lzx 3 dienas atpakaļ
vecāks
revīzija
c85b4b1841
27 mainītis faili ar 3173 papildinājumiem un 277 dzēšanām
  1. 16 2
      Assets/Art/UIAssets/decorate/dec_di_03.png.meta
  2. 16 2
      Assets/Art/UIAssets/decorate/dec_di_04.png.meta
  3. 7 0
      Assets/Res/Config/SkillConstant.json.meta
  4. 627 23
      Assets/Res/UI/SkillSelectPanel/GongFaUpgradePanel.prefab
  5. BIN
      Assets/Res/UI/SkillSelectPanel/QQ20250506-134521.png
  6. 0 203
      Assets/Res/UI/SkillSelectPanel/QQ20250506-134521.png.meta
  7. 805 0
      Assets/Res/UI/SkillSelectPanel/SkillRoadSelecPanel.prefab
  8. 7 0
      Assets/Res/UI/SkillSelectPanel/SkillRoadSelecPanel.prefab.meta
  9. 839 0
      Assets/Res/UI/SkillSelectPanel/SkillRoadWidget.prefab
  10. 7 0
      Assets/Res/UI/SkillSelectPanel/SkillRoadWidget.prefab.meta
  11. 323 1
      Assets/Res/UI/SkillSelectPanel/SkillSelectPanel.prefab
  12. 11 0
      Assets/Scripts/GameData/ExcelConfig/SkillConstant.cs.meta
  13. 12 2
      Assets/Scripts/GameLogic/Hero/SkillInfo.cs
  14. 10 10
      Assets/Scripts/GameUI/GameApplction.cs
  15. 24 0
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs
  16. 22 0
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanelData.cs
  17. 21 10
      Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs
  18. 23 15
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradeInfoWidget.cs
  19. 153 9
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs
  20. 99 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanelData.cs
  21. 24 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadSelecPanel.cs
  22. 11 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadSelecPanel.cs.meta
  23. 32 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadWidget.cs
  24. 11 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadWidget.cs.meta
  25. 62 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadWidgetData.cs
  26. 11 0
      Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadWidgetData.cs.meta
  27. 0 0
      Assets/StreamingAssets/assetConfig.txt

+ 16 - 2
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+ 627 - 23
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Assets/Scripts/GameData/ExcelConfig/SkillConstant.cs.meta

@@ -0,0 +1,11 @@
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+ 12 - 2
Assets/Scripts/GameLogic/Hero/SkillInfo.cs

@@ -13,6 +13,8 @@ namespace GameLogic.Hero
 
         public int index;
         public float[] effectValue;
+
+        public AccountFileInfo.SkillData SkillData;
         
         
         public SkillInfo(int skill ,int skillPowerup)
@@ -37,10 +39,12 @@ namespace GameLogic.Hero
             qiangDu = (long)(SkillPowerupConfig.MainPower * skillConfig.power);
             index = 0;
         }
-        
 
-        public SkillInfo(AccountFileInfo.SkillData skillId)
+ 
+
+        public void CustomInt(AccountFileInfo.SkillData skillId)
         {
+            SkillData = skillId;
             skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId.id * 10 + skillId.star - 1);
             SkillPowerupConfig = ConfigComponent.Instance.Get<SkillPowerupConfig>(skillId.level);
             effectValue = new float[skillConfig.effectValue.Length];
@@ -59,6 +63,12 @@ namespace GameLogic.Hero
 
 
             qiangDu = (long)(SkillPowerupConfig.MainPower * skillConfig.power);
+        }
+        
+
+        public SkillInfo(AccountFileInfo.SkillData skillId)
+        {
+            CustomInt(skillId);
             index = 0;
         }
         

+ 10 - 10
Assets/Scripts/GameUI/GameApplction.cs

@@ -119,19 +119,19 @@ public class GameApplction : IGameStart
         DialogueManager.Instance.CustomInit(dialogueMono);
         EventSystemManager.Instance.CustomInit(dialogueMono);
         PlayerManager.Instance.Init();
-        SkillConfig[] skillConfigs= ConfigComponent.Instance.GetAll<SkillConfig>();
-        for (int i = 0; i < skillConfigs.Length; i++)
-        {
-            SkillInfo skillInfo = new SkillInfo(skillConfigs[i].ID, 1);
-            skillInfo.index = -1;
-            PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
-        }
-        // 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.id, 1);
-        //     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);
+            skillInfo.index = playerDataAllSkillData.useIndex;
+            PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
+        }
         // PlayerManager.Instance.InitTestHero();
 
         await CombatDrive.Instance.Init();

+ 24 - 0
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -50,6 +50,7 @@ namespace Fort23.Mono
             {
                 GongFaSettingRoot.SetActive(true);
                 infoType = 2;
+                Btn_Setting.gameObject.SetActive(false);
             });
 
             Btn_Jin.onClick.AddListener(() =>
@@ -146,6 +147,7 @@ namespace Fort23.Mono
                 {
                     GongFaSettingRoot.SetActive(false);
                     infoType = 1;
+                    Btn_Setting.gameObject.SetActive(true);
                     CloseSelect();
                 }
                 else
@@ -404,6 +406,7 @@ namespace Fort23.Mono
 
         private void UpdateSkillWidget()
         {
+            int count = 0;
             foreach (var skillWidget in _skillWidgets)
             {
                 if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
@@ -415,6 +418,17 @@ namespace Fort23.Mono
                     skillWidget.Icon_Marsk.SetActive(false);
                 }
             }
+
+            for (var i = 0; i < PlayerManager.Instance.GongFaControl.allUseSkill.Length; i++)
+            {
+                if (PlayerManager.Instance.GongFaControl.allUseSkill != null)
+                {
+                    count++;
+                }
+            }
+
+
+            Text_GongFaCount.text = $"功法数量{count}/4";
         }
 
         private void OnClick(ItemWidgetBasic obj)
@@ -426,6 +440,16 @@ namespace Fort23.Mono
             }
             else if (infoType == 2)
             {
+                int count = 0;
+                for (var i = 0; i < PlayerManager.Instance.GongFaControl.allUseSkill.Length; i++)
+                {
+                    if (PlayerManager.Instance.GongFaControl.allUseSkill != null)
+                    {
+                        count++;
+                    }
+                }
+                if(count >= 4)
+                    return;
                 if (PlayerManager.Instance.GongFaControl.allUseSkill.Contains(skillWidget.skillConfigId))
                 {
                     return;

+ 22 - 0
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanelData.cs

@@ -239,6 +239,28 @@ namespace Fort23.Mono
 	      return _Btn_ChangeOk;
 	     }
 	   }
+	  private Button _Btn_ChangeRoad;
+	  public Button Btn_ChangeRoad
+	   {
+	   get{
+	      if (_Btn_ChangeRoad == null)
+	       {
+	         _Btn_ChangeRoad  = GetUIUnit<Button>("Btn_ChangeRoad"); 
+	       }
+	      return _Btn_ChangeRoad;
+	     }
+	   }
+	  private Text _Text_RoadName;
+	  public Text Text_RoadName
+	   {
+	   get{
+	      if (_Text_RoadName == null)
+	       {
+	         _Text_RoadName  = GetUIUnit<Text>("Text_RoadName"); 
+	       }
+	      return _Text_RoadName;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 21 - 10
Assets/Scripts/GameUI/UI/CombatPanel/SkillWidget.cs

@@ -44,28 +44,39 @@ namespace Fort23.Mono
             SkillConfig skillConfig = skillId.skillConfig;
             icon.icon_name = skillConfig.icon;
 
-            Text_Level.text = skillConfig.level.ToString() + "级";
+            Text_Level.text = skillConfigId.SkillPowerupConfig.ID.ToString() + "级";
             Text_SkillName.text = LanguageManager.Instance.Text(skillConfig.name);
 
-
             for (var i = 0; i < StarRoot.Count; i++)
             {
                 MyImage myImage = StarRoot[i] as MyImage;
-                if (i < skillId.skillConfig.level)
+                myImage.gameObject.SetActive(false);
+            }
+
+            int yinstar = skillConfigId.skillConfig.level - 5;
+            for (var i = 0; i < StarRoot.Count; i++)
+            {
+                MyImage icon = StarRoot[i] as MyImage;
+                if (skillConfigId.skillConfig.level > 5)
                 {
-                    myImage.gameObject.SetActive(true);
-                    if (skillId.skillConfig.level >= 5 && i == skillId.skillConfig.level - 5)
+                    if (i < yinstar)
                     {
-                        myImage.icon_name = "dec_star_2";
+                        icon.icon_name = "dec_star_2";
+                        icon.gameObject.SetActive(true);
                     }
                     else
                     {
-                        myImage.icon_name = "dec_star_1";
+                        icon.icon_name = "dec_star_1";
+                        icon.gameObject.SetActive(true);
                     }
                 }
                 else
                 {
-                    myImage.gameObject.SetActive(false);
+                    if (i < skillConfigId.skillConfig.level)
+                    {
+                        icon.icon_name = "dec_star_1";
+                        icon.gameObject.SetActive(true);
+                    }
                 }
             }
 
@@ -74,10 +85,10 @@ namespace Fort23.Mono
                 case 1:
                     Text_SkillType.text = "主动";
                     break;
-                case 2:
+                case 5:
                     Text_SkillType.text = "被动";
                     break;
-                case 5:
+                case 2:
                     Text_SkillType.text = "辅助";
                     break;
             }

+ 23 - 15
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradeInfoWidget.cs

@@ -1,5 +1,7 @@
+using Core.Language;
 using GameLogic.Hero;
 using UnityEngine.UI;
+using Utility;
 
 namespace Fort23.Mono
 {
@@ -7,6 +9,7 @@ namespace Fort23.Mono
     public partial class GongFaUpgradeInfoWidget : UIComponent
     {
         private SkillInfo _skillInfo;
+
         private void Init()
         {
         }
@@ -23,11 +26,11 @@ namespace Fort23.Mono
         {
         }
 
-        public void CustomInit(SkillInfo currentSkillInfo,SkillInfo skillInfo)
+        public void CustomInit(SkillInfo currentSkillInfo, SkillInfo skillInfo)
         {
             _skillInfo = skillInfo;
 
-            if ( _skillInfo.skillConfig.level <= currentSkillInfo.skillConfig.level )
+            if (_skillInfo.skillConfig.level <= currentSkillInfo.skillConfig.level)
             {
                 own.transform.RecoverColor();
             }
@@ -36,35 +39,40 @@ namespace Fort23.Mono
                 own.transform.Gray();
             }
 
-            
+            Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillInfo.skillConfig.PromoteLan), skillInfo.skillConfig.PromoteLanPara);
             for (var i = 0; i < StarRoot.Count; i++)
             {
                 MyImage myImage = StarRoot[i] as MyImage;
-                if(skillInfo.skillConfig.level >= 5)
+                myImage.gameObject.SetActive(false);
+            }
+
+            int yinstar = skillInfo.skillConfig.level - 5;
+            for (var i = 0; i < StarRoot.Count; i++)
+            {
+                MyImage icon = StarRoot[i] as MyImage;
+                if (skillInfo.skillConfig.level > 5)
                 {
-                    int yinstar = skillInfo.skillConfig.level - 5;
-                    if (i >= yinstar)
+                  
+                    if (i < yinstar)
                     {
-                        myImage.icon_name = "dec_star_2";
-                        myImage.gameObject.SetActive(true);
+                        icon.icon_name = "dec_star_2";
+                        icon.gameObject.SetActive(true);
                     }
                     else
                     {
-                        myImage.icon_name = "dec_star_1";
-                        myImage.gameObject.SetActive(true);
+                        icon.icon_name = "dec_star_1";
+                        icon.gameObject.SetActive(true);
                     }
                 }
                 else
                 {
-                    if (i <  skillInfo.skillConfig.level)
+                    if (i < skillInfo.skillConfig.level)
                     {
-                        myImage.icon_name = "dec_star_1";
-                        myImage.gameObject.SetActive(true);
+                        icon.icon_name = "dec_star_1";
+                        icon.gameObject.SetActive(true);
                     }
                 }
-              
             }
-            
         }
 
         public override void DormancyObj()

+ 153 - 9
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs

@@ -4,6 +4,7 @@ using Core.Language;
 using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Hero;
+using UnityEngine;
 using Utility;
 
 namespace Fort23.Mono
@@ -12,9 +13,14 @@ namespace Fort23.Mono
     public partial class GongFaUpgradePanel : UIPanel
     {
         private SkillInfo _skillInfo;
-        
+        private List<SkillConfig> configs;
         List<GongFaUpgradeInfoWidget> _gongFaUpgradeInfoWidgets = new List<GongFaUpgradeInfoWidget>();
 
+        private List<SkillPowerupConfig> _skillPowerupConfigs;
+        private SkillConstant skillConstant;
+        
+        bool isUpgrade = false;
+
         private void Init()
         {
         }
@@ -29,16 +35,154 @@ namespace Fort23.Mono
 
         public override void AddButtonEvent()
         {
-            Btn_Back.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>(); });
+            Btn_Back.onClick.AddListener(() =>
+            {
+                
+                if (isUpgrade)
+                {
+                    isUpgrade = false;
+                    Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(185.0133f, 76.141f);
+                    Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(-137.8784f,-704.8f);
+                    Btn_UpGrade.gameObject.SetActive(true);
+                    return;
+                }
+                UIManager.Instance.HideUIUIPanel<GongFaUpgradePanel>();
+            });
+
+
+            Btn_UpGrade.onClick.AddListener(() =>
+            {
+          
+                
+                if (_skillInfo.SkillData == null)
+                {
+                    return;
+                }
+
+                if (_skillInfo.SkillData.level >= _skillPowerupConfigs.Count)
+                {
+                    TipMessagePanel.OpenTipMessagePanel("已经满级!");
+                    return;
+                }
+
+                if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
+                {
+                    HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
+                    TipMessagePanel.OpenTipMessagePanel($"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}");
+                    return;
+                }
+
+                // if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[0], _skillInfo.SkillPowerupConfig.LevelupItemNum[0]))
+                // {
+                //     TipMessagePanel.OpenTipMessagePanel("道具不足!");
+                //     return;
+                // }
+
+                _skillInfo.SkillData.level++;
+                _skillInfo.CustomInt(_skillInfo.SkillData);
+                CustomInit(_skillInfo);
+                AccountFileInfo.Instance.SavePlayerData();
+            });
+
+            Btn_UpStar.onClick.AddListener(() =>
+            {
+                if (!isUpgrade)
+                {
+                    isUpgrade = true;
+                    Btn_UpStar.GetComponent<RectTransform>().sizeDelta = new Vector2(569.34f, 76.141f);
+                    Btn_UpStar.GetComponent<RectTransform>().anchoredPosition = new Vector2(54.285f,-704.8f);
+                    Btn_UpGrade.gameObject.SetActive(false);
+                    return;
+                }
+                if (_skillInfo.SkillData == null)
+                {
+                    return;
+                }
+
+                if (_skillInfo.SkillData.star >= _gongFaUpgradeInfoWidgets.Count)
+                {
+                    TipMessagePanel.OpenTipMessagePanel("已经满星!");
+                    return;
+                }
+
+                int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level];
+
+                // if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
+                // {
+                //     TipMessagePanel.OpenTipMessagePanel("道具不足!");
+                //     return;
+                // }
+
+                _skillInfo.SkillData.star++;
+                _skillInfo.CustomInt(_skillInfo.SkillData);
+                CustomInit(_skillInfo);
+                AccountFileInfo.Instance.SavePlayerData();
+            });
         }
 
         public async void CustomInit(SkillInfo skillInfo)
         {
+            foreach (var gongFaUpgradeInfoWidget in _gongFaUpgradeInfoWidgets)
+            {
+                UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
+            }
+
+            _gongFaUpgradeInfoWidgets.Clear();
             _skillInfo = skillInfo;
+            _skillPowerupConfigs = ConfigComponent.Instance.GetAll<SkillPowerupConfig>().ToList();
             SkillConfig skillConfig = _skillInfo.skillConfig;
             Icon_GongFaIcon.icon_name = skillConfig.icon;
-            Text_Level1.text = skillConfig.level.ToString();
-            Text_Level.text = skillConfig.level.ToString();
+            Text_Level1.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
+            Text_Level.text = "Lv." + _skillInfo.SkillPowerupConfig.ID.ToString();
+
+            skillConstant = ConfigComponent.Instance.Get<SkillConstant>(1);
+
+            if (PlayerManager.Instance.myHero.level.Value < _skillInfo.SkillPowerupConfig.PlayerLevelLimit)
+            {
+                Btn_UpGrade.gameObject.transform.Gray(true);
+                HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(_skillInfo.SkillPowerupConfig.PlayerLevelLimit);
+                UpGradeRoot.SetActive(false);
+                Text_UpGrade.gameObject.SetActive(true);
+                Text_UpGrade.text = $"需境界达到{LanguageManager.Instance.Text(heroPowerUpConfig.jingjie1) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie2) + LanguageManager.Instance.Text(heroPowerUpConfig.jingjie3)}";
+            }
+            else
+            {
+                Btn_UpGrade.gameObject.transform.RecoverColor();
+                if (skillConfig.level < 10)
+                {
+                    UpGradeRoot.SetActive(true);
+                    Text_UpGrade.gameObject.SetActive(false);
+                    ItemConfig upStarItemConfig = ConfigComponent.Instance.Get<ItemConfig>(skillConfig.PieceID);
+                    Icon_UpstarIcon.icon_name = upStarItemConfig.icon;
+                    int count = skillConstant.SkillPromoteNeedPieceNum[skillConfig.level];
+                    Text_UpStarCount.text = $"{count}/{PlayerManager.Instance.BagController.GetItemCount(skillConfig.PieceID)}";
+                }
+                else
+                {
+                    UpGradeRoot.SetActive(false);
+                    Text_UpGrade.gameObject.SetActive(true);
+                    Text_UpGrade.text = $"已满级";
+                }
+            }
+
+
+            if (_skillInfo.SkillData.level < _skillPowerupConfigs.Count)
+            {
+                UpStarRoot.SetActive(true);
+                Text_UpStar.gameObject.SetActive(false);
+                ItemConfig upGradeItemConfig = ConfigComponent.Instance.Get<ItemConfig>(_skillInfo.SkillPowerupConfig.LevelupItem[0]);
+
+                Icon_UpstarIcon.icon_name = upGradeItemConfig.icon;
+
+                Text_UpGradeItemCount.text = $"{_skillInfo.SkillPowerupConfig.LevelupItemNum[0]}/{PlayerManager.Instance.BagController.GetItemCount(upGradeItemConfig.ID)}";
+            }
+            else
+            {
+                UpStarRoot.SetActive(false);
+                Text_UpStar.gameObject.SetActive(true);
+                Text_UpStar.text = $"已满星";
+            }
+
 
             Text_GongFaDesc.text = UtilTools.GetString(LanguageManager.Instance.Text(skillConfig.dec), _skillInfo.effectValue);
             Text_GongFaName.text = LanguageManager.Instance.Text(skillConfig.name);
@@ -68,16 +212,15 @@ namespace Fort23.Mono
             }
 
             List<SkillConfig> allSkillConfigs = ConfigComponent.Instance.GetAll<SkillConfig>().ToList();
-            List<SkillConfig> configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
-            
+            configs = allSkillConfigs.Where(s => s.IDGroup == skillConfig.IDGroup).ToList();
+
             for (var i = 0; i < configs.Count; i++)
             {
                 SkillInfo skillInfo1 = new SkillInfo(configs[i].ID, _skillInfo.SkillPowerupConfig.ID);
                 GongFaUpgradeInfoWidget gongFaUpgradeInfoWidget = await UIManager.Instance.CreateGComponent<GongFaUpgradeInfoWidget>(null, Content);
-                gongFaUpgradeInfoWidget.CustomInit(_skillInfo,skillInfo1);
+                gongFaUpgradeInfoWidget.CustomInit(_skillInfo, skillInfo1);
                 _gongFaUpgradeInfoWidgets.Add(gongFaUpgradeInfoWidget);
             }
-            
         }
 
         public async static void Open(SkillInfo skillInfo)
@@ -92,8 +235,9 @@ namespace Fort23.Mono
             {
                 UIManager.Instance.DormancyGComponent(gongFaUpgradeInfoWidget);
             }
+
             _gongFaUpgradeInfoWidgets.Clear();
-            
+            isUpgrade = false;
             base.Close();
         }
     }

+ 99 - 0
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanelData.cs

@@ -129,6 +129,105 @@ namespace Fort23.Mono
 	      return _Btn_Back;
 	     }
 	   }
+	  private Button _Btn_UpStar;
+	  public Button Btn_UpStar
+	   {
+	   get{
+	      if (_Btn_UpStar == null)
+	       {
+	         _Btn_UpStar  = GetUIUnit<Button>("Btn_UpStar"); 
+	       }
+	      return _Btn_UpStar;
+	     }
+	   }
+	  private Button _Btn_UpGrade;
+	  public Button Btn_UpGrade
+	   {
+	   get{
+	      if (_Btn_UpGrade == null)
+	       {
+	         _Btn_UpGrade  = GetUIUnit<Button>("Btn_UpGrade"); 
+	       }
+	      return _Btn_UpGrade;
+	     }
+	   }
+	  private MyImage _Icon_UpstarIcon;
+	  public MyImage Icon_UpstarIcon
+	   {
+	   get{
+	      if (_Icon_UpstarIcon == null)
+	       {
+	         _Icon_UpstarIcon  = GetUIUnit<MyImage>("Icon_UpstarIcon"); 
+	       }
+	      return _Icon_UpstarIcon;
+	     }
+	   }
+	  private Text _Text_UpGradeItemCount;
+	  public Text Text_UpGradeItemCount
+	   {
+	   get{
+	      if (_Text_UpGradeItemCount == null)
+	       {
+	         _Text_UpGradeItemCount  = GetUIUnit<Text>("Text_UpGradeItemCount"); 
+	       }
+	      return _Text_UpGradeItemCount;
+	     }
+	   }
+	  private Text _Text_UpStarCount;
+	  public Text Text_UpStarCount
+	   {
+	   get{
+	      if (_Text_UpStarCount == null)
+	       {
+	         _Text_UpStarCount  = GetUIUnit<Text>("Text_UpStarCount"); 
+	       }
+	      return _Text_UpStarCount;
+	     }
+	   }
+	  private Text _Text_UpStar;
+	  public Text Text_UpStar
+	   {
+	   get{
+	      if (_Text_UpStar == null)
+	       {
+	         _Text_UpStar  = GetUIUnit<Text>("Text_UpStar"); 
+	       }
+	      return _Text_UpStar;
+	     }
+	   }
+	  private Text _Text_UpGrade;
+	  public Text Text_UpGrade
+	   {
+	   get{
+	      if (_Text_UpGrade == null)
+	       {
+	         _Text_UpGrade  = GetUIUnit<Text>("Text_UpGrade"); 
+	       }
+	      return _Text_UpGrade;
+	     }
+	   }
+	  private GameObject _UpGradeRoot;
+	  public GameObject UpGradeRoot
+	   {
+	   get{
+	      if (_UpGradeRoot == null)
+	       {
+	         _UpGradeRoot  = GetUIUnit<GameObject>("UpGradeRoot"); 
+	       }
+	      return _UpGradeRoot;
+	     }
+	   }
+	  private GameObject _UpStarRoot;
+	  public GameObject UpStarRoot
+	   {
+	   get{
+	      if (_UpStarRoot == null)
+	       {
+	         _UpStarRoot  = GetUIUnit<GameObject>("UpStarRoot"); 
+	       }
+	      return _UpStarRoot;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 24 - 0
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadSelecPanel.cs

@@ -0,0 +1,24 @@
+namespace Fort23.Mono
+{
+	[UIBinding(prefab = "SkillRoadSelecPanel"  )]
+	public partial class SkillRoadSelecPanel : UIPanel
+	{
+		private void Init()
+		{
+
+		}
+		protected override void AddEvent()
+		{
+
+		}
+		protected override void DelEvent()
+		{
+
+		}
+		public override void AddButtonEvent()
+		{
+
+		}
+
+	}
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Ci9MsHikBy2tqk4vwSWABVuHH9SWuiUPMUl3ecElx/foyxN+wrpOrMVV5L9I
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 32 - 0
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadWidget.cs

@@ -0,0 +1,32 @@
+using Excel2Json;
+using Fort23.UTool;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "SkillRoadWidget")]
+    public partial class SkillRoadWidget : ItemWidgetBasic
+    {
+        public SkillConfig SkillConfig;
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            base.AddButtonEvent();
+        }
+
+        public void CustomInti(int id)
+        {
+            SkillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: DH0fsHmoByjkv00X12vFQbn2djaHaGBHS+/1oBroe148JS7prT79HHyvyi9q
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 62 - 0
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/SkillRoadWidgetData.cs

@@ -0,0 +1,62 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class SkillRoadWidget 
+	{
+	  #region 自定义数据 
+	  private GameObject _ActiveRoot;
+	  public GameObject ActiveRoot
+	   {
+	   get{
+	      if (_ActiveRoot == null)
+	       {
+	         _ActiveRoot  = GetUIUnit<GameObject>("ActiveRoot"); 
+	       }
+	      return _ActiveRoot;
+	     }
+	   }
+	  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_SkillName;
+	  public Text Text_SkillName
+	   {
+	   get{
+	      if (_Text_SkillName == null)
+	       {
+	         _Text_SkillName  = GetUIUnit<Text>("Text_SkillName"); 
+	       }
+	      return _Text_SkillName;
+	     }
+	   }
+	  private MyImage _Icon_SkillIcon;
+	  public MyImage Icon_SkillIcon
+	   {
+	   get{
+	      if (_Icon_SkillIcon == null)
+	       {
+	         _Icon_SkillIcon  = GetUIUnit<MyImage>("Icon_SkillIcon"); 
+	       }
+	      return _Icon_SkillIcon;
+	     }
+	   }
+	  #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/GongFaUpgradePanel/SkillRoadWidgetData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: By5Lt3uqVCmwH04TbvuAdiViBM8M63pl4oiKAkwvpIcMF/QDBQVV39K0IBhJ
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


Daži faili netika attēloti, jo izmaiņu fails ir pārāk liels