فهرست منبع

Merge branch 'master' of http://fort23.cn:3000/ck/XiuXianGame

LT 3 روز پیش
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کامیت
bb3cfc0719
100فایلهای تغییر یافته به همراه6870 افزوده شده و 803 حذف شده
  1. 141 113
      Assets/Art/HeroTimeLine/gf_1501_timeline.playable
  2. 164 136
      Assets/Art/HeroTimeLine/gf_1504_timeline.playable
  3. 118 116
      Assets/Art/HeroTimeLine/gf_1505_timeline.playable
  4. 1 1
      Assets/Art/VFX/FXPrefabs/fx_gf_1302.prefab
  5. 2 2
      Assets/Art/VFX/FXPrefabs/fx_gf_1502.prefab
  6. 7 2
      Assets/Art/VFX/FXPrefabs/fx_gf_tu_dashitou.prefab
  7. 9 4
      Assets/Art/VFX/FXPrefabs/fx_gf_tu_tuci.prefab
  8. 7 2
      Assets/Art/VFX/FXPrefabs/fx_gf_tu_xiaoshitou.prefab
  9. 19 19
      Assets/Res/Config/BuffConfig.json
  10. 100 0
      Assets/Res/Config/EventConfig.json
  11. 224 0
      Assets/Res/Config/EventLinkConfig.json
  12. 6 0
      Assets/Res/Config/EventNPC.json
  13. 97 41
      Assets/Res/Config/LanguageChineseConfig.json
  14. 231 231
      Assets/Res/Config/MonsterPowerUpConfig.json
  15. 54 0
      Assets/Res/Config/SentimentConfig.json
  16. 7 0
      Assets/Res/Config/SentimentConfig.json.meta
  17. 464 0
      Assets/Res/Config/SentimentEffectConfig.json
  18. 7 0
      Assets/Res/Config/SentimentEffectConfig.json.meta
  19. 24 24
      Assets/Res/Config/SkillConfig.json
  20. 10 0
      Assets/Res/Config/TowerConfig.json
  21. 7 0
      Assets/Res/Config/TowerConfig.json.meta
  22. 3 0
      Assets/Res/Config/TowerInfoConfig.json
  23. 7 0
      Assets/Res/Config/TowerInfoConfig.json.meta
  24. 142 0
      Assets/Res/HeroAnimtion/Nanzhu.asset
  25. 0 1
      Assets/Res/TimeLineAssets/1302_timeline_TD.txt
  26. 1 1
      Assets/Res/TimeLineAssets/1501_timeline_TD.txt
  27. 0 0
      Assets/Res/TimeLineAssets/1502_timeline_TD.txt
  28. 7 0
      Assets/Res/TimeLineAssets/1502_timeline_TD.txt.meta
  29. 1 1
      Assets/Res/TimeLineAssets/1504_timeline_TD.txt
  30. 1 1
      Assets/Res/TimeLineAssets/1505_timeline_TD.txt
  31. 1 1
      Assets/Res/UI/HeroInformainPanel/HeroBreakthroughPanel.prefab
  32. 220 0
      Assets/Res/UI/MainHeroPanel/MainHeroPanel.prefab
  33. 8 0
      Assets/Res/UI/SentimentPanel.meta
  34. 197 0
      Assets/Res/UI/SentimentPanel/SentimentEffectWidget.prefab
  35. 7 0
      Assets/Res/UI/SentimentPanel/SentimentEffectWidget.prefab.meta
  36. 1614 0
      Assets/Res/UI/SentimentPanel/SentimentInfoPanel.prefab
  37. 7 0
      Assets/Res/UI/SentimentPanel/SentimentInfoPanel.prefab.meta
  38. 1126 0
      Assets/Res/UI/SentimentPanel/SentimentPanel.prefab
  39. 7 0
      Assets/Res/UI/SentimentPanel/SentimentPanel.prefab.meta
  40. 372 0
      Assets/Res/UI/SentimentPanel/SentimentWidget.prefab
  41. 7 0
      Assets/Res/UI/SentimentPanel/SentimentWidget.prefab.meta
  42. 2 2
      Assets/Scenes/testCombat.scene
  43. 1 1
      Assets/Scripts/GameData/ExcelConfig/EventConfig.cs
  44. 14 2
      Assets/Scripts/GameData/ExcelConfig/EventLinkConfig.cs
  45. 50 0
      Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs
  46. 11 0
      Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs.meta
  47. 74 0
      Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs
  48. 11 0
      Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs.meta
  49. 44 0
      Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs
  50. 11 0
      Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs.meta
  51. 113 24
      Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs
  52. 34 0
      Assets/Scripts/GameLogic/Combat/Buff/BuffStackInfo.cs
  53. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/BuffStackInfo.cs.meta
  54. 12 12
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs
  55. 2 2
      Assets/Scripts/GameLogic/Combat/Hero/SubStatus/FightIdleSubState.cs
  56. 76 0
      Assets/Scripts/GameLogic/Combat/Skill/S1302.cs
  57. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S1302.cs.meta
  58. 76 0
      Assets/Scripts/GameLogic/Combat/Skill/S1501.cs
  59. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S1501.cs.meta
  60. 76 0
      Assets/Scripts/GameLogic/Combat/Skill/S1502.cs
  61. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S1502.cs.meta
  62. 75 0
      Assets/Scripts/GameLogic/Combat/Skill/S1504.cs
  63. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S1504.cs.meta
  64. 71 0
      Assets/Scripts/GameLogic/Combat/Skill/S1505.cs
  65. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S1505.cs.meta
  66. 1 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  67. 36 19
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs
  68. 31 0
      Assets/Scripts/GameLogic/Player/AccountFileInfo.cs
  69. 28 1
      Assets/Scripts/GameLogic/Player/PlayerManager.cs
  70. 23 16
      Assets/Scripts/GameUI/EventManager/DialogueManager.cs
  71. 1 1
      Assets/Scripts/GameUI/EventManager/EventSystemManager.cs
  72. 5 2
      Assets/Scripts/GameUI/GameApplction.cs
  73. 1 1
      Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs
  74. 7 0
      Assets/Scripts/GameUI/UI/DivineSence/ShengShiConditionWidget.cs
  75. 2 1
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughFailPanel.cs
  76. 3 0
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs
  77. 18 16
      Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanel.cs
  78. 11 0
      Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanelData.cs
  79. 9 1
      Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs
  80. 8 0
      Assets/Scripts/GameUI/UI/SentimentPanel.meta
  81. 29 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs
  82. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs.meta
  83. 87 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs
  84. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs.meta
  85. 106 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs
  86. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs.meta
  87. 49 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanel.cs
  88. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanel.cs.meta
  89. 40 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanelData.cs
  90. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanelData.cs.meta
  91. 45 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidget.cs
  92. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidget.cs.meta
  93. 29 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidgetData.cs
  94. 11 0
      Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidgetData.cs.meta
  95. 26 5
      Assets/Scripts/GameUI/UI/XianTuLogPanel/XianTuLogInfoPanel.cs
  96. 0 0
      Assets/StreamingAssets/assetConfig.txt
  97. BIN
      Excel2Json/Excel/Buff.xlsx
  98. BIN
      Excel2Json/Excel/EventConfig.xlsx
  99. BIN
      Excel2Json/Excel/HeroPowerUp.xlsx
  100. BIN
      Excel2Json/Excel/Language.xlsx

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-  multipleTargetDelayTime: 0.2
+  multipleTargetDelayTime: 0
   hitFxName: fx_gf_tu_tuci_hit
   hitAudioName: 
   extraMoveSpeed: 0
+  isNotMove: 0
   isPenetrate: 0
   isUseCustomTargetEndPos: 0
   customTargetEndPosIndex: 0
   size: 1
-  speed: 9
-  parabolaCurveType: 2
+  isInit: 0
+  speed: 15
+  roatRoot: {fileID: 0}
+  raotIndex: 0
+  parabolaCurveType: 1
   isTriggerGroundEnd: 0
   GroundHitFxName: 
   isUseX: 1
@@ -5095,7 +5100,7 @@ MonoBehaviour:
     - {x: 0.3307275, y: -0.0420354, z: 3.1231074}
     - {x: 0, y: 0, z: 5}
     allDis: 0
-  maxDis: 20
+  maxTime: 10
 --- !u!54 &4615429022670180858
 Rigidbody:
   m_ObjectHideFlags: 0

+ 7 - 2
Assets/Art/VFX/FXPrefabs/fx_gf_tu_xiaoshitou.prefab

@@ -5073,16 +5073,21 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: ced634dc38e34b2196415a552336d24c, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  moveTarget: {fileID: 0}
   delayTime: 0
-  multipleTargetDelayTime: 0.2
+  multipleTargetDelayTime: 0
   hitFxName: fx_gf_tu_xiaoshitou_hit
   hitAudioName: 
   extraMoveSpeed: 0
+  isNotMove: 0
   isPenetrate: 0
   isUseCustomTargetEndPos: 0
   customTargetEndPosIndex: 0
   size: 1
+  isInit: 0
   speed: 9
+  roatRoot: {fileID: 0}
+  raotIndex: 0
   parabolaCurveType: 2
   isTriggerGroundEnd: 0
   GroundHitFxName: 
@@ -5095,7 +5100,7 @@ MonoBehaviour:
     - {x: 0.3307275, y: -0.0420354, z: 3.1231074}
     - {x: 0, y: 0, z: 5}
     allDis: 0
-  maxDis: 20
+  maxTime: 10
 --- !u!54 &3065948445854131182
 Rigidbody:
   m_ObjectHideFlags: 0

+ 19 - 19
Assets/Res/Config/BuffConfig.json

@@ -12,7 +12,7 @@
       "effectValue": [
         1.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -32,7 +32,7 @@
       "effectValue": [
         0.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -53,7 +53,7 @@
         2.0,
         10.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -73,7 +73,7 @@
       "effectValue": [
         1.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -93,7 +93,7 @@
       "effectValue": [
         1.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -113,7 +113,7 @@
       "effectValue": [
         0.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -133,7 +133,7 @@
       "effectValue": [
         0.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": -1.0,
       "buffType": 2,
       "dispelType": 1,
@@ -153,7 +153,7 @@
       "effectValue": [
         0.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -173,7 +173,7 @@
       "effectValue": [
         0.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -193,7 +193,7 @@
       "effectValue": [
         5.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -213,7 +213,7 @@
       "effectValue": [
         2.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -234,7 +234,7 @@
         100.0,
         10.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -254,7 +254,7 @@
       "effectValue": [
         20.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -274,7 +274,7 @@
       "effectValue": [
         10.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -294,7 +294,7 @@
       "effectValue": [
         10.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -315,7 +315,7 @@
         10.0,
         2.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -336,7 +336,7 @@
         10.0,
         1.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
@@ -347,7 +347,7 @@
     {
       "ID": 10181,
       "nameTest": "感电",
-      "decTest": "麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态",
+      "decTest": "麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态,没触发一次,消耗一半感电",
       "icon": "icon_b1018",
       "buffName": 500003,
       "buffEffectDes": 500044,
@@ -356,7 +356,7 @@
       "effectValue": [
         3.0
       ],
-      "timeType": 1,
+      "timeType": 2,
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,

+ 100 - 0
Assets/Res/Config/EventConfig.json

@@ -1220,6 +1220,31 @@
       "EventName": 1943,
       "Description": 1944
     },
+    {
+      "ID": 1011,
+      "EventLinksId": [
+        101101
+      ],
+      "EventTriggerType": 1,
+      "EventTag": 7,
+      "EventType": 1,
+      "Score": 0,
+      "EventQuality": 3,
+      "PrizeIDs": [
+        1401
+      ],
+      "PrizeNums": [
+        1
+      ],
+      "RefreshProbability": null,
+      "RefreshCount": null,
+      "placeID": null,
+      "XiantuID": null,
+      "EventConditionId": null,
+      "EventCount": null,
+      "EventName": 3017,
+      "Description": 3018
+    },
     {
       "ID": 20001,
       "EventLinksId": [
@@ -1619,6 +1644,81 @@
       "EventCount": null,
       "EventName": null,
       "Description": null
+    },
+    {
+      "ID": 5001,
+      "EventLinksId": [
+        500101,
+        500102,
+        500103,
+        500104,
+        500105,
+        500106,
+        500107,
+        500108,
+        500109,
+        500110,
+        500111,
+        500112,
+        500113,
+        500114,
+        500115,
+        500116
+      ],
+      "EventTriggerType": 6,
+      "EventTag": 5,
+      "EventType": 1,
+      "Score": 10,
+      "EventQuality": 3,
+      "PrizeIDs": [
+        1401
+      ],
+      "PrizeNums": [
+        1
+      ],
+      "RefreshProbability": null,
+      "RefreshCount": null,
+      "placeID": 1,
+      "XiantuID": 1,
+      "EventConditionId": 10,
+      "EventValue": [
+        10008
+      ],
+      "EventCount": null,
+      "EventName": 3019,
+      "Description": 3020
+    },
+    {
+      "ID": 5002,
+      "EventTriggerType": null,
+      "EventTag": null,
+      "EventType": null,
+      "Score": null,
+      "EventQuality": null,
+      "RefreshProbability": null,
+      "RefreshCount": null,
+      "placeID": null,
+      "XiantuID": null,
+      "EventConditionId": null,
+      "EventCount": null,
+      "EventName": null,
+      "Description": null
+    },
+    {
+      "ID": 5003,
+      "EventTriggerType": null,
+      "EventTag": null,
+      "EventType": null,
+      "Score": null,
+      "EventQuality": null,
+      "RefreshProbability": null,
+      "RefreshCount": null,
+      "placeID": null,
+      "XiantuID": null,
+      "EventConditionId": null,
+      "EventCount": null,
+      "EventName": null,
+      "Description": null
     }
   ]
 }

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 224 - 0
Assets/Res/Config/EventLinkConfig.json


+ 6 - 0
Assets/Res/Config/EventNPC.json

@@ -137,6 +137,12 @@
       "name": null,
       "ID_1": null,
       "DaoyouID": null
+    },
+    {
+      "ID": 112,
+      "name": 3021,
+      "ID_1": null,
+      "DaoyouID": null
     }
   ]
 }

+ 97 - 41
Assets/Res/Config/LanguageChineseConfig.json

@@ -830,39 +830,39 @@
     },
     {
       "ID": 208,
-      "txt": "事件10001:一只[怪物1]袭击了你,准备迎战"
+      "txt": ""
     },
     {
       "ID": 209,
-      "txt": "你击败了怪物,并从它身上吸取了一些修为"
+      "txt": ""
     },
     {
       "ID": 210,
-      "txt": "你偶遇一处仙气四溢无人生活的洞穴"
+      "txt": ""
     },
     {
       "ID": 211,
-      "txt": "不知哪位高人在洞穴内壁留下绝世秘籍"
+      "txt": ""
     },
     {
       "ID": 212,
-      "txt": "你在飞行途中不慎滑倒"
+      "txt": ""
     },
     {
       "ID": 213,
-      "txt": "原来是脚下有一块圆润的微微发光的石头"
+      "txt": ""
     },
     {
       "ID": 214,
-      "txt": "你拾起来一看,原来它蕴含了丰富的法宝灵韵"
+      "txt": ""
     },
     {
       "ID": 215,
-      "txt": "原本郁闷的心情,突然变的好了起来,哈哈~"
+      "txt": ""
     },
     {
       "ID": 216,
-      "txt": "你被怪物击败,神识也随之消散了。"
+      "txt": ""
     },
     {
       "ID": 217,
@@ -2790,7 +2790,7 @@
     },
     {
       "ID": 698,
-      "txt": "玄黄道"
+      "txt": "玄黄道 "
     },
     {
       "ID": 699,
@@ -2802,7 +2802,7 @@
     },
     {
       "ID": 701,
-      "txt": "每次使用功法时在当前位置留下一道属性印记,下一个放上来的功法如果和以前功法相生则功法效果提升{0}%,每次使用功法时都会治疗对应相生属性的{1}伤势。(均衡性功法搭配,转盘改变,变为金、水、木、火、土)"
+      "txt": "每次使用功法时在当前位置留下一道属性印记,下一个放上来的功法如果和以前功法相生则功法效果提升{0}%,每次使用功法时都会治疗对应相生属性的{1}伤势。(均衡性功法搭配,转盘改变,变为金、水、木、火、土)\n"
     },
     {
       "ID": 702,
@@ -9450,111 +9450,111 @@
     },
     {
       "ID": 2363,
-      "txt": ""
+      "txt": "神识探索至一处山洞之中,似乎别有洞天"
     },
     {
       "ID": 2364,
-      "txt": ""
+      "txt": "前往山洞之中收集药材"
     },
     {
       "ID": 2365,
-      "txt": ""
+      "txt": "受疯道人所托,追查《御风化影诀》的下落"
     },
     {
       "ID": 2366,
-      "txt": ""
+      "txt": "与疯道人对话(0/1)"
     },
     {
       "ID": 2367,
-      "txt": ""
+      "txt": "小友留步,老夫有一事相求"
     },
     {
       "ID": 2368,
-      "txt": ""
+      "txt": "三十年前北海妖族来犯,击退妖族后老夫捡到个被妖兽重伤的娃娃。"
     },
     {
       "ID": 2369,
-      "txt": ""
+      "txt": "他心口妖气汇聚,周身却萦绕着纯净的风灵根。这般矛盾体质,注定要卷入因果轮回。"
     },
     {
       "ID": 2370,
-      "txt": ""
+      "txt": "于是老夫收留他在门下修养"
     },
     {
       "ID": 2371,
-      "txt": ""
+      "txt": "但他心智被妖气所蛊惑一心只想报仇,整日念叨着要杀尽北海妖族。"
     },
     {
       "ID": 2372,
-      "txt": ""
+      "txt": "但十年的相处老夫早就把他当做亲人看待,为了断掉念想,只得让他离去,他离开之时盗走了洞府中的禁书《御风化影诀》。"
     },
     {
       "ID": 2373,
-      "txt": ""
+      "txt": "\"\""
     },
     {
       "ID": 2374,
-      "txt": ""
+      "txt": "前辈为何不追"
     },
     {
       "ID": 2375,
-      "txt": ""
+      "txt": "他怎会轻易盗走此书"
     },
     {
       "ID": 2376,
-      "txt": ""
+      "txt": "那孩子恐是为了给爹妈寻仇,也是看往日情面,老夫不想亲自动手。"
     },
     {
       "ID": 2377,
-      "txt": ""
+      "txt": "现如今老夫发现山中的生灵会莫名消失,村中孩童也是被神秘的妖气所卷走,这和书中的血肉炼化的方法一模一样,老夫断定是那孩子所为。"
     },
     {
       "ID": 2378,
-      "txt": ""
+      "txt": "小友,我追踪妖气波动,他就在西边的树林之中!"
     },
     {
       "ID": 2379,
-      "txt": ""
+      "txt": "追查风无咎(0/1)"
     },
     {
       "ID": 2380,
-      "txt": ""
+      "txt": "(枯叶居然无风漂浮在空中,地面残留着扭曲的符文刻痕,见风无咎在地上刻画着什么)"
     },
     {
       "ID": 2381,
-      "txt": ""
+      "txt": "(看见主角到来)你小子身上怎会有老疯子的气,是那老头让你来抓我的吗。"
     },
     {
       "ID": 2382,
-      "txt": ""
+      "txt": "前辈见往日情面不愿亲自动手,我一人足以   "
     },
     {
       "ID": 2383,
-      "txt": ""
+      "txt": "(说罢,风无咎的影子化形,为了一妖,顿时煞气暴涨)"
     },
     {
       "ID": 2384,
-      "txt": ""
+      "txt": "如今我自断妖魂炼出影身,正好今天拿你试试!"
     },
     {
       "ID": 2385,
-      "txt": ""
+      "txt": "岂会如此!"
     },
     {
       "ID": 2386,
-      "txt": ""
+      "txt": "交还书页,我可留你魂魄入轮回。"
     },
     {
       "ID": 2387,
-      "txt": ""
+      "txt": " 轮回?今日是我大意了!老东西还有你,给我等着!(化作一震妖风带着《御风化影诀》逃往远方)"
     },
     {
       "ID": 2388,
-      "txt": ""
+      "txt": "这孩子天资聪颖,短短二十年就能参悟书中所写。"
     },
     {
       "ID": 2389,
-      "txt": ""
+      "txt": "无妨,此法需要大量血肉献祭,如此规模的法术定会妖气四散,找到他也是迟早之事。"
     },
     {
       "ID": 2390,
@@ -12066,15 +12066,71 @@
     },
     {
       "ID": 3017,
-      "txt": "0"
+      "txt": "药田"
     },
     {
       "ID": 3018,
-      "txt": "0"
+      "txt": "此乃洞天福地,此中还长了几株仙药。\n前往山洞之中收集药材。"
     },
     {
       "ID": 3019,
-      "txt": "0"
+      "txt": "风影为二"
+    },
+    {
+      "ID": 3020,
+      "txt": "风影为二详情占位"
+    },
+    {
+      "ID": 3021,
+      "txt": "风无咎"
+    },
+    {
+      "ID": 3022,
+      "txt": "逍遥自在"
+    },
+    {
+      "ID": 3023,
+      "txt": "万法归一"
+    },
+    {
+      "ID": 3024,
+      "txt": "出神入化"
+    },
+    {
+      "ID": 3025,
+      "txt": "无我无相"
+    },
+    {
+      "ID": 3026,
+      "txt": "星辰道可以获得充能,充能满后启动星辰道,转盘速度增加{0}%"
+    },
+    {
+      "ID": 3027,
+      "txt": "攻击+{0}%"
+    },
+    {
+      "ID": 3028,
+      "txt": "最终伤害抵抗+{0}%"
+    },
+    {
+      "ID": 3029,
+      "txt": "对异常状态敌人伤害增加{0}%"
+    },
+    {
+      "ID": 3030,
+      "txt": "金木水火土任意一个属性伤害增加(后期洗点可以指定属性)"
+    },
+    {
+      "ID": 3031,
+      "txt": "火焰专精:灼烧对敌人的伤害增加{0}%"
+    },
+    {
+      "ID": 3032,
+      "txt": "毒专精:毒照成的伤害+{0}%,且蔓延速度加快{1}%"
+    },
+    {
+      "ID": 3033,
+      "txt": "怎么想过去,就去吧.."
     }
   ]
 }

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 231 - 231
Assets/Res/Config/MonsterPowerUpConfig.json


+ 54 - 0
Assets/Res/Config/SentimentConfig.json

@@ -0,0 +1,54 @@
+{
+  "configList": [
+    {
+      "ID": 1,
+      "name": 3022,
+      "icon": "",
+      "mainSentimentEffect": 1,
+      "sentimentEffect": [
+        2,
+        3,
+        4,
+        5,
+        6,
+        7
+      ]
+    },
+    {
+      "ID": 2,
+      "name": 3023,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 3,
+      "name": 3024,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 4,
+      "name": 3025,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 5,
+      "name": 3025,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 6,
+      "name": 3025,
+      "icon": "",
+      "mainSentimentEffect": null
+    },
+    {
+      "ID": 7,
+      "name": 3025,
+      "icon": "",
+      "mainSentimentEffect": null
+    }
+  ]
+}

+ 7 - 0
Assets/Res/Config/SentimentConfig.json.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: DSsb5nz4WiiJBaWh9sHGta5NyQ91SXiecqjk8nwHPIHNkW0LWjRtEytq86QU
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 464 - 0
Assets/Res/Config/SentimentEffectConfig.json

@@ -0,0 +1,464 @@
+{
+  "configList": [
+    {
+      "ID": 101,
+      "level": 1,
+      "name": 3022,
+      "icon": "icon",
+      "massge": 3026,
+      "effectType": 1,
+      "effectVale": [
+        10
+      ],
+      "upConstItemId": 1,
+      "upConstCount": 1
+    },
+    {
+      "ID": 102,
+      "level": 2,
+      "name": 3022,
+      "icon": "icon",
+      "massge": 3026,
+      "effectType": 1,
+      "effectVale": [
+        11
+      ],
+      "upConstItemId": 1,
+      "upConstCount": 1
+    },
+    {
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Assets/Res/Config/SentimentEffectConfig.json.meta

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Assets/Res/Config/SkillConfig.json

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Assets/Res/Config/TowerConfig.json

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تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 1
Assets/Res/TimeLineAssets/1302_timeline_TD.txt


+ 1 - 1
Assets/Res/TimeLineAssets/1501_timeline_TD.txt

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تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
Assets/Res/TimeLineAssets/1502_timeline_TD.txt


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+ 1 - 1
Assets/Res/TimeLineAssets/1504_timeline_TD.txt

@@ -1 +1 @@
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+ 1 - 1
Assets/Res/TimeLineAssets/1505_timeline_TD.txt

@@ -1 +1 @@
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+{"timeLineName":"1505_timeline","key":["TineLineAnimationPlayableSerialization","TimeLineMaxTimeSerializtion","TimeLinePlayFxSerializtion"],"value":["{\"animName\":\"attack2\",\"loopMode\":0,\"isRunPlay\":false,\"layerId\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"1505\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.9333333,\"continuedTime\":0.9333333,\"targetEntityType\":0,\"totalTime\":0}","{\"isEquip\":false,\"equipId\":0,\"groupName\":\"1505\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.9333333,\"continuedTime\":0.9333333,\"targetEntityType\":0,\"totalTime\":0}","{\"fxName\":\"fx_gf_tu_xiaoshitou\",\"randomSeed\":518,\"locationType\":0,\"targetSpecialDotName\":\"zdpos9\",\"hitPointGroupName\":\"\",\"isGround\":false,\"isFollowTarget\":false,\"isFollowRootTarget\":false,\"isNotRotate\":false,\"isAttSpeed\":false,\"CustomTargetPosIndex\":0,\"isActivityCustomTargetPos\":true,\"isLoop\":false,\"loopAlone\":false,\"intervalTime\":0,\"isRoat\":false,\"roatIndex\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"1505_fashe\",\"isActivity\":false,\"startTime\":0.4,\"endTime\":1.4,\"continuedTime\":1,\"targetEntityType\":2,\"totalTime\":0}"],"heroName":"1505_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}

+ 1 - 1
Assets/Res/UI/HeroInformainPanel/HeroBreakthroughPanel.prefab

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 CanvasRenderer:

+ 220 - 0
Assets/Res/UI/MainHeroPanel/MainHeroPanel.prefab

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   bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}
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+ 2 - 2
Assets/Scenes/testCombat.scene

@@ -2241,7 +2241,7 @@ PrefabInstance:
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       propertyPath: enemyHeroInfo.Array.data[0].level
-      value: 352
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+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/EventConfig.cs

@@ -33,7 +33,7 @@ public int EventTriggerType;
 
 
 		/// <summary>
-		///tag 1主线2支线 3通用 4地图通用 5道友6任务
+		///tag 1主线2支线 3通用 4地图通用 5道友6任务 7资源
 		/// </summary>
 public int EventTag;
 

+ 14 - 2
Assets/Scripts/GameData/ExcelConfig/EventLinkConfig.cs

@@ -15,7 +15,7 @@ namespace Excel2Json
 	public struct EventLinkConfig : IConfig
	{
 		public int GetID() {return ID;} 
 		/// <summary>
-		///条件ID
+		///ID
 		/// </summary>
 public int ID;
 
@@ -32,6 +32,18 @@ public int conciseEventMessage;
 public int EventConditionMessage;
 
 
+		/// <summary>
+		///前置表现 
+		/// </summary>
+public int PreShow;
+
+
+		/// <summary>
+		///前置表现参数 
+		/// </summary>
+public int PreShowPar;
+
+
 		/// <summary>
 		///对话NPCID
 		/// </summary>
@@ -63,7 +75,7 @@ public int[] ConditionId;
 
 
 		/// <summary>
-		///步骤类型 1=提供选项 2=进入战斗 3=获得奖励 4=扣除道具
+		///步骤类型 1=提供选项 2=进入战斗 5=自动退出 3=获得奖励 4=扣除道具
 		/// </summary>
 public int optionType;
 

+ 50 - 0
Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs

@@ -0,0 +1,50 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Sentiment.xlsx. SheetName: SentimentConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "SentimentConfig.json")]
+	public partial class SentimentConfigHolder : ConfigHolder<SentimentConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct SentimentConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///modelID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///名称
+		/// </summary>
+public int name;
+
+
+		/// <summary>
+		///图片
+		/// </summary>
+public string icon;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int mainSentimentEffect;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int[] sentimentEffect;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
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+ 74 - 0
Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs

@@ -0,0 +1,74 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Sentiment.xlsx. SheetName: SentimentEffectConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "SentimentEffectConfig.json")]
+	public partial class SentimentEffectConfigHolder : ConfigHolder<SentimentEffectConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct SentimentEffectConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///modelID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///等级
+		/// </summary>
+public int level;
+
+
+		/// <summary>
+		///名字
+		/// </summary>
+public int name;
+
+
+		/// <summary>
+		///图标
+		/// </summary>
+public string icon;
+
+
+		/// <summary>
+		///描述
+		/// </summary>
+public int massge;
+
+
+		/// <summary>
+		///见条件类型表
+		/// </summary>
+public int effectType;
+
+
+		/// <summary>
+		///效果值
+		/// </summary>
+public int[] effectVale;
+
+
+		/// <summary>
+		///消耗
+		/// </summary>
+public int upConstItemId;
+
+
+		/// <summary>
+		///消耗数量
+		/// </summary>
+public int upConstCount;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
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@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Bn8cvXv8WykFF/yGyYlDjQZSqrGEtbVD1gtlNNfn/fvs+k/aDbckME3LGRWK
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 44 - 0
Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs

@@ -0,0 +1,44 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Tower.xlsx. SheetName: TowerConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "TowerConfig.json")]
+	public partial class TowerConfigHolder : ConfigHolder<TowerConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct TowerConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///modelID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int name;
+
+
+		/// <summary>
+		///
+		/// </summary>
+public int massge;
+
+
+		/// <summary>
+		///塔的详情效果Id组
+		/// </summary>
+public int towerinfoIdGroup;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: D3Id4SisBi0GEYa5t+iFUhMA+HGWBjGbQbRXz6PpszytRdFQ2vBDcf8RgSte
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 113 - 24
Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs

@@ -1,4 +1,5 @@
 using System;
+using System.Collections.Generic;
 using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 using Fort23.Core;
 using Fort23.UTool;
@@ -18,6 +19,8 @@ namespace GameLogic.Combat.Buff
         protected float _jianGe;
         public System.Action buffFinish;
 
+        private List<BuffStackInfo> _buffStackInfos = new List<BuffStackInfo>();
+
         public int buffCount
         {
             get { return _count; }
@@ -25,6 +28,7 @@ namespace GameLogic.Combat.Buff
 
         protected int _count;
         private float _time;
+
         public void Init(CombatHeroEntity combatHeroEntity, CombatHeroEntity source, BuffInfo buffInfo)
         {
             _triggerData.Source = this;
@@ -37,23 +41,53 @@ namespace GameLogic.Combat.Buff
 
         public void AddBuffCount(CombatHeroEntity source, BuffInfo buffInfo)
         {
-            _currTime = 0;
-            int c = buffCount + buffInfo.count;
-            if (c > buffInfo.BuffConfig.overlayCount)
+            if (buffInfo.BuffConfig.timeType == 1)
             {
-                c = buffInfo.BuffConfig.overlayCount - buffCount;
+                _currTime = 0;
+                int c = buffCount + buffInfo.count;
+                if (c > buffInfo.BuffConfig.overlayCount)
+                {
+                    c = buffInfo.BuffConfig.overlayCount - buffCount;
+                }
+                else
+                {
+                    c = buffInfo.count;
+                }
+
+                if (c <= 0)
+                {
+                    return;
+                }
+
+                _count += c;
             }
             else
             {
-                c = buffInfo.count;
-            }
+                int c = buffCount + buffInfo.count;
+                if (c > buffInfo.BuffConfig.overlayCount)
+                {
+                    c = buffInfo.BuffConfig.overlayCount - buffCount;
+                }
+                else
+                {
+                    c = buffInfo.count;
+                }
 
-            if (c <= 0)
-            {
-                return;
+                if (c <= 0)
+                {
+                    return;
+                }
+
+                buffInfo.count = c;
+                _count += c;
+                BuffStackInfo buffStackInfo = CObjectPool.Instance.Fetch<BuffStackInfo>();
+                buffStackInfo.BuffBasic = this;
+                buffStackInfo.BuffInfo = buffInfo;
+                buffStackInfo.count = c;
+                _buffStackInfos.Add(buffStackInfo);
             }
 
-            _count += c;
+
             UpdateEffect();
         }
 
@@ -67,7 +101,6 @@ namespace GameLogic.Combat.Buff
 
         public void UpdateEffect()
         {
-            
             ProUpdateEffect();
         }
 
@@ -78,11 +111,45 @@ namespace GameLogic.Combat.Buff
 
         public void ReduceCount(int count)
         {
-            _count -= count;
-            if (_count <= 0)
+            if (buffInf.BuffConfig.timeType == 1)
             {
-                combatHeroEntity.BuffControl.RemoveBuff(this);
-                return;
+                _count -= count;
+                if (_count <= 0)
+                {
+                    combatHeroEntity.BuffControl.RemoveBuff(this);
+                    return;
+                }
+            }
+            else
+            {
+                while (count > 0)
+                {
+                    if (_buffStackInfos.Count <= 0)
+                    {
+                        combatHeroEntity.BuffControl.RemoveBuff(this);
+                        return;
+                    }
+
+                    BuffStackInfo buffStackInfo = _buffStackInfos[0];
+                    if (buffStackInfo.count >= count)
+                    {
+                        buffStackInfo.count -= count;
+                        _count -= count;
+                        count = 0;
+                        if (buffStackInfo.count == 0)
+                        {
+                            RemoveBuffStackInfo(buffStackInfo);
+                        }
+                    }
+                    else
+                    {
+                        int c = buffStackInfo.count;
+                        count -= c;
+                        _count -= c;
+                        buffStackInfo.count = 0;
+                        RemoveBuffStackInfo(buffStackInfo);
+                    }
+                }
             }
 
             UpdateEffect();
@@ -126,7 +193,6 @@ namespace GameLogic.Combat.Buff
             CObjectPool.Instance.Recycle(buffInf);
             buffInf = null;
             combatHeroEntity = null;
-           
         }
 
         protected virtual void ProDormancyObj()
@@ -135,15 +201,24 @@ namespace GameLogic.Combat.Buff
 
         public void Update(float t)
         {
-        
-
-           
-            _currTime += t;
-            if (buffInf.buffTime > 0 && _currTime > buffInf.buffTime)
+            if (buffInf.BuffConfig.timeType == 1)
             {
-                combatHeroEntity.BuffControl.RemoveBuff(this);
-                return;
+                _currTime += t;
+                if (buffInf.buffTime > 0 && _currTime > buffInf.buffTime)
+                {
+                    combatHeroEntity.BuffControl.RemoveBuff(this);
+                    return;
+                }
+            }
+            else
+            {
+                for (int i = 0; i < _buffStackInfos.Count; i++)
+                {
+                    BuffStackInfo buffStackInfo = _buffStackInfos[i];
+                    buffStackInfo.Update(t);
+                }
             }
+
             if (_jianGe > 0)
             {
                 _time += t;
@@ -153,12 +228,26 @@ namespace GameLogic.Combat.Buff
                     UpdateJumping();
                 }
             }
+
             ProUpdate(t);
         }
 
+        public void RemoveBuffStackInfo(BuffStackInfo buffStackInfo)
+        {
+            _buffStackInfos.Remove(buffStackInfo);
+            _count -= buffStackInfo.count;
+            CObjectPool.Instance.Recycle(buffStackInfo);
+            if (_buffStackInfos.Count <= 0)
+            {
+                combatHeroEntity.BuffControl.RemoveBuff(this);
+                return;
+            }
+
+            UpdateEffect();
+        }
+
         protected virtual void UpdateJumping()
         {
-            
         }
 
         protected virtual void ProUpdate(float t)

+ 34 - 0
Assets/Scripts/GameLogic/Combat/Buff/BuffStackInfo.cs

@@ -0,0 +1,34 @@
+using Fort23.Core;
+
+namespace GameLogic.Combat.Buff
+{
+    public class BuffStackInfo : CObject
+    {
+        public BuffInfo BuffInfo;
+        public int count;
+        public float _currTime;
+        public BuffBasic BuffBasic;
+
+        public override void ActiveObj()
+        {
+        }
+
+        public override void DormancyObj()
+        {
+            BuffInfo = null;
+            count = 0;
+            _currTime = 0;
+            BuffBasic = null;
+        }
+
+        public void Update(float time)
+        {
+            _currTime += time;
+            if (BuffInfo.buffTime > 0 && _currTime > BuffInfo.buffTime)
+            {
+                BuffBasic.RemoveBuffStackInfo(this);
+                return;
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/BuffStackInfo.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: f3fffdb5885847de8ed8b6e96e0dd653
+timeCreated: 1750669422

+ 12 - 12
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCameraControllder.cs

@@ -53,18 +53,18 @@ namespace GameLogic.Combat.CombatTool
 
         private void SencenBesselPathAlter(IEventData eventData)
         {
-            isUpdateCameraToPath = true;
-            currValue = _cameraSelectValue;
-            if (CombatController.currActiveCombat.CombatSenceController.currBesselPath.isCentre)
-            {
-                targetValue = 0.5f;
-            }
-            else
-            {
-                targetValue = 0.7f;
-            }
-
-            _currTime = 0;
+            // isUpdateCameraToPath = true;
+            // currValue = _cameraSelectValue;
+            // if (CombatController.currActiveCombat.CombatSenceController.currBesselPath.isCentre)
+            // {
+            //     targetValue = 0.5f;
+            // }
+            // else
+            // {
+            //     targetValue = 0.7f;
+            // }
+            //
+            // _currTime = 0;
         }
 
         protected void HeroClick(IEventData eventData)

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Hero/SubStatus/FightIdleSubState.cs

@@ -33,12 +33,12 @@ namespace GameLogic.Combat.Hero.SubStatus
 
         protected override void ProUpdate(float t)
         {
-            return;
+            // return;
             allTime += t * 2f;
             allTimeX += t * 1f;
             Vector3 p = Vector3.Lerp(startPos, targetPos, allTime);
             float y = Mathf.Sin(allTime) * (CombatHeroEntity.IsEnemy ? 0.1f : -0.1f);
-            float x = Mathf.Cos(allTimeX) * (CombatHeroEntity.IsEnemy ? 0.8f : -0.8f);
+            float x = Mathf.Cos(allTimeX) * (CombatHeroEntity.IsEnemy ? 0.1f : -0.1f);
             p = initPos + new Vector3(x, y, 0);
 
             CombatHeroEntity.combatHeroGameObject.SetPosition(p);

+ 76 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1302.cs

@@ -0,0 +1,76 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.Buff;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 蚀骨腐血掌
+    /// 快手释放{0}掌,对敌人照成木系伤害,对敌人照成伤害,并有几率对敌人施加1层毒,如果敌人毒超过{1}层,
+    /// 则每层毒对敌人的伤害提升{2}%,并有几率施加一层噬魂
+    /// </summary>
+    public class S1302 : SkillBasic
+    {
+        private int currCount;
+        private Vector3 startPos;
+        private Vector3 fangXiang;
+
+        protected override void ProUseSkill()
+        {
+            currCount = 0;
+
+            ActivationTimeLineData("1302");
+            ballisticsCount = (int)effectValue[0];
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                int index = Random.Range(3, 9);
+                SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("zdpos" + index);
+                ActivationTimeLineData("1302_fashe", currTarget: currTarget,customizePos:new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i, startTime: i * -0.1f);
+            }
+        }
+
+        // private void Launch()
+        // {
+        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+        //         .GetThis<CombatHeroEntity>()
+        //         .GetMainHotPoin<CombatHeroHitPoint>();
+        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+        //     currTarget.Add(combatHeroHitPoint);
+        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
+        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+        // }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData, ISkillFeatures skillFeatures)
+        {
+            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                effectValue[1]);
+            HarmReturnInfo harmReturnInfo = CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v,
+                AttType.Skill, triggerData,
+                wuXingType, skillFeatures,
+                HarmType.Default);
+
+            // int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
+            if (harmReturnInfo.isHitHero)
+            {
+                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
+                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1302.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: e6d31134a9b74ef6987ee764c64c3d78
+timeCreated: 1750649022

+ 76 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1501.cs

@@ -0,0 +1,76 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.Buff;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 黄尘灭魂刺
+    /// 沙尘汇聚成{0}多个土刺,对敌人照成{1}伤害,并有概率施加1层细尘,
+    /// </summary>
+    public class S1501: SkillBasic
+    {
+        private int currCount;
+        private Vector3 startPos;
+        private Vector3 fangXiang;
+
+        protected override void ProUseSkill()
+        {
+            currCount = 0;
+
+            ActivationTimeLineData("1501");
+            ballisticsCount = (int)effectValue[0];
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
+                    Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
+
+                ActivationTimeLineData("1501_fashe", currTarget: currTarget,
+                    customizePos: new Vector3[] { p }, indexCount: i,startTime:i*-0.1f);
+            }
+        }
+
+        // private void Launch()
+        // {
+        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+        //         .GetThis<CombatHeroEntity>()
+        //         .GetMainHotPoin<CombatHeroHitPoint>();
+        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+        //     currTarget.Add(combatHeroHitPoint);
+        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
+        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+        // }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData, ISkillFeatures skillFeatures)
+        {
+            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                effectValue[1]);
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
+                wuXingType, skillFeatures,
+                HarmType.Default);
+
+            // int odds = Random.Range(0, 100);
+            // if (odds < effectValue[2])
+            // {
+            //     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
+            //     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            // }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1501.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 9258f41c68c64fb68e6ec69318b89e49
+timeCreated: 1750666631

+ 76 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1502.cs

@@ -0,0 +1,76 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.Buff;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 地裂屠龙斩
+    /// 一丙虚空形成的大刀,横空挥砍形成一个刀气,对敌人照成伤害,并叠加1层破甲
+    /// </summary>
+    public class S1502 : SkillBasic
+    {
+        private int currCount;
+        private Vector3 startPos;
+        private Vector3 fangXiang;
+
+        protected override void ProUseSkill()
+        {
+            currCount = 0;
+
+            ActivationTimeLineData("1502");
+            ballisticsCount = (int)effectValue[0];
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
+                    Random.Range(2f, 3f), Random.Range(0.5f, 1f)));
+
+                ActivationTimeLineData("1502_fashe", currTarget: currTarget,
+                    customizePos: new Vector3[] { p }, indexCount: i);
+            }
+        }
+
+        // private void Launch()
+        // {
+        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+        //         .GetThis<CombatHeroEntity>()
+        //         .GetMainHotPoin<CombatHeroHitPoint>();
+        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+        //     currTarget.Add(combatHeroHitPoint);
+        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
+        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+        // }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData, ISkillFeatures skillFeatures)
+        {
+            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                effectValue[1]);
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
+                wuXingType, skillFeatures,
+                HarmType.Default);
+
+            int odds = Random.Range(0, 100);
+            if (odds < effectValue[2])
+            {
+                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
+                targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1502.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 26be718979b740c7be359292a14dab0d
+timeCreated: 1750665144

+ 75 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1504.cs

@@ -0,0 +1,75 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    /// <summary>
+    /// 大石头
+    /// 发射{0}个大点的石头。对敌人照成{1}伤害
+    /// </summary>
+    public class S1504: SkillBasic
+    {
+        private int currCount;
+        private Vector3 startPos;
+        private Vector3 fangXiang;
+
+        protected override void ProUseSkill()
+        {
+            currCount = 0;
+
+            ActivationTimeLineData("1504");
+            ballisticsCount = (int)effectValue[0];
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-1f, 2f),
+                    Random.Range(2f, 3f), Random.Range(0.2f, 0.5f)));
+
+                ActivationTimeLineData("1504_fashe", currTarget: currTarget,
+                    customizePos: new Vector3[] { p }, indexCount: i,startTime:i*-0.1f);
+            }
+        }
+
+        // private void Launch()
+        // {
+        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+        //         .GetThis<CombatHeroEntity>()
+        //         .GetMainHotPoin<CombatHeroHitPoint>();
+        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+        //     currTarget.Add(combatHeroHitPoint);
+        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
+        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+        // }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData, ISkillFeatures skillFeatures)
+        {
+            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                effectValue[1]);
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
+                wuXingType, skillFeatures,
+                HarmType.Default);
+
+            // int odds = Random.Range(0, 100);
+            // if (odds < effectValue[2])
+            // {
+            //     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
+            //     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            // }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1504.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: ef4e563953414871a2ebc7d5820c0e26
+timeCreated: 1750666705

+ 71 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1505.cs

@@ -0,0 +1,71 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    public class S1505: SkillBasic
+    {
+        private int currCount;
+        private Vector3 startPos;
+        private Vector3 fangXiang;
+
+        protected override void ProUseSkill()
+        {
+            currCount = 0;
+
+            ActivationTimeLineData("1505");
+            ballisticsCount = (int)effectValue[0];
+            for (int i = 0; i < effectValue[0]; i++)
+            {
+                CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+                    .GetThis<CombatHeroEntity>()
+                    .GetMainHotPoin<CombatHeroHitPoint>();
+                BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+                currTarget.Add(combatHeroHitPoint);
+                Vector3 p = CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(Random.Range(-0.5f, 0.5f),
+                    Random.Range(0.5f, 1f), Random.Range(0f, 0.3f)));
+
+                ActivationTimeLineData("1505_fashe", currTarget: currTarget,
+                    customizePos: new Vector3[] { p }, indexCount: i,startTime:i*-0.05f);
+            }
+        }
+
+        // private void Launch()
+        // {
+        //     CombatHeroHitPoint combatHeroHitPoint = CombatHeroEntity.CombatAIBasic.currFocusTarget
+        //         .GetThis<CombatHeroEntity>()
+        //         .GetMainHotPoin<CombatHeroHitPoint>();
+        //     BetterList<ILifetCycleHitPoint> currTarget = new BetterList<ILifetCycleHitPoint>();
+        //     currTarget.Add(combatHeroHitPoint);
+        //     // SpecialDotInfo specialDotInfo=  CombatHeroEntity.GetSpecialDotInfo("zdpos" + (i + 2));
+        //     ActivationTimeLineData("duzhen_fashe", currTarget: currTarget,
+        //         customizePos: new Vector3[] { specialDotInfo.GetWorlPos() }, indexCount: i);
+        // }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData)
+        {
+        }
+
+        protected override void ProDefaultTimeLineTrigger(string groupName, CombatHeroHitPoint targetEntity,
+            ITimelineFxLogic timelineFxLogic,
+            TriggerData triggerData, ISkillFeatures skillFeatures)
+        {
+            long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
+                effectValue[1]);
+            CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
+                wuXingType, skillFeatures,
+                HarmType.Default);
+
+            // int odds = Random.Range(0, 100);
+            // if (odds < effectValue[2])
+            // {
+            //     BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
+            //     targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);
+            // }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S1505.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: f2988f27a85446e8bb149eacb8c7a5cb
+timeCreated: 1750666759

+ 1 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -61,7 +61,7 @@ namespace Common.Combat.FxAILogic
         public IGObjectPoolInterface ObjectPoolInterface;
 
 
-        public bool isPenetrate;
+        [Header("是否可以穿透")] public bool isPenetrate;
 
         [Header("是否使用自定义目标结束点")] public bool isUseCustomTargetEndPos;
         [Header("结束点的下标")] public int customTargetEndPosIndex;

+ 36 - 19
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -15,13 +15,12 @@ namespace Common.Combat.FxAILogic
     [AddComponentMenu("特效脚本/弹道/功法通用弹道")]
     public class FxParabolaBulletLogic : FxAILogicBasic
     {
-      
         public float speed;
         public Transform roatRoot;
         public int raotIndex;
         private IUnRegister UnRegister = null;
 
-
+        
         public enum CurveType
         {
             DynamicCurve,
@@ -38,9 +37,11 @@ namespace Common.Combat.FxAILogic
 
         private Vector3 endPos;
         private Vector3 dir;
-        public float maxDis = 20;
 
-        protected float maxDisSpr;
+        [Header("存在最长时间")] public float maxTime = 10;
+        // [Header("是否可以穿透")] public bool isPenetrate;
+        //
+        // protected float maxDisSpr;
 
         // private BesselPath _besselPath;
 
@@ -50,12 +51,15 @@ namespace Common.Combat.FxAILogic
         protected Vector3 startDir;
         private float dirLerpTime;
 
+        private float _currRunTime;
+        private bool isUpdateDir;
 
         protected override void ProInit()
         {
-            maxDisSpr = maxDis * maxDis;
-
-            if (roatRoot!=null&&TimeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isRoat)
+            // maxDisSpr = maxDis * maxDis;
+            _currRunTime = 0;
+            isUpdateDir = true;
+            if (roatRoot != null && TimeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.isRoat)
             {
                 roatRoot.transform.eulerAngles = TimeLineEventParticleLogicBasic.customizePos[raotIndex];
             }
@@ -114,7 +118,7 @@ namespace Common.Combat.FxAILogic
                     Vector3 p = BesselPath.controlPoints[i];
                     if (isUseX)
                     {
-                        if (i == 1||i==2)
+                        if (i == 1 || i == 2)
                         {
                             p.x = pos.x > 0 ? p.x * -1 : p.x;
                         }
@@ -272,14 +276,15 @@ namespace Common.Combat.FxAILogic
                     timeLineTriggerEvent.TimeLineTrigger(
                         TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
                         target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData, SkillFeaturesData);
+                    if (!string.IsNullOrEmpty(hitFxName))
+                    {
+                        FinishHit(collision.ClosestPoint(moveTarget.transform.position), hitFxName);
+                    }
+                    AudioManager.Instance.PlayAudio(hitAudioName, false);
+                    
                     if (!BarrierTriggerData.isPenetrate)
                     {
-                        if (!string.IsNullOrEmpty(hitFxName))
-                        {
-                            FinishHit(collision.ClosestPoint(moveTarget.transform.position), hitFxName);
-                        }
-
-                        AudioManager.Instance.PlayAudio(hitAudioName, false);
+              
 
                         if (!isPenetrate)
                         {
@@ -313,6 +318,7 @@ namespace Common.Combat.FxAILogic
                 TimeLineEventParticleLogicBasic.ITimeLineTriggerEntity as ITimeLineTriggerEvent;
             if (timeLineTriggerEvent != null)
             {
+                isUpdateDir = false;
                 timeLineTriggerEvent.TimeLineTrigger(TimeLineEventParticleLogicBasic.TimeLineEventLogicGroup.groupName,
                     target.GetMainHotPoin<ILifetCycleHitPoint>(), this, triggerData, SkillFeaturesData);
                 if (!string.IsNullOrEmpty(hitFxName))
@@ -342,12 +348,19 @@ namespace Common.Combat.FxAILogic
         {
             if (roatRoot != null)
             {
-                obj.transform.rotation=  roatRoot.rotation;
+                obj.transform.rotation = roatRoot.rotation;
             }
         }
 
         protected override void ProCombatUpdate(float time)
         {
+            _currRunTime+=time;
+            if (_currRunTime > maxTime)
+            {
+                Dispose();
+                return;
+            }
+
             if (!isNotMove)
             {
                 switch (parabolaCurveType)
@@ -372,11 +385,15 @@ namespace Common.Combat.FxAILogic
         private void Beeline(float time)
         {
             GetTargetPos();
-            Vector3 dir = (endPos - _currPos).normalized;
-            // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
-            // startDir= dir;
+            if (isUpdateDir)
+            {
+                Vector3 dir = (endPos - _currPos).normalized;
+                // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
+                startDir = dir;
+            }
+
             Vector3 lasetPos = _currPos;
-            _currPos += dir * GetMoveSpeed() * time;
+            _currPos += startDir * GetMoveSpeed() * time;
             moveTarget.transform.position = _currPos;
 
             moveTarget.transform.rotation = Quaternion.LookRotation(dir);

+ 31 - 0
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -110,6 +110,37 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         /// 
         /// </summary>
         public List<EventList> eventList = new List<EventList>();
+        
+        public List<SentimentData> SentimentDatas = new List<SentimentData>();
+    }
+    
+    /// <summary>
+    /// 心境数据
+    /// </summary>
+    [System.Serializable]
+    public class SentimentData
+    {
+        public int id;
+        
+        //主属性
+        public SentimentProperty mainSentiment;
+        
+        public List<SentimentProperty> sentimentProperties = new List<SentimentProperty>();
+        
+       
+    }
+    
+    /// <summary>
+    /// 心境属性
+    /// </summary>
+    [System.Serializable]
+    public class SentimentProperty
+    {
+        // 属性类别
+        public int groupId;
+        // 词条档位
+        public int level = 1;
+  
     }
 
 

+ 28 - 1
Assets/Scripts/GameLogic/Player/PlayerManager.cs

@@ -55,6 +55,33 @@ public class PlayerManager : Singleton<PlayerManager>
         RandownDaoYou(gameConstantConfig.Daoyoushowuptime + 1000);
     }
 
+    //添加心境
+    public void AddSentimentData(int id)
+    {
+        AccountFileInfo.SentimentData sentimentData = AccountFileInfo.Instance.playerData.SentimentDatas.FirstOrDefault(sd => sd.id == id);
+        if (sentimentData != null)
+        {
+            LogTool.Error("已经用心境 id:" + id);
+            return;
+        }
+
+        SentimentConfig sentimentConfig = ConfigComponent.Instance.Get<SentimentConfig>(id);
+
+        sentimentData = new AccountFileInfo.SentimentData();
+        sentimentData.id = id;
+        sentimentData.mainSentiment = new AccountFileInfo.SentimentProperty();
+        sentimentData.mainSentiment.groupId = sentimentConfig.mainSentimentEffect;
+        foreach (var i in sentimentConfig.sentimentEffect)
+        {
+            AccountFileInfo.SentimentProperty sentimentProperty = new AccountFileInfo.SentimentProperty();
+            sentimentProperty.groupId = i;
+            sentimentData.sentimentProperties.Add(sentimentProperty);
+        }
+
+        AccountFileInfo.Instance.playerData.SentimentDatas.Add(sentimentData);
+        AccountFileInfo.Instance.SavePlayerData();
+    }
+
     public void RandownDaoYou(int m)
     {
         _timerEntity?.Dispose();
@@ -119,7 +146,7 @@ public class PlayerManager : Singleton<PlayerManager>
                 levelBl = daoyouguajiResourcLevel.para2;
                 bl = (int)(guajibuff.GivingRate * levelBl * daoyouLevelupConfig.guajiGrowup * 0.01f * 0.01f);
                 return bl;
-    
+
                 break;
             case 2:
                 levelBl = daoyouguajiResourcLevel.para2;

+ 23 - 16
Assets/Scripts/GameUI/EventManager/DialogueManager.cs

@@ -48,22 +48,9 @@ public class DialogueManager : Singleton<DialogueManager>
         // EndDialogue1();
     }
 
-    private void PlayDialogue(int dialogueID)
+    private void UpdateDiaLogutLinkId(int dialogueID)
     {
         currentDialogueID = dialogueID;
-        // 找到当前对话组
-        var dialogueConfig = ConfigComponent.Instance.Get<EventLinkConfig>(dialogueID);
-      
-
-
-        // foreach (var eventConditionData in eventLinkDatas.eventConditions)
-        // {
-        //     if (!EventSystemManager.Instance.IsEvenkLinkComplete(eventConditionData))
-        //     {
-        //         TipMessagePanel.OpenTipMessagePanel(EventHelper.GetTaskMessage(eventConditionData));
-        //       
-        //     }
-        // }
 
 
         //神识探索的事件记录步骤
@@ -78,7 +65,17 @@ public class DialogueManager : Singleton<DialogueManager>
                     EventSystemManager.Instance.CurrentEventList.selectEventLinkIds.Add(currentDialogueID);
             }
         }
-        
+    }
+
+    private void PlayDialogue(int dialogueID)
+    {
+        currentDialogueID = dialogueID;
+
+        UpdateDiaLogutLinkId(dialogueID);
+        // 找到当前对话组
+        var dialogueConfig = ConfigComponent.Instance.Get<EventLinkConfig>(dialogueID);
+
+
         if (CurrentEventList != null)
         {
             var eventLinkDatas = CurrentEventList.eventLinks.FirstOrDefault(el => el.eventLinkId == dialogueID);
@@ -247,6 +244,17 @@ public class DialogueManager : Singleton<DialogueManager>
             // case 4:
             //     PlayerManager.Instance.BagController.DeductItem(dialogueConfig.ConditionPara[0], dialogueConfig.finishCount);
             //     break;
+
+            //关闭任务
+            case 5:
+                if (dialogueConfig.ResultType == 1)
+                {
+                    UpdateDiaLogutLinkId(dialogueConfig.ResultOptions[0]);
+                }
+
+                onCancel?.Invoke();
+                return;
+                break;
         }
 
         if (CurrentEventList != null)
@@ -290,7 +298,6 @@ public class DialogueManager : Singleton<DialogueManager>
                     {
                         onCancel?.Invoke();
                     }
-                    
                 }
 
                 break;

+ 1 - 1
Assets/Scripts/GameUI/EventManager/EventSystemManager.cs

@@ -327,7 +327,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                         }
 
                         int randomValue4 = Random.Range(0, 101);
-                        if (randomValue4 >= eventConfig1.RefreshProbability)
+                        if (randomValue4 <= eventConfig1.RefreshProbability)
                         {
                             eventLists.Add(AddEvent(eventConfig1.ID));
                             isRefence = true;

+ 5 - 2
Assets/Scripts/GameUI/GameApplction.cs

@@ -125,6 +125,8 @@ public class GameApplction : IGameStart
         //     skillInfo.index = -1;
         //     PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
         // }
+
+        PlayerManager.Instance.AddSentimentData(1);
         foreach (var playerDataAllSkillData in AccountFileInfo.Instance.playerData.AllSkillDatas)
         {
             SkillInfo skillInfo = new SkillInfo(playerDataAllSkillData);
@@ -161,13 +163,14 @@ public class GameApplction : IGameStart
         CombatDrive.Instance.AddCombatController(new CombatController());
         gameStartUIPanel.ShowMassge("loadCombat");
         gameStartUIPanel.SetSlider(0.95f);
-        var eventList = EventSystemManager.Instance.AddEvent(10018);
-      
+        var eventList = EventSystemManager.Instance.AddEvent(10001);
+
         if (eventList != null)
         {
             AccountFileInfo.Instance.playerData.eventList.Add(eventList);
             AccountFileInfo.Instance.SavePlayerData();
         }
+
         EventSystemManager.Instance.UpdateZuizhongEventData();
         await CombatDrive.Instance.StartCombat(startCombatInfo);
         PlayerManager.Instance.GongFaControl.SaveUseSkill();

+ 1 - 1
Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs

@@ -100,7 +100,7 @@ namespace Fort23.Mono
             Btn_Back.onClick.AddListener(() =>
             {
                 UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
-                // currentOpenUIPanel = null;
+                currentOpenUIPanel = null;
                 // UIManager.Instance.GetComponent<MainPanel>().Show();
                 // MainPanel.OpenPanel();
             });

+ 7 - 0
Assets/Scripts/GameUI/UI/DivineSence/ShengShiConditionWidget.cs

@@ -30,6 +30,13 @@ namespace Fort23.Mono
 			Text_Name.text = EventHelper.GetTaskMessage(eventConditionData) ;
 			
 		}
+		
+		public void CustomInit(string tips)
+		{
+			
+			Text_Name.text = tips ;
+			
+		}
 
 	}
 }

+ 2 - 1
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughFailPanel.cs

@@ -19,6 +19,7 @@ namespace Fort23.Mono
 
         public override void AddButtonEvent()
         {
+            Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
         }
 
         public void CustomInit(int type, int xw)
@@ -40,7 +41,7 @@ namespace Fort23.Mono
         public static async CTask<HeroBreakthroughFailPanel> OpenPanel(int type, int xw)
         {
             HeroBreakthroughFailPanel heroBreakthroughFailPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughFailPanel>(null, UILayer.Top);
-            heroBreakthroughFailPanel.CustomInit(type,xw);
+            heroBreakthroughFailPanel.CustomInit(type, xw);
             return heroBreakthroughFailPanel;
         }
     }

+ 3 - 0
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs

@@ -4,6 +4,7 @@ using Excel2Json;
 using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Combat;
+using GameLogic.Combat.CombatTool;
 using GameLogic.Hero;
 using UnityEngine;
 using UnityEngine.UI;
@@ -175,6 +176,8 @@ namespace Fort23.Mono
                             RefenceSuccessProbability(PlayerManager.Instance.myHero);
                             // UIManager.Instance.ShowLastHindAllShowPanel();
                         }
+
+                        CombatDrive.Instance.CombatController.ChangeState(CombatController.update);
                     });
             });
         }

+ 18 - 16
Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanel.cs

@@ -43,6 +43,7 @@ namespace Fort23.Mono
         public override void AddButtonEvent()
         {
             Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
+            Btn_Sentiment.onClick.AddListener(() => { SentimentPanel.OpenPanel(); });
         }
 
         public async void CustomInit()
@@ -59,40 +60,40 @@ namespace Fort23.Mono
             heroInfo = PlayerManager.Instance.myHero;
 
 
-            HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+            HeroAttributeWidget heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("生命", "", PlayerManager.Instance.myHero.hp.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("攻击", "", PlayerManager.Instance.myHero.attack.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("防御", "", PlayerManager.Instance.myHero.defense.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("攻击速度", "", PlayerManager.Instance.myHero.attSpeed.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("金灵根", "", PlayerManager.Instance.myHero.Metal_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("木灵根", "", PlayerManager.Instance.myHero.Wood_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("水灵根", "", PlayerManager.Instance.myHero.Water_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("火灵根", "", PlayerManager.Instance.myHero.Fire_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
-            
-            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam,null, Content,isInstance:true);
+
+            heroAttributeWidget = await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null, Content, isInstance: true);
             heroAttributeWidget.CustomInit(new HeroAttributeData("土灵根", "", PlayerManager.Instance.myHero.Earth_Injury.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
         }
@@ -130,11 +131,12 @@ namespace Fort23.Mono
             }
 
             btnFaBaoWidgets.Clear();
-            
+
             foreach (var heroAttributeWidget in HeroAttributeWidgets)
             {
                 UIManager.Instance.DormancyGComponent(heroAttributeWidget);
             }
+
             HeroAttributeWidgets.Clear();
             base.Close();
         }

+ 11 - 0
Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanelData.cs

@@ -74,6 +74,17 @@ namespace Fort23.Mono
 	      return _HeroAttributeWidgetGam;
 	     }
 	   }
+	  private Button _Btn_Sentiment;
+	  public Button Btn_Sentiment
+	   {
+	   get{
+	      if (_Btn_Sentiment == null)
+	       {
+	         _Btn_Sentiment  = GetUIUnit<Button>("Btn_Sentiment"); 
+	       }
+	      return _Btn_Sentiment;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 9 - 1
Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs

@@ -216,7 +216,9 @@ namespace Fort23.Mono
 
                 AccountFileInfo.EventLinkData eventLinkData = eventList.eventLinks.FirstOrDefault(el => el.eventLinkId == eventList.curStep);
 
-                if (eventLinkData != null && eventLinkData.eventConditions != null && eventLinkData.eventConditions.Count >= 0)
+                EventLinkConfig evenkConfig = ConfigComponent.Instance.Get<EventLinkConfig>(eventLinkData.eventLinkId);
+
+                if (eventLinkData != null && eventLinkData.eventConditions != null && eventLinkData.eventConditions.Count > 0)
                 {
                     foreach (var eventConditionData in eventLinkData.eventConditions)
                     {
@@ -225,6 +227,12 @@ namespace Fort23.Mono
                         _shengShiConditionWidgets.Add(shengShiConditionWidget);
                     }
                 }
+                else if (evenkConfig.EventConditionMessage != 0)
+                {
+                    ShengShiConditionWidget shengShiConditionWidget = await UIManager.Instance.CreateGComponent<ShengShiConditionWidget>(null, EventConditionRoot);
+                    shengShiConditionWidget.CustomInit(LanguageManager.Instance.Text(evenkConfig.EventConditionMessage));
+                    _shengShiConditionWidgets.Add(shengShiConditionWidget);
+                }
             }
             else
             {

+ 8 - 0
Assets/Scripts/GameUI/UI/SentimentPanel.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: B34c4H6rBnthtZ/mKEHUtb4LMMt/Eg2vS1i6CBYvyGXL2BIxqPefK/oBtvXl
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 29 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs

@@ -0,0 +1,29 @@
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "SentimentEffectWidget")]
+    public partial class SentimentEffectWidget : ItemWidgetBasic
+    {
+        public AccountFileInfo.SentimentProperty sentimentProperty;
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            base.AddButtonEvent();
+        }
+
+        public void CustomInit(AccountFileInfo.SentimentProperty sentimentProperty)
+        {
+            this.sentimentProperty = sentimentProperty;
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Xi9OtHyuWi1fHN+Br97CO6J5Omv0SOgpYYp57evVE9O85tZxmMLlNPXumvdh
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 87 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

@@ -0,0 +1,87 @@
+using System.Collections.Generic;
+using Core.Language;
+using Excel2Json;
+using Fort23.Core;
+using Fort23.UTool;
+using Utility;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "SentimentInfoPanel")]
+    public partial class SentimentInfoPanel : UIPanel
+    {
+        AccountFileInfo.SentimentProperty curretnSentimentProperty;
+        private AccountFileInfo.SentimentData sentimentData;
+
+        List<SentimentEffectWidget> sentimentEffectWidgets = new List<SentimentEffectWidget>();
+
+        private void Init()
+        {
+            isAddStack = false;
+            isPopUi = true;
+        }
+
+        protected override void AddEvent()
+        {
+        }
+
+        protected override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
+        }
+
+        public async override CTask<bool> AsyncInit(object[] uiData)
+        {
+            sentimentData = uiData[0] as AccountFileInfo.SentimentData;
+            SentimentEffectWidget sentimentEffectWidget = await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, null);
+            sentimentEffectWidget.CustomInit(sentimentData.mainSentiment);
+            sentimentEffectWidget.OnClick = OnClick;
+            foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties)
+            {
+                SentimentEffectWidget sentimentEffectWidget1 = await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Content);
+                sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
+                sentimentEffectWidget1.OnClick = OnClick;
+                sentimentEffectWidgets.Add(sentimentEffectWidget1);
+            }
+
+            return await base.AsyncInit(uiData);
+        }
+
+        // private void UpdateUi(SentimentEffectConfig sentimentEffectConfig)
+        // {
+        //
+        // }
+
+        private void OnClick(ItemWidgetBasic obj)
+        {
+            SentimentEffectWidget sentimentEffectWidget = obj as SentimentEffectWidget;
+            curretnSentimentProperty = sentimentEffectWidget.sentimentProperty;
+            int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 100 + sentimentEffectWidget.sentimentProperty.level;
+            SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
+            Text_Name.text = LanguageManager.Instance.Text(sentimentEffectConfig.name);
+            Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(sentimentEffectConfig.massge), sentimentEffectConfig.effectVale);
+            Text_Level.text = $"当前层 ;{curretnSentimentProperty.level}/{5}";
+            // UpdateUi(sentimentEffectConfig);
+        }
+
+        public static async CTask OpenPanel(AccountFileInfo.SentimentData sentimentData)
+        {
+            await UIManager.Instance.LoadAndOpenPanel<SentimentInfoPanel>(null, uiData: new object[] { sentimentData });
+        }
+
+        public override void Close()
+        {
+            foreach (var sentimentEffectWidget in sentimentEffectWidgets)
+            {
+                UIManager.Instance.DormancyGComponent(sentimentEffectWidget);
+            }
+            sentimentEffectWidgets.Clear();
+
+            base.Close();
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Bn1L4yn8VH1mLhjliA86BWzL+aKB0coPDayT7PLsRXqDLjI5baN+87b2Bb03
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 106 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanelData.cs

@@ -0,0 +1,106 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class SentimentInfoPanel 
+	{
+	  #region 自定义数据 
+	  private Button _Btn_Close;
+	  public Button Btn_Close
+	   {
+	   get{
+	      if (_Btn_Close == null)
+	       {
+	         _Btn_Close  = GetUIUnit<Button>("Btn_Close"); 
+	       }
+	      return _Btn_Close;
+	     }
+	   }
+	  private GameObject _MainSentimentEffectWidget;
+	  public GameObject MainSentimentEffectWidget
+	   {
+	   get{
+	      if (_MainSentimentEffectWidget == null)
+	       {
+	         _MainSentimentEffectWidget  = GetUIUnit<GameObject>("MainSentimentEffectWidget"); 
+	       }
+	      return _MainSentimentEffectWidget;
+	     }
+	   }
+	  private GameObject _ItemWidgetType1Gam;
+	  public GameObject ItemWidgetType1Gam
+	   {
+	   get{
+	      if (_ItemWidgetType1Gam == null)
+	       {
+	         _ItemWidgetType1Gam  = GetUIUnit<GameObject>("ItemWidgetType1Gam"); 
+	       }
+	      return _ItemWidgetType1Gam;
+	     }
+	   }
+	  private Text _Text_Name;
+	  public Text Text_Name
+	   {
+	   get{
+	      if (_Text_Name == null)
+	       {
+	         _Text_Name  = GetUIUnit<Text>("Text_Name"); 
+	       }
+	      return _Text_Name;
+	     }
+	   }
+	  private Text _Text_Desc;
+	  public Text Text_Desc
+	   {
+	   get{
+	      if (_Text_Desc == null)
+	       {
+	         _Text_Desc  = GetUIUnit<Text>("Text_Desc"); 
+	       }
+	      return _Text_Desc;
+	     }
+	   }
+	  private Text _Text_Level;
+	  public Text Text_Level
+	   {
+	   get{
+	      if (_Text_Level == null)
+	       {
+	         _Text_Level  = GetUIUnit<Text>("Text_Level"); 
+	       }
+	      return _Text_Level;
+	     }
+	   }
+	  private Button _Btn_LingWu;
+	  public Button Btn_LingWu
+	   {
+	   get{
+	      if (_Btn_LingWu == null)
+	       {
+	         _Btn_LingWu  = GetUIUnit<Button>("Btn_LingWu"); 
+	       }
+	      return _Btn_LingWu;
+	     }
+	   }
+	  private RectTransform _Content;
+	  public RectTransform Content
+	   {
+	   get{
+	      if (_Content == null)
+	       {
+	         _Content  = GetUIUnit<RectTransform>("Content"); 
+	       }
+	      return _Content;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DXJKtCP4ViqNbhwMxrBj1rTFsffGYaOX4jcKT74MJdIE9XE9ki5tJF0ChzGS
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 49 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanel.cs

@@ -0,0 +1,49 @@
+using Fort23.Core;
+
+namespace Fort23.Mono
+{
+	[UIBinding(prefab = "SentimentPanel"  )]
+	public partial class SentimentPanel : UIPanel
+	{
+		private void Init()
+		{
+
+		}
+		protected override void AddEvent()
+		{
+
+		}
+		protected override void DelEvent()
+		{
+
+		}
+		public override void AddButtonEvent()
+		{
+
+		}
+
+		public async override CTask<bool> AsyncInit(object[] uiData)
+		{
+			for (var i = 0; i < SentimentWidgetGams.Count; i++)
+			{
+				SentimentWidget sentimentWidget =  await UIManager.Instance.CreateGComponentForObject<SentimentWidget>(SentimentWidgetGams[i], null);
+				sentimentWidget.CustomInit(i+1);
+				sentimentWidget.OnClick = OnClick;
+			}
+
+			return await base.AsyncInit(uiData);
+		}
+
+		private void OnClick(ItemWidgetBasic obj)
+		{
+			SentimentWidget sentimentWidget = obj as SentimentWidget;
+			SentimentInfoPanel.OpenPanel(sentimentWidget.sentimentData);
+		}
+
+		public async static CTask OpenPanel()
+		{
+			await UIManager.Instance.LoadAndOpenPanel<SentimentPanel>(null);
+		}
+
+	}
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: XnhJ4Cj7UC+u0BKxrcBxg+38ys4K73V026cV92ncZLQKyA3RIXsFly+BZGun
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 40 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentPanelData.cs

@@ -0,0 +1,40 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class SentimentPanel 
+	{
+	  #region 自定义数据 
+	  private Button _Btn_Close;
+	  public Button Btn_Close
+	   {
+	   get{
+	      if (_Btn_Close == null)
+	       {
+	         _Btn_Close  = GetUIUnit<Button>("Btn_Close"); 
+	       }
+	      return _Btn_Close;
+	     }
+	   }
+	  private List<GameObject> _SentimentWidgetGams;
+	  public List<GameObject> SentimentWidgetGams
+	   {
+	   get{
+	      if (_SentimentWidgetGams == null)
+	       {
+	         _SentimentWidgetGams  = GetUIUnit<List<GameObject>>("SentimentWidgetGams"); 
+	       }
+	      return _SentimentWidgetGams;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: WilLsi6uUyrhONqu98Nm13Z7HLg7NZT2ELJqNxC0V7X7msC/fG453ahkMqhf
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 45 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidget.cs

@@ -0,0 +1,45 @@
+using System.Linq;
+using Core.Language;
+using Excel2Json;
+using Fort23.UTool;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "SentimentWidget")]
+    public partial class SentimentWidget : ItemWidgetBasic
+    {
+        public AccountFileInfo.SentimentData sentimentData;
+
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            base.AddButtonEvent();
+        }
+
+        public void CustomInit(int id)
+        {
+            sentimentData = AccountFileInfo.Instance.playerData.SentimentDatas.FirstOrDefault(sd => sd.id == id);
+            SentimentConfig sentimentConfig = ConfigComponent.Instance.Get<SentimentConfig>(id);
+            Text_Name.text = LanguageManager.Instance.Text(sentimentConfig.name);
+            if (sentimentData == null)
+            {
+                transform.Gray();
+            }
+            else
+            {
+                transform.RecoverColor();
+            }
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: XSsf537+W3jrg1ynvovyKEjBA9Hmfj8E2PKuIjl1q8zahd9LQfGxmWOtp1Yc
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 29 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentWidgetData.cs

@@ -0,0 +1,29 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class SentimentWidget 
+	{
+	  #region 自定义数据 
+	  private Text _Text_Name;
+	  public Text Text_Name
+	   {
+	   get{
+	      if (_Text_Name == null)
+	       {
+	         _Text_Name  = GetUIUnit<Text>("Text_Name"); 
+	       }
+	      return _Text_Name;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Xi4bsXv5UnNyp9tnJUPx7fmTHDgY5689+mvmc2MHSaV2QxiRM3iyfIABgNJ2
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 26 - 5
Assets/Scripts/GameUI/UI/XianTuLogPanel/XianTuLogInfoPanel.cs

@@ -130,29 +130,50 @@ namespace Fort23.Mono
                         xianTuLogInfoData.id = eventConfig.ID;
                         xianTuLogInfoData.message = LanguageManager.Instance.Text(eventConfig.EventName);
                         showXianTuLogInfoData.Add(xianTuLogInfoData);
-                        foreach (var eventListSelectEventLinkId in eventList.selectEventLinkIds)
+                        for (var i = 0; i < eventList.selectEventLinkIds.Count; i++)
                         {
-                            EventLinkConfig eventLinkConfig = ConfigComponent.Instance.Get<EventLinkConfig>(eventListSelectEventLinkId);
+                            EventLinkConfig eventLinkConfig = ConfigComponent.Instance.Get<EventLinkConfig>(eventList.selectEventLinkIds[i]);
                             if (eventLinkConfig.LanID != null)
                             {
-                                foreach (var i in eventLinkConfig.LanID)
+                                for (var i1 = 0; i1 < eventLinkConfig.LanID.Length; i1++)
                                 {
                                     XianTuLogInfoData xianTuLogInfoData1 = new XianTuLogInfoData();
                                     xianTuLogInfoData1.type = 3;
                                     xianTuLogInfoData1.id = eventConfig.ID;
                                     if (eventLinkConfig.NPCID != 0)
                                     {
-                                        xianTuLogInfoData1.message = $"<color=#A6A6A6>{LanguageManager.Instance.Text(i)}</color>";
+                                        xianTuLogInfoData1.message = $"<color=#A6A6A6>{LanguageManager.Instance.Text(eventLinkConfig.LanID[i1])}</color>";
                                     }
                                     else
                                     {
-                                        xianTuLogInfoData1.message = $"<color=#867169>{LanguageManager.Instance.Text(i)}</color>";
+                                        xianTuLogInfoData1.message = $"<color=#867169>{LanguageManager.Instance.Text(eventLinkConfig.LanID[i1])}</color>";
                                     }
 
 
                                     showXianTuLogInfoData.Add(xianTuLogInfoData1);
                                 }
                             }
+
+                            //选项文本
+                            if (eventLinkConfig.optionType == 1 && eventList.selectEventLinkIds.Count > i+1)
+                            {
+                                XianTuLogInfoData xianTuLogInfoData1 = new XianTuLogInfoData();
+                                xianTuLogInfoData1.type = 3;
+                                xianTuLogInfoData1.id = eventConfig.ID;
+                                int index = eventLinkConfig.optionPara1.ToList().IndexOf(eventList.selectEventLinkIds[i+1]);
+                                if (eventLinkConfig.NPCID != 0)
+                                {
+                                    xianTuLogInfoData1.message = $"<color=#A6A6A6>选项:{LanguageManager.Instance.Text(eventLinkConfig.optionPara2[index])}</color>";
+                                }
+                                else
+                                {
+                                    xianTuLogInfoData1.message = $"<color=#867169>选项:{LanguageManager.Instance.Text(eventLinkConfig.optionPara2[index])}</color>";
+                                }
+                                
+                                showXianTuLogInfoData.Add(xianTuLogInfoData1);
+                            }
+                            
+                         
                         }
                     }
                 }

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/Buff.xlsx


BIN
Excel2Json/Excel/EventConfig.xlsx


BIN
Excel2Json/Excel/HeroPowerUp.xlsx


BIN
Excel2Json/Excel/Language.xlsx


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