillConfig.SkillType!=1&&!SkillCommands.Contains(skillBasic) && currUseSkill != skillBasic)
+                if (skillBasic.SelfSkillConfig.SkillType != 1 && !SkillCommands.Contains(skillBasic) &&
+                    currUseSkill != skillBasic)
                 {
                     skillBasic.ReduceCd(t);
-                    if (skillBasic.SkillCd <= 0&&skillBasic.IsCanUse())
+                    if (skillBasic.SkillCd <= 0 && skillBasic.IsCanUse())
                     {
                         skillBasic.SkillCd = skillBasic.SkillMaxCd;
                         AddCommandSkill(skillBasic);

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs

@@ -10,5 +10,7 @@ namespace GameLogic.Combat.Hero
         public static readonly string followMove = "followMove";
         public static readonly string followIdle= "followIdle";
         public static readonly string NullState= "nullState";
+        public static readonly string Active= "jihuo";
+        public static readonly string XiuMian= "xiumian";
     }
 }

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

@@ -0,0 +1,13 @@
+using UnityEngine;
+
+namespace GameLogic.Combat.Hero
+{
+    public interface IHero
+    {
+        Vector3 dotPos { get; }
+         bool IsEnemy{ get; set; }
+         bool isDie{ get;  set;}
+         T GetThis<T>() where  T : IHero;
+        GameObject GameObject { get; }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/IHero.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5510c14c635d4e1f847d17a81b01a060
+timeCreated: 1732177730

+ 33 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroActiveState.cs

@@ -0,0 +1,33 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+
+namespace GameLogic.Combat.Hero.State
+{
+    public class CombatHeroActiveState : CombatHeroStateBasic
+    {
+        public CombatHeroActiveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+        }
+
+        protected override void ProEnter()
+        {
+            TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
+                combatHeroEntity.combatHeroTimeLineControl.TimeLineData
+                    .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("jihuo", null);
+            if (timeLineEventLogicGroup != null)
+            {
+                timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
+                timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
+                {
+                    combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = false;
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                };
+                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
+            }
+            else
+            {
+                combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = false;
+                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroActiveState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 7a4c2e0422d34cb7bfe70f2a64f4b9f9
+timeCreated: 1732180180

+ 11 - 7
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroFollowMoveState.cs

@@ -13,6 +13,7 @@ namespace GameLogic.Combat.Hero.State
         protected AnimancerState _transitionAsset;
 
         public float defMoveSpeed;
+
         public CombatHeroFollowMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
         }
@@ -63,18 +64,21 @@ namespace GameLogic.Combat.Hero.State
             {
                 SetNewPath(targetPos);
             }
-            // else
-            // {
-            //     combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
-            //     return;
-            // }
+            else
+            {
+                if (Vector3.SqrMagnitude(myPos - targetPos) < 0.1f)
+                {
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
+                    return;
+                }
+            }
 
             if (_transitionAsset != null)
             {
                 float v = combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity.sqrMagnitude;
                 float v2 = v / 36;
 
-                _transitionAsset.Speed   = Mathf.Clamp(v2, 0.2f, 1.5f);
+                _transitionAsset.Speed = Mathf.Clamp(v2, 0.2f, 1.5f);
             }
 
 
@@ -83,7 +87,7 @@ namespace GameLogic.Combat.Hero.State
                 Vector3 nextPos = myPos;
                 Vector3 p = nextPos - lastMovePoint;
                 lastMovePoint = myPos;
-                if (p.sqrMagnitude > 0.00001)
+                if (p.sqrMagnitude > 0.0001)
                 {
                     combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
                         combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);

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

@@ -20,6 +20,7 @@ namespace GameLogic.Combat.Hero.State
                 return;
             }
 
+
             Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
             Vector3 myPos = combatHeroEntity.dotPos;
             if (Vector3.SqrMagnitude(targetPos - myPos) > combatHeroEntity.CurrCombatHeroInfo.maxDisTo)

+ 72 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroXiuMianState.cs

@@ -0,0 +1,72 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+
+namespace GameLogic.Combat.Hero.State
+{
+    /// <summary>
+    /// 英雄的休眠状态
+    /// </summary>
+    public class CombatHeroXiuMianState : CombatHeroStateBasic
+    {
+        public CombatHeroXiuMianState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+        }
+
+        protected override void ProEnter()
+        {
+            if (!combatHeroEntity.IsEnemy)
+            {
+                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+                return;
+            }
+
+            combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = true;
+            CombatEventManager.Instance.AddEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+            TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
+                combatHeroEntity.combatHeroTimeLineControl.TimeLineData
+                    .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("xiumian", null);
+            if (timeLineEventLogicGroup != null)
+            {
+                timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
+                timeLineEventLogicGroup.TimeLineUpdateEnd = delegate { FinishTimeLine(); };
+                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
+            }
+            else
+            {
+                FinishTimeLine();
+            }
+        }
+
+        protected void FinishTimeLine()
+        {
+            if (CombatController.currActiveCombat.CombatTypeBasic.isActiveCombat)
+            {
+                ActiveHero();
+            }
+        }
+
+        protected void ActiveHero()
+        {
+            TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 2000),
+                delegate { combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active); });
+        }
+
+        private void ActiveCombat(IEventData eventData)
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+            ActiveHero();
+        }
+
+        protected override void ProExit()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+
+        protected override void ProDispose()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroXiuMianState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 29d52df7ba1948faaa7ea3c7d7e1ede8
+timeCreated: 1732179704

+ 6 - 1
Assets/Scripts/GameLogic/Combat/Skill/NormalSkill.cs

@@ -24,7 +24,12 @@ namespace GameLogic.Combat.Skill
             {
                 return null;
             }
-            return new[] { CombatHeroEntity.CombatAIBasic.currFocusTarget.GetMainHotPoin<ILifetCycleHitPoint>() };
+
+            return new[]
+            {
+                CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<ILifetCycleHitPoint>()
+            };
         }
 
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,

+ 2 - 1
Assets/Scripts/GameLogic/Combat/Skill/S40001.cs

@@ -30,7 +30,8 @@ namespace GameLogic.Combat.Skill
                 return null;
             }
 
-            return new[] { CombatHeroEntity.CombatAIBasic.currFocusTarget.GetMainHotPoin<ILifetCycleHitPoint>() };
+            return new[] { CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
+                .GetMainHotPoin<ILifetCycleHitPoint>() };
         }
 
         protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,

+ 7 - 1
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -193,6 +193,11 @@ namespace GameLogic.Combat.Skill
         public HarmReturnInfo Harm(CombatHeroEntity source, CombatHeroHitPoint target, long att, AttType attType,
             TriggerData triggerData, HarmType harmType = HarmType.Null)
         {
+            if (target == null || target.combatHeroEntity == null)
+            {
+                return  null;
+            }
+
             return CombatCalculateTool.Instance.Harm(source, target, att, attType, triggerData,
                 harmType);
         }
@@ -508,7 +513,8 @@ namespace GameLogic.Combat.Skill
         protected virtual ILifetCycleHitPoint[] ProGetTineLineTargetEntity(
             TimeLineEventLogicBasic timeLineEventLogicBasic)
         {
-            return new[] { CombatHeroEntity.CombatAIBasic.currFocusTarget.GetMainHotPoin<ILifetCycleHitPoint>() };
+            return new[] {  CombatHeroEntity.CombatAIBasic.currFocusTarget.GetThis<CombatHeroEntity>()
+                .GetMainHotPoin<ILifetCycleHitPoint>() };
         }
 
         /// <summary>

+ 16 - 11
Assets/Scripts/GameLogic/CombatScenesTool/CombatEquipFallManager.cs

@@ -15,17 +15,21 @@ namespace GameLogic.CombatScenesTool
 
         public class EquipFallObject : CObject
         {
-            public GameObjectPool GameObjectPool;
-            public Parabola3DPath Parabola3DPath;
-            public float _currTime;
+            private GameObjectPool GameObjectPool;
+            private Parabola3DPath Parabola3DPath;
+            private float _currTime;
 
-            public int stateIndex;
+            private int stateIndex;
             private float _addTime;
+            public EquipFallObjectMono EquipFallObjectMono;
 
-            public void Init(Parabola3DPath Parabola3DPath)
+            public void Init(GameObjectPool GameObjectPool, Parabola3DPath Parabola3DPath)
             {
+                this.GameObjectPool = GameObjectPool;
                 this.Parabola3DPath = Parabola3DPath;
                 _addTime = 1.0f / Parabola3DPath.totalFlightTime;
+                EquipFallObjectMono = GameObjectPool.own.GetComponent<EquipFallObjectMono>();
+                EquipFallObjectMono.idleObject.SetActive(false);
             }
 
             public override void Dispose()
@@ -48,14 +52,14 @@ namespace GameLogic.CombatScenesTool
 
             public void Update(float t)
             {
-               
                 if (stateIndex == 0)
                 {
-                    _currTime += t*_addTime*2;
-                    Vector3 pos = Parabola3DPath.GetPositionAtTime(_currTime*Parabola3DPath.totalFlightTime);
+                    _currTime += t * _addTime * 2;
+                    Vector3 pos = Parabola3DPath.GetPositionAtTime(_currTime * Parabola3DPath.totalFlightTime);
                     GameObjectPool.own.transform.position = pos;
                     if (_currTime > 1)
                     {
+                        EquipFallObjectMono.idleObject.SetActive(true);
                         stateIndex = 1;
                         _currTime = 0;
                     }
@@ -71,6 +75,7 @@ namespace GameLogic.CombatScenesTool
                 }
                 else if (stateIndex == 2)
                 {
+                    EquipFallObjectMono.idleObject.SetActive(false);
                     _currTime += t;
                     CombatHeroEntity[] heroEntities =
                         CombatController.currActiveCombat.CombatHeroController.GetHero(false);
@@ -109,10 +114,10 @@ namespace GameLogic.CombatScenesTool
         {
             for (int i = 0; i < allEquip.Count; i++)
             {
-                GObjectPool.Instance.FetchAsync<GameObjectPool>("equip1", delegate(GameObjectPool pool)
+                GObjectPool.Instance.FetchAsync<GameObjectPool>(allEquip[i], delegate(GameObjectPool pool)
                 {
                     EquipFallObject equipFallObject = CObjectPool.Instance.Fetch<EquipFallObject>();
-                    equipFallObject.GameObjectPool = pool;
+                    // equipFallObject.GameObjectPool = pool;
                     Parabola3DPath parabolaPath = CObjectPool.Instance.Fetch<Parabola3DPath>();
                     parabolaPath.addY = 3;
                     Vector3 startPos = worldPos;
@@ -139,7 +144,7 @@ namespace GameLogic.CombatScenesTool
                     Vector3 endPos = startPos + new Vector3(x, 0, z);
                     parabolaPath.SetPos(startPos, endPos);
                     // equipFallObject.Parabola3DPath = parabolaPath;
-                    equipFallObject.Init(parabolaPath);
+                    equipFallObject.Init(pool, parabolaPath);
                     allEquipFall.Add(equipFallObject);
                 });
             }

+ 15 - 0
Assets/Scripts/GameLogic/CombatScenesTool/EquipFallObjectMono.cs

@@ -0,0 +1,15 @@
+using System;
+using UnityEngine;
+
+namespace GameLogic.CombatScenesTool
+{
+    public class EquipFallObjectMono : MonoBehaviour
+    {
+        public GameObject idleObject;
+
+        private void OnEnable()
+        {
+            idleObject.SetActive(false);
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 596a2dc56ac548408a5a32b9bffac855
+timeCreated: 1732172627

+ 1 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ILifetCycleHitPoint.cs

@@ -8,6 +8,7 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface
     /// </summary>
     public interface ILifetCycleHitPoint : ITimeLineEventBasic
     {
+        bool IsHide { get; set; }
         ILifeCycle IfLifeCycle { get; }
         Vector3 Position { get; }
         T This<T>();

+ 7 - 2
Assets/Scripts/GameUI/UI/HeroHpWidget.cs

@@ -50,6 +50,11 @@ namespace Fort23.Mono
             float v = (combatHeroEntity.CurrCombatHeroInfo.hp.Value * 1f) /
                       combatHeroEntity.MaxCombatHeroInfo.hp.Value;
             v = Mathf.Clamp(v, 0, 1);
+            if (v < 0.98f && !transform.gameObject.activeSelf)
+            {
+                transform.gameObject.SetActive(true);
+            }
+
             hp.rectTransform.sizeDelta = new Vector2(v * 60, hp.rectTransform.sizeDelta.y);
         }
 
@@ -69,7 +74,8 @@ namespace Fort23.Mono
             CombatEventManager.Instance.AddEventListener(CombatEventType.HeroDie, HeroDie);
             StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
             hpTransform = combatHeroEntity.combatHeroGameObject.hpTransform;
-          
+
+            transform.gameObject.SetActive(false);
 
             if (combatHeroEntity.IsEnemy)
             {
@@ -89,7 +95,6 @@ namespace Fort23.Mono
             Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(worldPos);
             Vector3 p2 = UIManager.Instance.UICamera.ScreenToWorldPoint(p);
             transform.position = p2;
-            
         }
     }
 }

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+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


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CodeStage.AFPSCounter.Editor.csproj


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+ 0 - 0
CodeStage.AFPSCounter.Examples.csproj


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+ 0 - 0
CodeStage.AFPSCounter.Runtime.csproj


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+ 0 - 0
Coffee.SoftMaskForUGUI.Editor.csproj


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+ 0 - 0
Coffee.SoftMaskForUGUI.csproj


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+ 0 - 0
CoreEditor.csproj


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+ 0 - 0
DownloadSystem.csproj


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+ 0 - 0
EnhancedHierarchyEditor.csproj


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
Fort23.Core.csproj


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
Fort23.GameData.csproj


+ 8 - 0
Fort23.GameLogic.csproj

@@ -67,11 +67,15 @@
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroAttState.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatEvent\CombatEventType.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatTool\HarmReturnInfo.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\Player\PlayerManager.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroActiveState.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatEvent\ShowTextEventData.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\BannerHero.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroFollowMoveState.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatEvent\AlertTriggerEventData.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatEvent\CombatItemShowEventData.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\CombatHeroEntity.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\Hero\HeroInfo.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroRepelledState.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatEvent\CameraShakeEventData.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatState\CombatIdleState.cs" />
@@ -84,6 +88,9 @@
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatTool\CombatController.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Skill\S10001.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Paritcle\ParitcleLogic\FxAIBeelineBulletLogic.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\Player\PlayerData.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\State\CombatHeroXiuMianState.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\IHero.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" />
@@ -112,6 +119,7 @@
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatEvent\ICombatEventData.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\CombatHeroAnimtion.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\Hero\CombatHeroGameObject.cs" />
+    <Compile Include="Assets\Scripts\GameLogic\CombatScenesTool\EquipFallObjectMono.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatEvent\HeroDieEventData.cs" />
     <Compile Include="Assets\Scripts\GameLogic\Combat\CombatEvent\HeroHpUpdateEventData.cs" />
     <None Include="Assets\Scripts\GameLogic\Fort23.GameLogic.asmdef" />

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+ 0 - 0
Fort23.Mono.csproj


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+ 0 - 0
GameTimeLine.csproj


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Kybernetik.Animancer.Editor.csproj


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Kybernetik.Animancer.FSM.csproj


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Kybernetik.Animancer.csproj


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+ 0 - 0
NewAssembly.csproj


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+ 0 - 0
Release/PC/1.1.1/Bundle/assetConfig.txt


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StompyRobot.SRDebugger.Editor.csproj


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StompyRobot.SRDebugger.csproj


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StompyRobot.SRF.Editor.csproj


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StompyRobot.SRF.csproj


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+ 0 - 0
ThirdParty.csproj


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+ 0 - 0
UniEaseCopy.csproj


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+ 0 - 0
UniRx.csproj


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+ 0 - 0
Unity.AI.Navigation.Editor.ConversionSystem.csproj


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+ 0 - 0
Unity.AI.Navigation.Editor.Tests.csproj


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+ 0 - 0
Unity.AI.Navigation.Editor.csproj


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+ 0 - 0
Unity.AI.Navigation.Samples.Initialization.Editor.csproj


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+ 0 - 0
Unity.AI.Navigation.Samples.csproj


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+ 0 - 0
Unity.AI.Navigation.Tests.csproj


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+ 0 - 0
Unity.AI.Navigation.Updater.csproj


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
Unity.AI.Navigation.csproj


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+ 524 - 227
UserSettings/Layouts/CurrentMaximizeLayout.dwlt


+ 47 - 47
UserSettings/Layouts/default-2022.dwlt

@@ -40,9 +40,9 @@ MonoBehaviour:
   m_Position:
     serializedVersion: 2
     x: 0
-    y: 1010
+    y: 616
     width: 794
-    height: 103
+    height: 63
   m_MinSize: {x: 102, y: 121}
   m_MaxSize: {x: 4002, y: 4021}
   m_ActualView: {fileID: 15}
@@ -70,11 +70,11 @@ MonoBehaviour:
     x: 776
     y: 0
     width: 794
-    height: 1113
+    height: 679
   m_MinSize: {x: 100, y: 100}
   m_MaxSize: {x: 8096, y: 16192}
   vertical: 1
-  controlID: 64
+  controlID: 66
   draggingID: 0
 --- !u!114 &4
 MonoBehaviour:
@@ -118,11 +118,11 @@ MonoBehaviour:
   m_Position:
     serializedVersion: 2
     x: 0
-    y: 1113
+    y: 679
     width: 1570
-    height: 186
-  m_MinSize: {x: 100, y: 100}
-  m_MaxSize: {x: 4000, y: 4000}
+    height: 620
+  m_MinSize: {x: 101, y: 121}
+  m_MaxSize: {x: 4001, y: 4021}
   m_ActualView: {fileID: 22}
   m_Panes:
   - {fileID: 22}
@@ -153,7 +153,7 @@ MonoBehaviour:
   m_MinSize: {x: 400, y: 150}
   m_MaxSize: {x: 32384, y: 24288}
   vertical: 0
-  controlID: 227
+  controlID: 63
   draggingID: 0
 --- !u!114 &7
 MonoBehaviour:
@@ -199,7 +199,7 @@ MonoBehaviour:
     x: 0
     y: 0
     width: 776
-    height: 1113
+    height: 679
   m_MinSize: {x: 201, y: 221}
   m_MaxSize: {x: 4001, y: 4021}
   m_ActualView: {fileID: 20}
@@ -302,7 +302,7 @@ MonoBehaviour:
   m_MinSize: {x: 200, y: 150}
   m_MaxSize: {x: 16192, y: 24288}
   vertical: 1
-  controlID: 62
+  controlID: 64
   draggingID: 0
 --- !u!114 &13
 MonoBehaviour:
@@ -324,11 +324,11 @@ MonoBehaviour:
     x: 0
     y: 0
     width: 1570
-    height: 1113
+    height: 679
   m_MinSize: {x: 200, y: 100}
   m_MaxSize: {x: 16192, y: 16192}
   vertical: 0
-  controlID: 63
+  controlID: 65
   draggingID: 0
 --- !u!114 &14
 MonoBehaviour:
@@ -348,7 +348,7 @@ MonoBehaviour:
     x: 0
     y: 0
     width: 794
-    height: 1010
+    height: 616
   m_MinSize: {x: 202, y: 221}
   m_MaxSize: {x: 4002, y: 4021}
   m_ActualView: {fileID: 21}
@@ -380,9 +380,9 @@ MonoBehaviour:
   m_Pos:
     serializedVersion: 2
     x: 776
-    y: 1083
+    y: 689
     width: 792
-    height: 82
+    height: 42
   m_SerializedDataModeController:
     m_DataMode: 0
     m_PreferredDataMode: 0
@@ -606,23 +606,23 @@ MonoBehaviour:
     m_IsLocked: 0
   m_FolderTreeState:
     scrollPos: {x: 0, y: 0}
-    m_SelectedIDs: 4cb40000
-    m_LastClickedID: 46156
-    m_ExpandedIDs: 00000000b0b00000b2b00000b4b00000b6b00000b8b00000bab00000bcb00000beb00000c0b00000c2b00000c6b00000c8b00000cab00000ccb00000ceb00000d0b00000d2b00000d4b00000d6b000005ab30000b2b3000000ca9a3bffffff7f
+    m_SelectedIDs: 04b30000
+    m_LastClickedID: 45828
+    m_ExpandedIDs: 0000000028b000002ab000002cb000002eb0000030b0000032b0000034b0000036b0000038b000003ab000003cb000003eb0000040b0000042b0000044b0000046b0000048b000004ab000004cb000004eb0000050b0000000ca9a3bffffff7f
     m_RenameOverlay:
       m_UserAcceptedRename: 0
-      m_Name: Art
-      m_OriginalName: Art
+      m_Name: 
+      m_OriginalName: 
       m_EditFieldRect:
         serializedVersion: 2
         x: 0
         y: 0
         width: 0
         height: 0
-      m_UserData: 45254
+      m_UserData: 0
       m_IsWaitingForDelay: 0
       m_IsRenaming: 0
-      m_OriginalEventType: 0
+      m_OriginalEventType: 11
       m_IsRenamingFilename: 1
       m_ClientGUIView: {fileID: 4}
     m_SearchString: 
@@ -636,7 +636,7 @@ MonoBehaviour:
     scrollPos: {x: 0, y: 0}
     m_SelectedIDs: 
     m_LastClickedID: 0
-    m_ExpandedIDs: 00000000b0b00000b2b00000b4b00000b6b00000b8b00000bab00000bcb00000beb00000c0b00000c2b00000c4b00000c6b00000c8b00000cab00000ccb00000ceb00000d0b00000d2b00000d4b00000d6b00000
+    m_ExpandedIDs: 0000000028b000002ab000002cb000002eb0000030b0000032b0000034b0000036b0000038b000003ab000003cb000003eb0000040b0000042b0000044b0000046b0000048b000004ab000004cb000004eb0000050b00000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: 
@@ -762,7 +762,7 @@ MonoBehaviour:
     x: 0
     y: 73
     width: 775
-    height: 1092
+    height: 658
   m_SerializedDataModeController:
     m_DataMode: 0
     m_PreferredDataMode: 0
@@ -776,9 +776,9 @@ MonoBehaviour:
   m_SceneHierarchy:
     m_TreeViewState:
       scrollPos: {x: 0, y: 0}
-      m_SelectedIDs: 0463feff
-      m_LastClickedID: -105724
-      m_ExpandedIDs: c8faffff
+      m_SelectedIDs: 
+      m_LastClickedID: 0
+      m_ExpandedIDs: c2faffff
       m_RenameOverlay:
         m_UserAcceptedRename: 0
         m_Name: 
@@ -825,7 +825,7 @@ MonoBehaviour:
     x: 776
     y: 73
     width: 792
-    height: 989
+    height: 595
   m_SerializedDataModeController:
     m_DataMode: 0
     m_PreferredDataMode: 0
@@ -1197,9 +1197,9 @@ MonoBehaviour:
   m_PlayAudio: 0
   m_AudioPlay: 0
   m_Position:
-    m_Target: {x: 0.2759186, y: 1.2032156, z: 1.4939675}
+    m_Target: {x: -6.5913515, y: -1.9807037, z: -4.706797}
     speed: 2
-    m_Value: {x: 0.2759186, y: 1.2032156, z: 1.4939675}
+    m_Value: {x: -6.5913515, y: -1.9807037, z: -4.706797}
   m_RenderMode: 0
   m_CameraMode:
     drawMode: 0
@@ -1245,13 +1245,13 @@ MonoBehaviour:
     m_GridAxis: 1
     m_gridOpacity: 0.5
   m_Rotation:
-    m_Target: {x: -0.26530346, y: 0.37753096, z: -0.113743275, w: -0.87990606}
+    m_Target: {x: -0.06494082, y: -0.85721034, z: 0.4985927, w: -0.11170809}
     speed: 2
-    m_Value: {x: -0.2652918, y: 0.3775144, z: -0.11373828, w: -0.87986743}
+    m_Value: {x: -0.06493757, y: -0.8571674, z: 0.49856773, w: -0.111702494}
   m_Size:
-    m_Target: 3.689859
+    m_Target: 22.340696
     speed: 2
-    m_Value: 3.689859
+    m_Value: 22.340696
   m_Ortho:
     m_Target: 0
     speed: 2
@@ -1299,9 +1299,9 @@ MonoBehaviour:
   m_Pos:
     serializedVersion: 2
     x: 0
-    y: 1186
+    y: 752
     width: 1569
-    height: 165
+    height: 599
   m_SerializedDataModeController:
     m_DataMode: 0
     m_PreferredDataMode: 0
@@ -1335,7 +1335,7 @@ MonoBehaviour:
     x: 776
     y: 73
     width: 792
-    height: 989
+    height: 595
   m_SerializedDataModeController:
     m_DataMode: 0
     m_PreferredDataMode: 0
@@ -1391,22 +1391,22 @@ MonoBehaviour:
       x: 0
       y: 21
       width: 792
-      height: 968
-    m_Scale: {x: 0.5960591, y: 0.5960591}
-    m_Translation: {x: 396, y: 484}
+      height: 574
+    m_Scale: {x: 0.35344827, y: 0.35344827}
+    m_Translation: {x: 396, y: 287}
     m_MarginLeft: 0
     m_MarginRight: 0
     m_MarginTop: 0
     m_MarginBottom: 0
     m_LastShownAreaInsideMargins:
       serializedVersion: 2
-      x: -664.36365
-      y: -812.00006
-      width: 1328.7273
-      height: 1624.0001
+      x: -1120.3903
+      y: -812
+      width: 2240.7805
+      height: 1624
     m_MinimalGUI: 1
-  m_defaultScale: 0.5960591
-  m_LastWindowPixelSize: {x: 792, y: 989}
+  m_defaultScale: 0.35344827
+  m_LastWindowPixelSize: {x: 792, y: 595}
   m_ClearInEditMode: 1
   m_NoCameraWarning: 1
   m_LowResolutionForAspectRatios: 01000000000000000000

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
XNode.csproj


+ 4 - 0
XY001.sln

@@ -23,6 +23,8 @@ 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}"
@@ -98,6 +100,8 @@ 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

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
xNodeExamples.csproj


برخی فایل ها در این مقایسه diff نمایش داده نمی شوند زیرا تعداد فایل ها بسیار زیاد است