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

邹舸 3 dní pred
rodič
commit
bdb3e2447b

+ 9 - 4
Assets/Scripts/Core/BattleReport/BattleReportValueDataModule.cs

@@ -29,7 +29,7 @@ namespace Core.BattleReport
             }
         }
 
-        public void Add(string name, float value)
+        public void Add(string name, float value, bool isAdd = false)
         {
             if (!fightValueData_long.ContainsKey(name))
             {
@@ -42,10 +42,15 @@ namespace Core.BattleReport
             }
             else
             {
-                fightValueData_long[name].value = value;
+                if (isAdd)
+                {
+                    fightValueData_long[name].value += value;
+                }
+                else
+                {
+                    fightValueData_long[name].value = value;
+                }
             }
         }
-
-        
     }
 }

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs

@@ -25,6 +25,7 @@ namespace GameLogic.Combat.Buff
 
         public void Init(CombatHeroEntity combatHeroEntity, CombatHeroEntity source, BuffInfo buffInfo)
         {
+            _triggerData.Source = this;
             this.combatHeroEntity = combatHeroEntity;
             this.buffInf = buffInfo;
             this.source = source;

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs

@@ -18,7 +18,7 @@ namespace GameLogic.Combat.CombatState
             CombatController.CombatCameraControllder.isStop = true;
             CombatController.IsFightState = true;
             CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(55,3);
-            CombatReportManager.Instance.AddCombatReportInfo(playerHeroEntity);
+            
         }
 
         protected override void ProExit()

+ 6 - 5
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -92,6 +92,7 @@ namespace GameLogic.Combat.CombatTool
             HarmType harmType = HarmType.Default)
         {
             HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();
+            harmReturnInfo.yuanShiAtt = att;
             harmReturnInfo.source = source;
             harmReturnInfo.target = target;
             harmReturnInfo.att = att;
@@ -185,19 +186,19 @@ namespace GameLogic.Combat.CombatTool
             switch (wuXingType)
             {
                 case WuXingType.Gold:
-                    target.CurrCombatHeroInfo.Metal_Injury -= vInjury;
+                    target.CurrCombatHeroInfo.Metal_Injury += vInjury;
                     break;
                 case WuXingType.Wood:
-                    target.CurrCombatHeroInfo.Wood_Injury -= vInjury;
+                    target.CurrCombatHeroInfo.Wood_Injury += vInjury;
                     break;
                 case WuXingType.Water:
-                    target.CurrCombatHeroInfo.Water_Injury -= vInjury;
+                    target.CurrCombatHeroInfo.Water_Injury += vInjury;
                     break;
                 case  WuXingType.Fire:
-                    target.CurrCombatHeroInfo.Fire_Injury -= vInjury;
+                    target.CurrCombatHeroInfo.Fire_Injury += vInjury;
                     break;
                 case  WuXingType.Earth:
-                    target.CurrCombatHeroInfo.Earth_Injury -= vInjury;
+                    target.CurrCombatHeroInfo.Earth_Injury += vInjury;
                     break;
             }
         }

+ 20 - 19
Assets/Scripts/GameLogic/Combat/CombatTool/CombatReport/CombatReportEntityInfo.cs

@@ -194,7 +194,7 @@ namespace GameLogic.Combat.CombatTool.CombatReport
                 }
 
                 allZhiLiao += recoverUpdateEventData.HarmReturnInfo.att;
-                zhiLiao.Add(harmKey, recoverUpdateEventData.HarmReturnInfo.att);
+                zhiLiao.Add(harmKey, recoverUpdateEventData.HarmReturnInfo.att,true);
             }
             else if (recoverUpdateEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
             {
@@ -218,7 +218,7 @@ namespace GameLogic.Combat.CombatTool.CombatReport
                 }
 
                 allBeiZhiLiao += recoverUpdateEventData.HarmReturnInfo.att;
-                beiZhiLiao.Add(harmKey, recoverUpdateEventData.HarmReturnInfo.att);
+                beiZhiLiao.Add(harmKey, recoverUpdateEventData.HarmReturnInfo.att,true);
             }
         }
 
@@ -227,17 +227,13 @@ namespace GameLogic.Combat.CombatTool.CombatReport
             HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;
             if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)
             {
-                string msg =
-                    $"我攻击了目标  {heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo.heroName}" +
-                    $"  造成伤害  {heroInjuredEventData.HarmReturnInfo.att} 伤害类型 {heroInjuredEventData.HarmReturnInfo.attType}";
-                float t = CombatController.currActiveCombat.combatTime;
-                MsgModule.Add(t, msg);
+             
 
                 string harmKey = "无";
                 SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
                 if (skillBasic != null)
                 {
-                    harmKey = LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name);
+                    harmKey = LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name)+" id:"+skillBasic.SelfSkillConfig.ID;
                 }
 
                 BuffBasic buffBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as BuffBasic;
@@ -245,23 +241,24 @@ namespace GameLogic.Combat.CombatTool.CombatReport
                 {
                     harmKey = "B" + LanguageManager.Instance.Text(buffBasic.buffInf.BuffConfig.buffName);
                 }
-
+                string msg =
+                    $"我攻击了目标  {heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo.heroName} 来源{harmKey} 原始伤害{  heroInjuredEventData.HarmReturnInfo.yuanShiAtt }" +
+                    $"  造成伤害  {heroInjuredEventData.HarmReturnInfo.att} 伤害类型 {heroInjuredEventData.HarmReturnInfo.attType}";
+                float t = CombatController.currActiveCombat.combatTime;
+                MsgModule.Add(t, msg);
+                
                 allHarm += heroInjuredEventData.HarmReturnInfo.att;
-                CombatInfoModule.Add(harmKey, heroInjuredEventData.HarmReturnInfo.att);
+                CombatInfoModule.Add(harmKey, heroInjuredEventData.HarmReturnInfo.att,true);
             }
             else if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)
             {
-                string msg =
-                    $"被攻击  {heroInjuredEventData.HarmReturnInfo.source.CurrCombatHeroInfo.heroName}" +
-                    $"  受到伤害  {heroInjuredEventData.HarmReturnInfo.att} 伤害类型 {heroInjuredEventData.HarmReturnInfo.attType}";
-                float t = CombatController.currActiveCombat.combatTime;
-                MsgModule.Add(t, msg);
+               
 
                 string harmKey = "其他";
                 SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;
                 if (skillBasic != null)
                 {
-                    harmKey = LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name);
+                    harmKey = LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name)+" id:"+skillBasic.SelfSkillConfig.ID;
                 }
 
                 BuffBasic buffBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as BuffBasic;
@@ -269,9 +266,13 @@ namespace GameLogic.Combat.CombatTool.CombatReport
                 {
                     harmKey = "B" + LanguageManager.Instance.Text(buffBasic.buffInf.BuffConfig.buffName);
                 }
-
-                allBeiZhiLiao += heroInjuredEventData.HarmReturnInfo.att;
-                InjuredInfoModule.Add(harmKey, heroInjuredEventData.HarmReturnInfo.att);
+                string msg =
+                    $"被攻击  {heroInjuredEventData.HarmReturnInfo.source.CurrCombatHeroInfo.heroName} 来源{harmKey} 原始伤害{  heroInjuredEventData.HarmReturnInfo.yuanShiAtt }" +
+                    $"  受到伤害  {heroInjuredEventData.HarmReturnInfo.att} 伤害类型 {heroInjuredEventData.HarmReturnInfo.attType}";
+                float t = CombatController.currActiveCombat.combatTime;
+                MsgModule.Add(t, msg);
+                allChengShang += heroInjuredEventData.HarmReturnInfo.att;
+                InjuredInfoModule.Add(harmKey, heroInjuredEventData.HarmReturnInfo.att,true);
             }
         }
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/HarmReturnInfo.cs

@@ -15,6 +15,7 @@ namespace GameLogic.Combat.CombatTool
         public CombatHeroEntity source;
         public CombatHeroHitPoint target;
         public long att;
+        public long yuanShiAtt;
         public bool isMiss;
         public AttType attType;
         public TriggerData triggerData;

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

@@ -154,7 +154,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         //     combatHeroAnimtion = new CombatHeroGPUAnimtion();
         // }
 
-        // poolInterface.own.SetActive(true);
+        poolInterface.own.SetActive(true);
         combatHeroAnimtion.Init(this);
         CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
         if (IsEnemy)

+ 35 - 5
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -179,19 +179,49 @@ public class CombatHeroInfo
         switch (wuXingType)
         {
             case WuXingType.Gold:
-                return Metal;
+                float Metal_v = Metal - Metal_Injury;
+                if (Metal_v < 0)
+                {
+                    Metal_v = 0;
+                }
+
+                return Metal_v;
                 break;
             case WuXingType.Wood:
-                return Wood;
+                float Wood_v = Wood - Wood_Injury;
+                if (Wood_v < 0)
+                {
+                    Wood_v = 0;
+                }
+
+                return Wood_v;
                 break;
             case WuXingType.Water:
-                return Water;
+                float Water_v = Water - Water_Injury;
+                if (Water_v < 0)
+                {
+                    Water_v = 0;
+                }
+
+                return Water_v;
                 break;
             case WuXingType.Fire:
-                return Fire;
+                float Fire_v = Fire - Fire_Injury;
+                if (Fire_v < 0)
+                {
+                    Fire_v = 0;
+                }
+
+                return Fire_v;
                 break;
             case WuXingType.Earth:
-                return Earth;
+                float Earth_v = Earth - Earth_Injury;
+                if (Earth_v < 0)
+                {
+                    Earth_v = 0;
+                }
+
+                return Earth_v;
                 break;
             default:
                 return 0;

+ 64 - 64
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs

@@ -199,70 +199,70 @@ namespace GameLogic.Combat.Hero.Turntable
                 return;
             }
 
-            if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
-            {
-                int odds = Random.Range(0, 100);
-                if (odds < 50)
-                {
-                    _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
-                    if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
-                    {
-                        _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
-                    }
-                }
-            }
-
-            if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
-            {
-                int odds = Random.Range(0, 100);
-                if (odds < 50)
-                {
-                    _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
-                    if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
-                    {
-                        _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
-                    }
-                }
-            }
-
-            if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
-            {
-                int odds = Random.Range(0, 100);
-                if (odds < 50)
-                {
-                    _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
-                    if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
-                    {
-                        _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
-                    }
-                }
-            }
-
-            if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
-            {
-                int odds = Random.Range(0, 100);
-                if (odds < 50)
-                {
-                    _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
-                    if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
-                    {
-                        _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
-                    }
-                }
-            }
-
-            if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
-            {
-                int odds = Random.Range(0, 100);
-                if (odds < 50)
-                {
-                    _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
-                    if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
-                    {
-                        _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
-                    }
-                }
-            }
+            // if (skillBasic.wuXingType.HasFlag(WuXingType.Gold))
+            // {
+            //     int odds = Random.Range(0, 100);
+            //     if (odds < 50)
+            //     {
+            //         _combatHeroEntity.CurrCombatHeroInfo.Water_Injury -= Random.Range(2, 5);
+            //         if (_combatHeroEntity.CurrCombatHeroInfo.Water_Injury < 0)
+            //         {
+            //             _combatHeroEntity.CurrCombatHeroInfo.Water_Injury = 0;
+            //         }
+            //     }
+            // }
+            //
+            // if (skillBasic.wuXingType.HasFlag(WuXingType.Wood))
+            // {
+            //     int odds = Random.Range(0, 100);
+            //     if (odds < 50)
+            //     {
+            //         _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury -= Random.Range(2, 5);
+            //         if (_combatHeroEntity.CurrCombatHeroInfo.Fire_Injury < 0)
+            //         {
+            //             _combatHeroEntity.CurrCombatHeroInfo.Fire_Injury = 0;
+            //         }
+            //     }
+            // }
+            //
+            // if (skillBasic.wuXingType.HasFlag(WuXingType.Water))
+            // {
+            //     int odds = Random.Range(0, 100);
+            //     if (odds < 50)
+            //     {
+            //         _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury -= Random.Range(2, 5);
+            //         if (_combatHeroEntity.CurrCombatHeroInfo.Wood_Injury < 0)
+            //         {
+            //             _combatHeroEntity.CurrCombatHeroInfo.Wood_Injury = 0;
+            //         }
+            //     }
+            // }
+            //
+            // if (skillBasic.wuXingType.HasFlag(WuXingType.Fire))
+            // {
+            //     int odds = Random.Range(0, 100);
+            //     if (odds < 50)
+            //     {
+            //         _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= Random.Range(2, 5);
+            //         if (_combatHeroEntity.CurrCombatHeroInfo.Earth_Injury < 0)
+            //         {
+            //             _combatHeroEntity.CurrCombatHeroInfo.Earth_Injury = 0;
+            //         }
+            //     }
+            // }
+            //
+            // if (skillBasic.wuXingType.HasFlag(WuXingType.Earth))
+            // {
+            //     int odds = Random.Range(0, 100);
+            //     if (odds < 50)
+            //     {
+            //         _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury -= Random.Range(2, 5);
+            //         if (_combatHeroEntity.CurrCombatHeroInfo.Metal_Injury < 0)
+            //         {
+            //             _combatHeroEntity.CurrCombatHeroInfo.Metal_Injury = 0;
+            //         }
+            //     }
+            // }
 
             DS60103 ds60103=  _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
             if (ds60103 != null)

+ 11 - 4
Assets/Scripts/GameUI/GameApplction.cs

@@ -1,6 +1,7 @@
 using Core.AssetLoadTool.Asset;
 using Core.Audio;
 using Core.Language;
+using Excel2Json;
 using Fort23.Core;
 using Fort23.Mono;
 using Fort23.Mono.UpdateAsset;
@@ -118,13 +119,19 @@ public class GameApplction : IGameStart
         DialogueManager.Instance.CustomInit(dialogueMono);
         EventSystemManager.Instance.CustomInit(dialogueMono);
         PlayerManager.Instance.Init();
-
-        foreach (var playerDataAllSkillData in AccountFileInfo.Instance.playerData.AllSkillDatas)
+        SkillConfig[] skillConfigs= ConfigComponent.Instance.GetAll<SkillConfig>();
+        for (int i = 0; i < skillConfigs.Length; i++)
         {
-            SkillInfo skillInfo = new SkillInfo(playerDataAllSkillData);
-            skillInfo.index = playerDataAllSkillData.useIndex;
+            SkillInfo skillInfo = new SkillInfo(skillConfigs[i].ID, 1);
+            skillInfo.index = -1;
             PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
         }
+        // foreach (var playerDataAllSkillData in AccountFileInfo.Instance.playerData.AllSkillDatas)
+        // {
+        //     SkillInfo skillInfo = new SkillInfo(playerDataAllSkillData.id, 1);
+        //     skillInfo.index = playerDataAllSkillData.useIndex;
+        //     PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
+        // }
         // PlayerManager.Instance.InitTestHero();
 
         await CombatDrive.Instance.Init();

+ 2 - 2
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -28,7 +28,7 @@ namespace Fort23.Mono
 
         public static async CTask OpenSkillSelectPanel()
         {
-            CombatDrive.Instance.CombatController.ChangeState(CombatController.idle);
+            CombatDrive.Instance.CombatController.isUpdate = false;
             await UIManager.Instance.LoadAndOpenPanel<SkillSelectPanel>(null, UILayer.Middle);
         }
 
@@ -375,7 +375,7 @@ namespace Fort23.Mono
                 PlayerManager.Instance.GongFaControl.SaveUseSkill();
             }
 
-            CombatDrive.Instance.CombatController.ChangeState(CombatController.update);
+            CombatDrive.Instance.CombatController.isUpdate = true;
             isAlter = false;
         }