DESKTOP-FB72PO8\Administrator 1 miesiąc temu
rodzic
commit
be6a4a99f3

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+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
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+  m_Component:
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+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!4 &1545682283938396974
+Transform:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 3042581308326685944}
+  serializedVersion: 2
+  m_LocalRotation: {x: 0.0000054902584, y: -0.0000053734734, z: -0.70370746, w: 0.7104899}
+  m_LocalPosition: {x: 0.0068355557, y: 0.011254414, z: 4.9194604e-10}
+  m_LocalScale: {x: 0.3, y: 0.3, z: 0.3}
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+  m_Children: []
+  m_Father: {fileID: 2322386495166243989}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &3262139708816251886
 GameObject:
   m_ObjectHideFlags: 0
@@ -323,7 +231,7 @@ Transform:
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 6598966518811955930}
-  - {fileID: 9109152844184970844}
+  - {fileID: 8155486617207850142}
   m_Father: {fileID: 2307709339058834475}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!95 &8285792300048012968
@@ -393,7 +301,7 @@ Transform:
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []
-  m_Father: {fileID: 8974866603299107661}
+  m_Father: {fileID: 2322386495166243989}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!137 &4126995420846251416
 SkinnedMeshRenderer:
@@ -403,7 +311,7 @@ SkinnedMeshRenderer:
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 5500551397172131952}
   m_Enabled: 1
-  m_CastShadows: 0
+  m_CastShadows: 1
   m_ReceiveShadows: 1
   m_DynamicOccludee: 1
   m_StaticShadowCaster: 0
@@ -418,7 +326,7 @@ SkinnedMeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 2100000, guid: c87dc6d40fc68a445aa316c07eeee6f0, type: 2}
+  - {fileID: 2100000, guid: 4957e5184678c2d459ca5718cf85db80, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0
@@ -445,16 +353,16 @@ SkinnedMeshRenderer:
   m_SkinnedMotionVectors: 1
   m_Mesh: {fileID: -128313207864270650, guid: 6015c8db4267dd048b4be4d64cd30c4a, type: 3}
   m_Bones:
-  - {fileID: 6598966518811955930}
+  - {fileID: 1545682283938396974}
   m_BlendShapeWeights: []
-  m_RootBone: {fileID: 6598966518811955930}
+  m_RootBone: {fileID: 1545682283938396974}
   m_AABB:
     m_Center: {x: -0.47700614, y: -0.0041514784, z: -0.00009982288}
     m_Extent: {x: 0.48711044, y: 0.23823026, z: 0.23135829}
   m_DirtyAABB: 0
   m_EnableVSSkinning: 1
   m_ReleaseMeshData: 1
---- !u!1 &5562811692315558638
+--- !u!1 &6034898906299401239
 GameObject:
   m_ObjectHideFlags: 0
   m_CorrespondingSourceObject: {fileID: 0}
@@ -462,7 +370,7 @@ GameObject:
   m_PrefabAsset: {fileID: 0}
   serializedVersion: 7
   m_Component:
-  - component: {fileID: 3394277555418167472}
+  - component: {fileID: 2322386495166243989}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: fb_yuping_show
@@ -471,21 +379,21 @@ GameObject:
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
   m_IsActive: 1
---- !u!4 &3394277555418167472
+--- !u!4 &2322386495166243989
 Transform:
   m_ObjectHideFlags: 0
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 5562811692315558638}
+  m_GameObject: {fileID: 6034898906299401239}
   serializedVersion: 2
   m_LocalRotation: {x: -0.0000054429547, y: 0.0000054203256, z: 0.70370746, w: 0.7104899}
   m_LocalPosition: {x: 0.079, y: -0.024, z: -0}
   m_LocalScale: {x: 3.6666656, y: 3.6666656, z: 3.6666665}
   m_ConstrainProportionsScale: 0
   m_Children:
-  - {fileID: 6682350096462781277}
-  - {fileID: 1793166314385833304}
+  - {fileID: 1545682283938396974}
+  - {fileID: 9109152844184970844}
   m_Father: {fileID: 6598966518811955930}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &6642471949105620041
@@ -536,6 +444,98 @@ MonoBehaviour:
   DotName: pengpos
   followSkeleton: 0
   myRotation: {x: 0, y: 0, z: 0}
+--- !u!1 &7802368474717359189
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 7
+  m_Component:
+  - component: {fileID: 8155486617207850142}
+  - component: {fileID: 3823966406212426108}
+  m_Layer: 0
+  m_HasEditorInfo: 1
+  m_Name: yuping
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!4 &8155486617207850142
+Transform:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7802368474717359189}
+  serializedVersion: 2
+  m_LocalRotation: {x: 0.00000006657903, y: -0, z: -0, w: 1}
+  m_LocalPosition: {x: -0, y: 0, z: 0}
+  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_ConstrainProportionsScale: 0
+  m_Children: []
+  m_Father: {fileID: 8974866603299107661}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!137 &3823966406212426108
+SkinnedMeshRenderer:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7802368474717359189}
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+  m_ReceiveShadows: 1
+  m_DynamicOccludee: 1
+  m_StaticShadowCaster: 0
+  m_MotionVectors: 1
+  m_LightProbeUsage: 1
+  m_ReflectionProbeUsage: 1
+  m_RayTracingMode: 3
+  m_RayTraceProcedural: 0
+  m_virtualGeometry: 0
+  m_virtualGeometryShadow: 0
+  m_ShadingRate: 0
+  m_RenderingLayerMask: 1
+  m_RendererPriority: 0
+  m_Materials:
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+  m_StaticBatchInfo:
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+    subMeshCount: 0
+  m_StaticBatchRoot: {fileID: 0}
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+  m_IgnoreNormalsForChartDetection: 0
+  m_ImportantGI: 0
+  m_StitchLightmapSeams: 1
+  m_SelectedEditorRenderState: 3
+  m_MinimumChartSize: 4
+  m_AutoUVMaxDistance: 0.5
+  m_AutoUVMaxAngle: 89
+  m_LightmapParameters: {fileID: 0}
+  m_SortingLayerID: 0
+  m_SortingLayer: 0
+  m_SortingOrder: 0
+  serializedVersion: 2
+  m_Quality: 0
+  m_UpdateWhenOffscreen: 0
+  m_SkinnedMotionVectors: 1
+  m_Mesh: {fileID: -128313207864270650, guid: 6015c8db4267dd048b4be4d64cd30c4a, type: 3}
+  m_Bones:
+  - {fileID: 6598966518811955930}
+  m_BlendShapeWeights: []
+  m_RootBone: {fileID: 6598966518811955930}
+  m_AABB:
+    m_Center: {x: -0.47700614, y: -0.0041514784, z: -0.00009982288}
+    m_Extent: {x: 0.48711044, y: 0.23823026, z: 0.23135829}
+  m_DirtyAABB: 0
+  m_EnableVSSkinning: 1
+  m_ReleaseMeshData: 1
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 GameObject:
   m_ObjectHideFlags: 0
@@ -566,6 +566,6 @@ Transform:
   m_LocalScale: {x: 0.3, y: 0.3, z: 0.3}
   m_ConstrainProportionsScale: 0
   m_Children:
-  - {fileID: 3394277555418167472}
+  - {fileID: 2322386495166243989}
   m_Father: {fileID: 8974866603299107661}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

+ 44 - 0
Assets/Res/HeroAnimtion/Nanzhu.asset

@@ -1,5 +1,33 @@
 %YAML 1.1
 %TAG !u! tag:yousandi.cn,2023:
+--- !u!114 &-6275841264099654957
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: c5a8877f26e7a6a43aaf06fade1a064a, type: 3}
+  m_Name: attack2
+  m_EditorClassIdentifier: 
+  _Transition:
+    rid: 616298855252099072
+  references:
+    version: 2
+    RefIds:
+    - rid: 616298855252099072
+      type: {class: ClipTransition, ns: Animancer, asm: Kybernetik.Animancer}
+      data:
+        _FadeDuration: 0.25
+        _Speed: 1
+        _Events:
+          _NormalizedTimes: []
+          _Callbacks: []
+          _Names: []
+        _Clip: {fileID: 1827226128182048838, guid: 290c55b85c6ca73439a5bb5c42a0ec13, type: 3}
+        _NormalizedStartTime: NaN
 --- !u!114 &11400000
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -16,6 +44,7 @@ MonoBehaviour:
     _Transitions:
     - {fileID: 5809678034847680219}
     - {fileID: 1485322484274848399}
+    - {fileID: -6275841264099654957}
     _Modifiers:
     - _From: 0
       _To: 0
@@ -29,6 +58,21 @@ MonoBehaviour:
     - _From: 0
       _To: 1
       _Fade: 0
+    - _From: 2
+      _To: 0
+      _Fade: 0
+    - _From: 2
+      _To: 1
+      _Fade: 0
+    - _From: 2
+      _To: 2
+      _Fade: 0
+    - _From: 1
+      _To: 2
+      _Fade: 0
+    - _From: 0
+      _To: 2
+      _Fade: 0
     _Aliases: []
     _AliasAllTransitions: 0
 --- !u!114 &1485322484274848399

Plik diff jest za duży
+ 0 - 1
Assets/Res/TimeLineAssets/jianjue_timeline_TD.txt


+ 2 - 2
Assets/Scenes/testCombat.scene

@@ -789,7 +789,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.size
-      value: 3
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[1].hp
@@ -817,7 +817,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].heroID
-      value: 9102
+      value: 9101
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[1].heroID

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs

@@ -35,7 +35,7 @@ namespace GameLogic.Combat.Buff
         public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName,
             BetterList<ILifetCycleHitPoint> currTarget = null,
             Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
-            object extraData = null)
+            object extraData = null,int indexCount=0)
         {
             TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
                 source.combatHeroTimeLineControl
@@ -46,7 +46,7 @@ namespace GameLogic.Combat.Buff
                 {
                     timeLineEventLogicGroup.extraData = extraData;
                     timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, currTarget, _triggerData,
-                        customizePos);
+                        customizePos, indexCount);
                     timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
                     timeLineEventLogicGroup.timeLineTime = startTime;
                     combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);

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

@@ -54,7 +54,7 @@ namespace GameLogic.Combat.Hero
                         .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(groupName, null);
                 if (timeLineEventLogicGroup != null)
                 {
-                    timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
+                    timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null,0);
                     AddEventLogicGroup(timeLineEventLogicGroup);
                 }
 

+ 12 - 1
Assets/Scripts/GameLogic/Combat/Skill/S1001.cs

@@ -1,6 +1,8 @@
+using System.Collections.Generic;
 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
@@ -12,7 +14,16 @@ namespace GameLogic.Combat.Skill
     {
         protected override void ProUseSkill()
         {
-            ActivationTimeLineData("jianjue");
+            for (int i = 0; i < 3; i++)
+            {
+                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("jianjue",currTarget:currTarget,customizePos:new Vector3[]{specialDotInfo.GetWorlPos()},indexCount:i);
+            }
+           
         }
 
         protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -424,7 +424,7 @@ namespace GameLogic.Combat.Skill
         public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName, string timeLineName = null,
             BetterList<ILifetCycleHitPoint> currTarget = null,
             Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
-            object extraData = null)
+            object extraData = null,int indexCount=0)
         {
             bool isNoAnim = false;
             if (groupName.Contains("noAnim"))
@@ -442,7 +442,7 @@ namespace GameLogic.Combat.Skill
                 {
                     timeLineEventLogicGroup.extraData = extraData;
                     timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData,
-                        customizePos);
+                        customizePos,indexCount);
                     timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
                     timeLineEventLogicGroup.timeLineTime = startTime;
                     _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);

+ 4 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -23,6 +23,7 @@ namespace Common.Combat.FxAILogic
 
         public SkillFeaturesData SkillFeaturesData;
         [Header("延迟时间发射")] public float delayTime;
+        [Header("多目标时延迟")] public float multipleTargetDelayTime;
         [Header("碰撞时的特效")] public string hitFxName;
         [Header("碰撞音效")] public string hitAudioName;
 
@@ -78,6 +79,7 @@ namespace Common.Combat.FxAILogic
         protected bool _isUpdateBasic;
 
         private float _currDelayTime;
+        private float _currAllDelayTime;
         public void Init(Vector3 startPos,
             TimeLineEventParticleLogicBasic timeLineEventParticleLogicBasic, ILifetCycleHitPoint attTarget,
             SpecialDotInfo specialDotInfo = null)
@@ -88,6 +90,7 @@ namespace Common.Combat.FxAILogic
                 return;
             }
 
+            _currAllDelayTime= delayTime+timeLineEventParticleLogicBasic.indexCount*multipleTargetDelayTime;
             _currDelayTime = 0;
             _currPos = startPos;
             this.startPos = startPos;
@@ -187,7 +190,7 @@ namespace Common.Combat.FxAILogic
                 return;
             }
             _currDelayTime+=time;
-            if (_currDelayTime < delayTime)
+            if (_currDelayTime < _currAllDelayTime)
             {
                 return;
             }

+ 65 - 15
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -15,9 +15,17 @@ namespace Common.Combat.FxAILogic
         public float speed;
         private IUnRegister UnRegister = null;
 
+        public enum CurveType
+        {
+            DynamicCurve,
+            Beeline,
+            CustomizeCurve,
+        }
+
+        [Header("曲线类型")] public CurveType parabolaCurveType;
         [Header("释放碰撞到地面时结束")] public bool isTriggerGroundEnd;
         [Header("碰撞到地面时的特效")] public string GroundHitFxName;
-      
+
         private Vector3 endPos;
         private Vector3 dir;
         public float maxDis = 20;
@@ -46,16 +54,24 @@ namespace Common.Combat.FxAILogic
                 // endPos = new Vector3(endPos.x, CurrPos.y, endPos.z);
             }
 
-            Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
-            startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
-                                                                            new Vector3(
-                                                                                Mathf.Sign(Random.Range(-1, 1)),
-                                                                                Random.Range(0.1f, 1f),
-                                                                                Random.Range(0.1f, 5f)));
+            if (parabolaCurveType == CurveType.DynamicCurve)
+            {
+                Vector3 off = _currPos - CombatHeroEntity.GameObject.transform.position;
+                startDir = CombatHeroEntity.GameObject.transform.TransformPoint(off +
+                    new Vector3(
+                        Mathf.Sign(Random.Range(-1, 1)),
+                        Random.Range(0.1f, 1f),
+                        Random.Range(0.1f, 5f)));
+
+                startDir = (startDir - _currPos).normalized;
+                dirLerpTime = 0;
+                dir = (endPos - CurrPos).normalized;
+            }
+            else
+            {
+                dir = (endPos - _currPos).normalized;
+            }
 
-            startDir = (startDir - _currPos).normalized;
-            dirLerpTime = 0;
-            dir = (endPos - CurrPos).normalized;
             gameObject.transform.rotation = Quaternion.LookRotation(dir);
         }
 
@@ -165,7 +181,7 @@ namespace Common.Combat.FxAILogic
             }
 
             CombatHeroEntity target = heroEntityMono.combatHeroEntity;
-            if (target.IsEnemy == CombatHeroEntity.IsEnemy||target is CombatMagicWeaponEntity)
+            if (target.IsEnemy == CombatHeroEntity.IsEnemy || target is CombatMagicWeaponEntity)
             {
                 return;
             }
@@ -206,6 +222,44 @@ namespace Common.Combat.FxAILogic
         }
 
         protected override void ProCombatUpdate(float time)
+        {
+            switch (parabolaCurveType)
+            {
+                case CurveType.Beeline:
+                    Beeline(time);
+                    break;
+                case CurveType.DynamicCurve:
+                    DynamicCurve(time);
+                    break;
+                case CurveType.CustomizeCurve:
+                    CustomizeCurve(time);
+                    break;
+            }
+
+            // if (Vector3.Distance(endPos, _currPos) < 0.5f)
+            // {
+            //     Dispose();
+            // }
+        }
+
+        private void Beeline(float time)
+        {
+            GetTargetPos();
+            Vector3 dir = (endPos - _currPos).normalized;
+            // dir = Vector3.Lerp(startDir, dir, dirLerpTime).normalized;
+            // startDir= dir;
+            Vector3 lasetPos = _currPos;
+            _currPos += dir * speed * time;
+            gameObject.transform.position = _currPos;
+
+            gameObject.transform.rotation = Quaternion.LookRotation(dir);
+        }
+
+        private void CustomizeCurve(float time)
+        {
+        }
+
+        private void DynamicCurve(float time)
         {
             currTime += _addTime * time;
             dirLerpTime += time * 4F;
@@ -223,10 +277,6 @@ namespace Common.Combat.FxAILogic
             gameObject.transform.position = _currPos;
 
             gameObject.transform.rotation = Quaternion.LookRotation(dir);
-            // if (Vector3.Distance(endPos, _currPos) < 0.5f)
-            // {
-            //     Dispose();
-            // }
         }
 
         protected override void ProDispose()

+ 3 - 1
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicBasic.cs

@@ -54,6 +54,7 @@ public abstract class TimeLineEventLogicBasic : CObject
 
     protected BetterList<ILifetCycleHitPoint> currTarget;
     protected TriggerData _extraData;
+    public int indexCount;
 
     public Vector3[] customizePos
     {
@@ -161,13 +162,14 @@ public abstract class TimeLineEventLogicBasic : CObject
     public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
         BetterList<ILifetCycleHitPoint> currTarget,
         TriggerData extraData,
-        Vector3[] customizePos)
+        Vector3[] customizePos,int indexCount)
     {
         this._castEntity = castEntity;
         this._timeLineTriggerEntity = targetEntity;
         this.currTarget = currTarget;
         this._extraData = extraData;
         this._customizePos = customizePos;
+        this.indexCount = indexCount;
         ProSetCombatInfo();
     }
 

+ 2 - 2
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicGroupBasic.cs

@@ -178,7 +178,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
         public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
             BetterList<ILifetCycleHitPoint> currTarget,
             TriggerData extraData,
-            Vector3[] customizePos)
+            Vector3[] customizePos,int indexCount)
         {
             updateEnd = false;
             this.castEntity = castEntity;
@@ -186,7 +186,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
             timeLineTime = (float)0;
             for (int i = 0; i < timeLineLogic.Count; i++)
             {
-                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos);
+                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos, indexCount);
             }
 
 

Plik diff jest za duży
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


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