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Merge branch 'master' of http://192.168.123.2:3000/fort23/XY001

# Conflicts:
#	ProjectSettings/ProjectSettings.asset   resolved by origin/master(远端) version
#	UserSettings/EditorUserSettings.asset   resolved by origin/master(远端) version
#	UserSettings/Layouts/default-2022.dwlt   resolved by origin/master(远端) version
liao 6 tháng trước cách đây
mục cha
commit
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73 tập tin đã thay đổi với 6663 bổ sung3504 xóa
  1. 1 1
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  2. 62 24
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  3. 3 3
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  4. 8 0
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  31. 1 103
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  32. 31 96
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  33. 170 170
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  34. 73 73
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  35. 48 1
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  40. 3 0
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  41. 31 0
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  43. 218 0
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  44. 3 0
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  45. 18 0
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  46. 3 0
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  50. 3 0
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  51. 10 10
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  52. 11 1
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  53. 2 2
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  54. 1 0
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  55. 5 1
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  56. 3 0
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  57. 27 0
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  59. 71 0
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  61. 10 0
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  64. 20 3
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  65. 4 0
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  66. 2 1
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  67. 16 16
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  68. 1 0
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  69. 34 0
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Assets/Art/ArtHero/New Animator Controller.controller

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+  - component: {fileID: 4564747314389929569}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: Guaiwu01_GpuEcsAnimator
@@ -18,29 +119,29 @@ GameObject:
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---- !u!4 &7914018815068294423
+--- !u!4 &3604693049939106292
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   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 4573799512793257522}
+  m_GameObject: {fileID: 9060657196542888369}
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   m_LocalPosition: {x: 0, y: 0, z: 0}
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+  - {fileID: 6168874798896619622}
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@@ -115,104 +216,3 @@ MonoBehaviour:
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+ 1 - 1
Assets/Art/ArtHero/BakedAssets_Guaiwu01/Guaiwu01_GpuEcsAnimator.prefab.meta → Assets/Art/BakedAssets/BakedAssets_Guaiwu01/Guaiwu01_GpuEcsAnimator.prefab.meta

@@ -1,5 +1,5 @@
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   userData: 

+ 18 - 19
Assets/Art/ArtHero/BakedAssets_Guaiwu01/Guaiwu01_Material_Snakelet.mat → Assets/Art/BakedAssets/BakedAssets_Guaiwu01/Guaiwu01_Material_Snakelet.mat

@@ -1,5 +1,18 @@
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+MonoBehaviour:
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+  m_PrefabInstance: {fileID: 0}
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+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  version: 7
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@@ -24,11 +37,7 @@ Material:
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     m_TexEnvs:
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-        m_Scale: {x: 1, y: 1}
-        m_Offset: {x: 0, y: 0}
-    - _Base:
-        m_Texture: {fileID: 2800000, guid: 5b35f2382631bdf47ab344060737b580, type: 3}
+        m_Texture: {fileID: 2800000, guid: ed09f0e07ce21b949bbda6b311f0d4da, type: 2}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _BaseMap:
@@ -106,7 +115,7 @@ Material:
     - _DetailNormalMapScale: 1
     - _DstBlend: 0
     - _DstBlendAlpha: 0
-    - _EnableAnimation: 1
+    - _EnableAnimation: 0
     - _EnvironmentReflections: 1
     - _GlossMapScale: 1
     - _Glossiness: 0
@@ -127,22 +136,12 @@ Material:
     - _UVSec: 0
     - _WorkflowMode: 1
     - _ZWrite: 1
+    - _metalic: 0
+    - _smoothess: 0
     m_Colors:
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     - _Color: {r: 1, g: 1, b: 1, a: 1}
     - _EmissionColor: {r: 1, g: 0, b: 0, a: 1}
     - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
+    - _mainColor: {r: 1, g: 1, b: 1, a: 1}
   m_BuildTextureStacks: []
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+ 2 - 2
Assets/Art/ArtHero/BakedAssets_Guaiwu01/Guaiwu01_Material_Snakelet.mat.meta → Assets/Art/BakedAssets/BakedAssets_Guaiwu01/Guaiwu01_Material_Snakelet.mat.meta

@@ -1,8 +1,8 @@
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   mainObjectFileID: 2100000
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+ 0 - 0
Assets/Art/ArtHero/BakedAssets_Guaiwu01/Guaiwu01_Mesh_Snakelet.mesh → Assets/Art/BakedAssets/BakedAssets_Guaiwu01/Guaiwu01_Mesh_Snakelet.mesh


+ 1 - 1
Assets/Art/ArtHero/BakedAssets_Guaiwu01/Guaiwu01_Mesh_Snakelet.mesh.meta → Assets/Art/BakedAssets/BakedAssets_Guaiwu01/Guaiwu01_Mesh_Snakelet.mesh.meta

@@ -1,5 +1,5 @@
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+ 1 - 1
Assets/Art/GuaiWuTimeline/Guaiwu01.playable

@@ -642,7 +642,7 @@ MonoBehaviour:
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   m_AnimClip: {fileID: 0}
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-  m_Muted: 0
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+ 5 - 2
Assets/Art/VFX/Materials/01lz.mat

@@ -1,5 +1,5 @@
 %YAML 1.1
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@@ -9,14 +9,17 @@ Material:
   m_PrefabAsset: {fileID: 0}
   m_Name: 01lz
   m_Shader: {fileID: 4800000, guid: 200ef425a7d005549abec1d23f7393d2, type: 3}
+  m_Parent: {fileID: 0}
+  m_ModifiedSerializedProperties: 0
   m_ValidKeywords: []
   m_InvalidKeywords: []
   m_LightmapFlags: 4
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+  m_EnableInstancingVariants: 1
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
   stringTagMap: {}
   disabledShaderPasses: []
+  m_LockedProperties: 
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+ 6 - 2
Assets/Art/VFX/Materials/Alpha_bd3.mat

@@ -1,5 +1,5 @@
 %YAML 1.1
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@@ -9,14 +9,17 @@ Material:
   m_PrefabAsset: {fileID: 0}
   m_Name: Alpha_bd3
   m_Shader: {fileID: 4800000, guid: 200ef425a7d005549abec1d23f7393d2, type: 3}
+  m_Parent: {fileID: 0}
+  m_ModifiedSerializedProperties: 0
   m_ValidKeywords: []
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   m_LightmapFlags: 4
-  m_EnableInstancingVariants: 0
+  m_EnableInstancingVariants: 1
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   m_CustomRenderQueue: -1
   stringTagMap: {}
   disabledShaderPasses: []
+  m_LockedProperties: 
   m_SavedProperties:
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     m_TexEnvs:
@@ -82,6 +85,7 @@ Material:
     - _SrcBlend: 5
     - _Surface: 1
     - _ZWrite: 0
+    - _ca: 1
     m_Colors:
     - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
     - _BaseColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}

+ 6 - 2
Assets/Art/VFX/Materials/anse04.mat

@@ -1,5 +1,5 @@
 %YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
+%TAG !u! tag:yousandi.cn,2023:
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@@ -9,14 +9,17 @@ Material:
   m_PrefabAsset: {fileID: 0}
   m_Name: anse04
   m_Shader: {fileID: 4800000, guid: 200ef425a7d005549abec1d23f7393d2, type: 3}
+  m_Parent: {fileID: 0}
+  m_ModifiedSerializedProperties: 0
   m_ValidKeywords: []
   m_InvalidKeywords: []
   m_LightmapFlags: 4
-  m_EnableInstancingVariants: 0
+  m_EnableInstancingVariants: 1
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
   stringTagMap: {}
   disabledShaderPasses: []
+  m_LockedProperties: 
   m_SavedProperties:
     serializedVersion: 3
     m_TexEnvs:
@@ -64,6 +67,7 @@ Material:
     - _QueueOffset: 0
     - _RampDirection: 0.135
     - _RampPower: 3.87
+    - _ca: 1
     m_Colors:
     - _Color: {r: 1, g: 1, b: 1, a: 1}
     - _EmissionColor: {r: 1, g: 1, b: 1, a: 1}

+ 1 - 1
Assets/Art/VFX/Materials/fx_603_ice_zd.mat

@@ -14,7 +14,7 @@ Material:
   m_ValidKeywords: []
   m_InvalidKeywords: []
   m_LightmapFlags: 4
-  m_EnableInstancingVariants: 0
+  m_EnableInstancingVariants: 1
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
   stringTagMap: {}

+ 1 - 1
Assets/Art/VFX/Materials/fx_dg_bo_an.mat

@@ -14,7 +14,7 @@ Material:
   m_ValidKeywords: []
   m_InvalidKeywords: []
   m_LightmapFlags: 4
-  m_EnableInstancingVariants: 0
+  m_EnableInstancingVariants: 1
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   m_CustomRenderQueue: -1
   stringTagMap: {}

+ 1 - 1
Assets/Art/VFX/Materials/yx02_gun_tw.mat

@@ -14,7 +14,7 @@ Material:
   m_ValidKeywords: []
   m_InvalidKeywords: []
   m_LightmapFlags: 4
-  m_EnableInstancingVariants: 0
+  m_EnableInstancingVariants: 1
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
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+ 2 - 0
Assets/GPUECSAnimationBaker/Engine/Baker/GpuEcsAnimationBakeServices.cs

@@ -505,7 +505,9 @@ namespace GPUECSAnimationBaker.Engine.Baker
             if (!CheckEcsGpuMaterialInCache(cache, skinnedMeshRenderer, out Material ecsGpuMaterial))
             {
                 ecsGpuMaterial = Object.Instantiate<Material>(skinnedMeshRenderer.sharedMaterial);
+                ecsGpuMaterial.shader = Shader.Find("Shader Graphs/GPUECSAnimator_URP_SimpleShader");
                 ecsGpuMaterial.SetFloat(EnableAnimation, 0);
+                ecsGpuMaterial.enableInstancing = true;
                 SavePartAsAsset(ecsGpuMaterial, generatedAssetsFolder, animatorName, skinnedMeshRenderer,
                     materialPartSuffix, "mat");
                 cache.Add(new EcsGpuMaterial()

+ 9 - 4
Assets/GPUECSAnimationBaker/Engine/Baker/GpuEcsAnimationBakerEditor.cs

@@ -52,12 +52,17 @@ namespace GPUECSAnimationBaker.Engine.Baker
                     showPrefabError = true;
                 else
                 {
-                    string folder = Path.GetDirectoryName(path);
+                    string folder = "Assets/Art/BakedAssets/";
                     string subFolder = $"BakedAssets_{sourceModel.name}";
                     string generatedAssetsFolder = Path.Combine(folder, subFolder);
-                    if (!AssetDatabase.IsValidFolder(generatedAssetsFolder))
-                        generatedAssetsFolder = AssetDatabase.GUIDToAssetPath(AssetDatabase.CreateFolder(
-                            folder, subFolder));
+                   string dirPath= Application.dataPath.Replace("Assets", generatedAssetsFolder);
+                   if (!Directory.Exists(dirPath))
+                   {
+                       Directory.CreateDirectory(dirPath);
+                   }
+
+                   // if (!AssetDatabase.IsValidFolder(generatedAssetsFolder))
+                    //     generatedAssetsFolder = AssetDatabase.CreateFolder("Assets/","Art/BakedAssets/"+subFolder);
                     string animatorName = sourceModel.name;
 
                     GpuEcsAnimationBakerData bakerData = (GpuEcsAnimationBakerData)bakerDataProperty.boxedValue;

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 361 - 355
Assets/GPUECSAnimationBaker/Samples/Shaders/GPUAnimation_urp_shader.shadergraph


+ 1 - 1
Assets/GPUECSAnimationBaker/Samples/Shaders/GPUECSAnimator_HDRP_ColorShader.shadergraph.meta → Assets/GPUECSAnimationBaker/Samples/Shaders/GPUAnimation_urp_shader.shadergraph.meta

@@ -1,5 +1,5 @@
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-guid: 88226f9cbd0d0b14d9cf36adfd942905
+guid: Dywb4Hn/VS7CQ6gMKxQMrpSwSZXWcdrepvunUBD0oaSBzNetodbfbao=
 ScriptedImporter:
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+ 0 - 2094
Assets/GPUECSAnimationBaker/Samples/Shaders/GPUECSAnimator_HDRP_SimpleShader.shadergraph

@@ -1,2094 +0,0 @@
-{
-    "m_SGVersion": 3,
-    "m_Type": "UnityEditor.ShaderGraph.GraphData",
-    "m_ObjectId": "82961f2fae2441a6bf64b84c38b29f16",
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+folderAsset: yes
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+ 16 - 0
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@@ -0,0 +1,16 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
+--- !u!114 &11400000
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+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
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+  m_EditorClassIdentifier: 
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+ 8 - 0
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+NativeFormatImporter:
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+guid: 051ae1eeb6ea4e608ef5d3e49455e7d5
+timeCreated: 1732522479

+ 31 - 0
Assets/Scripts/Core/Audio/AudioBundleInfo.cs

@@ -0,0 +1,31 @@
+using System;
+using Fort23.Core;
+using UnityEngine;
+
+namespace Core.Audio
+{
+    public class AudioBundleInfo : IDisposable
+    {
+
+        private string _audioClipName;
+
+        public AudioBundleInfo(string audioClipName, float volume)
+        {
+            _audioClipName = audioClipName;
+        }
+
+        public async CTask<AssetHandle> GetAudioClip()
+        {
+
+            AssetHandle _audioClip = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<AudioClip>(_audioClipName);
+            return _audioClip;
+        }
+
+
+
+        public void Dispose()
+        {
+
+        }
+    }
+}

+ 3 - 0
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+ 218 - 0
Assets/Scripts/Core/Audio/AudioManager.cs

@@ -0,0 +1,218 @@
+using System.Collections.Generic;
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine;
+using UnityEngine.Audio;
+using Utility;
+
+namespace Core.Audio
+{
+    public class AudioManager : Singleton<AudioManager>
+    {
+        private GameObject _root;
+        public AudioMixerGroup AudioMixerGroup;
+        private Map<string, AudioBundleInfo> _allAduionBundleInfos = new Map<string, AudioBundleInfo>();
+
+        private Queue<AudioSourcePool> _audioSourcePools = new Queue<AudioSourcePool>();
+        private List<AudioSourcePool> _currPlayAudio = new List<AudioSourcePool>();
+
+        private List<string> _bgmQueue = new List<string>();
+        private AudioSourcePool _currBgm;
+
+        private List<string> _audion = new List<string>();
+
+        public AudioManager()
+        {
+            // UIAudio.AudioPlayManager = this;
+            _root = new GameObject();
+            _root.name = "audio";
+            Object.DontDestroyOnLoad(_root);
+        }
+
+        /// <summary>
+        /// 设置音效音量
+        /// </summary>
+        /// <param name="value"></param>
+        public void SetAudioValue(float value)
+        {
+        }
+
+        /// <summary>
+        /// 设置背景音乐音量
+        /// </summary>
+        /// <param name="value"></param>
+        public void SetBgmValue(float value)
+        {
+        }
+
+        public async CTask Init()
+        {
+        }
+
+
+        public async CTask LoadAudio(AudionSettingConfig audionSettingConfig)
+        {
+            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
+            for (int i = 0; i < audionSettingConfig.configs.Count; i++)
+            {
+                CTask cTask = LoadAudio(audionSettingConfig.configs[i]);
+                cTaskAwaitBuffer.AddTask(cTask);
+            }
+
+            await cTaskAwaitBuffer.WaitAll();
+        }
+
+        public async CTask LoadAudio(AudionSettingConfig.AudionConfig audionConfig)
+        {
+            await GetAduionBundleInfo(audionConfig.audionClipName, audionConfig.volume);
+        }
+
+        public async CTask<AudioBundleInfo> GetAduionBundleInfo(string audionName, float volume = 1)
+        {
+            if (_allAduionBundleInfos.TryGetValue(audionName, out AudioBundleInfo abi))
+            {
+                return abi;
+            }
+
+            AudioBundleInfo audioBundleInfo = new AudioBundleInfo(audionName, volume);
+            return audioBundleInfo;
+        }
+
+
+        public void Recycle(AudioSourcePool audioSourcePool)
+        {
+            if (!_audioSourcePools.Contains(audioSourcePool))
+            {
+                _audioSourcePools.Enqueue(audioSourcePool);
+            }
+
+            _currPlayAudio.Remove(audioSourcePool);
+        }
+
+        private AudioSourcePool GetAudioSourcePool()
+        {
+            if (_audioSourcePools.Count <= 0)
+            {
+                AudioSourcePool audioSourcePool = new AudioSourcePool();
+                audioSourcePool.Init(_root.transform);
+                return audioSourcePool;
+            }
+
+            AudioSourcePool asp = _audioSourcePools.Dequeue();
+            return asp;
+        }
+
+        public void Stop(string audionName)
+        {
+            for (int i = 0; i < _currPlayAudio.Count; i++)
+            {
+                if (_currPlayAudio[i].CurrPlayName.Equals(audionName))
+                {
+                    _currPlayAudio[i].Finish();
+                    i--;
+                }
+            }
+        }
+
+        public async void PlayBGM(string bgmName)
+        {
+            if (_currBgm != null && _currBgm.CurrPlayName != null && _currBgm.CurrPlayName.Equals(bgmName))
+            {
+                return;
+            }
+
+            if (_currBgm != null && _currBgm.IsPlay)
+            {
+                _bgmQueue.Add(_currBgm.CurrPlayName);
+            }
+
+            AudioBundleInfo audioBundleInfo = await GetAduionBundleInfo(bgmName);
+
+            AssetHandle audioClip = await audioBundleInfo.GetAudioClip();
+            if (_currBgm == null)
+            {
+                _currBgm = GetAudioSourcePool();
+            }
+
+            _currBgm.Play(bgmName, audioClip, true);
+        }
+
+        public void PauseBGM()
+        {
+            if (_currBgm != null)
+            {
+                _currBgm.Pause();
+            }
+        }
+
+        public void UnPauseBGM()
+        {
+            if (_currBgm != null)
+            {
+                _currBgm.UnPause();
+            }
+        }
+
+        public async void StopBGM(string bgmName)
+        {
+            if (_currBgm == null || _currBgm._currPlayName == null)
+            {
+                return;
+            }
+
+            if (_currBgm.CurrPlayName.Equals(bgmName))
+            {
+                _currBgm.Stop();
+                if (_bgmQueue.Count > 0)
+                {
+                    string nextBgmName = _bgmQueue[^1];
+                    _bgmQueue.RemoveAt(_bgmQueue.Count - 1);
+                    PlayBGM(nextBgmName);
+                }
+
+                return;
+            }
+
+            if (_bgmQueue.Count > 0)
+            {
+                for (int i = _bgmQueue.Count - 1; i >= 0; i--)
+                {
+                    if (_bgmQueue[i].Equals(bgmName))
+                    {
+                        _bgmQueue.RemoveAt(i);
+                    }
+                }
+            }
+        }
+
+        public async CTask<AudioSourcePool> PlayAudio(string audionName, bool isLoop = false, float speed = 1)
+        {
+            if (string.IsNullOrEmpty(audionName))
+            {
+                return null;
+            }
+
+            AudioBundleInfo audioBundleInfo = await GetAduionBundleInfo(audionName);
+
+            AssetHandle audioClip = await audioBundleInfo.GetAudioClip();
+            if (audioClip == null)
+            {
+                return null;
+            }
+
+            AudioSourcePool audioSourcePool = GetAudioSourcePool();
+            audioSourcePool.Play(audionName, audioClip, isLoop, speed);
+            return audioSourcePool;
+        }
+
+        public void Play(string audionName, bool isLoop)
+        {
+            PlayAudio(audionName, isLoop);
+        }
+
+        public void TimeLinePlayAudio(string audioName, bool isLoop, float speed)
+        {
+            PlayAudio(audioName, isLoop);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudioManager.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5c7b45b24dd14740ae4523eb6e3516b3
+timeCreated: 1732522485

+ 18 - 0
Assets/Scripts/Core/Audio/AudioMono.cs

@@ -0,0 +1,18 @@
+using System;
+using UnityEngine;
+
+namespace Core.Audio
+{
+    [AddComponentMenu("特效脚本/音效/显示时播放音效")]
+    public class AudioMono : MonoBehaviour
+    {
+        public string audioName;
+
+        public bool isLoop;
+
+        private void Awake()
+        {
+            AudioManager.Instance.Play(audioName, isLoop);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudioMono.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 8090a4f6337843418425d1bbab544918
+timeCreated: 1732523087

+ 104 - 0
Assets/Scripts/Core/Audio/AudioSourcePool.cs

@@ -0,0 +1,104 @@
+using System;
+using Fort23.Core;
+using UnityEngine;
+
+namespace Core.Audio
+{
+    public class AudioSourcePool: IDisposable
+    {
+        private AudioSource _audioSource;
+
+        private TimerEntity _timerEntity;
+
+
+        private AssetHandle _assetHandle;
+        public bool IsPlay;
+
+        public System.Action OnFinish;
+        public string CurrPlayName
+        {
+            get { return _currPlayName; }
+        }
+
+        public string _currPlayName;
+
+        public void Init(Transform root)
+        {
+            GameObject gameObject = new GameObject();
+            _audioSource = gameObject.AddComponent<AudioSource>();
+            gameObject.transform.SetParent(root);
+        }
+
+        public void Play(string audioName, AssetHandle audioClip, bool isLoop, float speed = 1)
+        {
+            if (audioClip == null)
+            {
+                return;
+            }
+
+            if (_assetHandle != null)
+            {
+                _assetHandle.Release();
+            }
+
+            IsPlay = true;
+            _currPlayName = audioName;
+            _assetHandle = audioClip;
+            _audioSource.clip = _assetHandle.AssetObject<AudioClip>();
+            _audioSource.loop = isLoop;
+            _audioSource.pitch = speed;
+            if (speed > 1)
+            {
+                _audioSource.outputAudioMixerGroup = AudioManager.Instance.AudioMixerGroup;
+                _audioSource.outputAudioMixerGroup.audioMixer.SetFloat("path", 1f / speed);
+            }
+            else
+            {
+                _audioSource.outputAudioMixerGroup = null;
+            }
+
+
+            _audioSource.Play();
+            if (!isLoop)
+            {
+                _timerEntity = TimerComponent.Instance.AddTimer((long) (_audioSource.clip.length * 1000L),
+                    delegate { Finish(); });
+            }
+        }
+
+
+        public void Finish()
+        {
+            IsPlay = false;
+            OnFinish?.Invoke();
+            _audioSource.Stop();
+            AudioManager.Instance.Recycle(this);
+            TimerComponent.Instance.Remove(_timerEntity);
+            _timerEntity = null;
+        }
+
+        public void Stop()
+        {
+            IsPlay = false;
+            _audioSource.Stop();
+        }
+
+        public void Pause()
+        {
+            _audioSource.Pause();
+        }
+
+        public void UnPause()
+        {
+            _audioSource.UnPause();
+        }
+
+        public void Dispose()
+        {
+            if (_assetHandle != null)
+            {
+                _assetHandle.Release();
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudioSourcePool.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 083a4c7ae7eb4604b8bf8e26c3749ae6
+timeCreated: 1732522533

+ 38 - 0
Assets/Scripts/Core/Audio/AudionSettingConfig.cs

@@ -0,0 +1,38 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Core.Audio
+{
+    [CreateAssetMenu(menuName = "Asset/AudionSettingConfig", fileName = "AudionSettingConfig")]
+    public class AudionSettingConfig: ScriptableObject
+    {
+        public int useCount;
+
+        [System.Serializable]
+        public class AudionConfig
+        {
+            public string describe = "描述这个音效作用";
+            public string audionClipName;
+            [Range(0, 1)] public float volume = 1;
+        }
+
+        // [HideInInspector]
+        // [SerializeField]
+        public List<AudionConfig> configs = new List<AudionConfig>();
+
+        public AudionConfig GetAudionConfig(string clipName)
+        {
+            if (configs == null)
+                return null;
+            for (int i = 0; i < configs.Count; i++)
+            {
+                if (configs[i].audionClipName==null)
+                    continue;
+                if (configs[i].audionClipName.Equals(clipName))
+                    return configs[i];
+            }
+
+            return null;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudionSettingConfig.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 1b099297e0f149559e4f5adf700639ce
+timeCreated: 1732522666

+ 10 - 10
Assets/Scripts/Core/GPUAnimtion.cs

@@ -36,8 +36,8 @@ public class GPUAnimtion
     public int animtionIndex;
 
 
-    private MaterialPropertyBlock _materialPropertyBlock;
-    private Renderer renderer;
+    // private MaterialPropertyBlock _materialPropertyBlock;
+    // private Renderer renderer;
 
     public void SetSpeed(float speed)
     {
@@ -58,19 +58,19 @@ public class GPUAnimtion
     public void Update()
     {
         Execute();
-        _materialPropertyBlock.SetMatrix("_AnimationState", gpuEcsAnimatorShaderData.shaderData);
-        _materialPropertyBlock.SetFloat("_EnableAnimation", 1);
-        renderer.SetPropertyBlock(_materialPropertyBlock);
+        // _materialPropertyBlock.SetMatrix("_AnimationState", gpuEcsAnimatorShaderData.shaderData);
+        // _materialPropertyBlock.SetFloat("_EnableAnimation", 1);
+        // renderer.SetPropertyBlock(_materialPropertyBlock);
     }
 
     public void Init(GpuEcsAnimatorBehaviour gpuEcsAnimatorBehaviour)
     {
-        _materialPropertyBlock = new MaterialPropertyBlock();
+        // _materialPropertyBlock = new MaterialPropertyBlock();
 
-        GpuEcsAnimatedMeshBehaviour ecsAnimatedMeshBehaviour = gpuEcsAnimatorBehaviour.gameObject.transform
-            .GetComponentInChildren<GpuEcsAnimatedMeshBehaviour>();
-        renderer = ecsAnimatedMeshBehaviour.GetComponent<Renderer>();
-        renderer.GetPropertyBlock(_materialPropertyBlock);
+        // GpuEcsAnimatedMeshBehaviour ecsAnimatedMeshBehaviour = gpuEcsAnimatorBehaviour.gameObject.transform
+        //     .GetComponentInChildren<GpuEcsAnimatedMeshBehaviour>();
+        // renderer = ecsAnimatedMeshBehaviour.GetComponent<Renderer>();
+        // renderer.GetPropertyBlock(_materialPropertyBlock);
         gpuEcsAnimationData = new GpuEcsAnimationDataComponent()
         {
             nbrOfAttachmentAnchors = gpuEcsAnimatorBehaviour.nbrOfAttachmentAnchors,

+ 11 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -1,15 +1,19 @@
 using Common.Utility.CombatEvent;
+using Core.Audio;
 using Core.State;
 using Fort23.Core;
 using GameLogic.Combat.CombatState;
 using GameLogic.Combat.CombatType;
+using GameLogic.Combat.Hero.HeroGPU;
 using GameLogic.CombatScenesTool;
 using UnityEngine;
+using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
 
 namespace GameLogic.Combat.CombatTool
 {
-    public class CombatController
+    public class CombatController : ITimeLineAudio
     {
         public static CombatController currActiveCombat;
         public CombatHeroController CombatHeroController;
@@ -29,6 +33,7 @@ namespace GameLogic.Combat.CombatTool
 
         public async CTask InitCombat()
         {
+            TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
             GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
             TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
             currActiveCombat = this;
@@ -71,5 +76,10 @@ namespace GameLogic.Combat.CombatTool
             stateControl.Update(t);
             CombatTypeBasic?.Update(t);
         }
+
+        public void PlayAudio(string audioName, bool isLoop)
+        {
+            AudioManager.Instance.PlayAudio(audioName, isLoop);
+        }
     }
 }

+ 2 - 2
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -21,9 +21,9 @@ namespace GameLogic.Combat.CombatType
         protected List<string> equipName = new List<string>()
         {
             "fx_down_zb_blue",
+            "fx_down_zb_gold",
             "fx_down_zb_green",
-            "fx_down_zb_red",
-            "fx_down_zb_yellow",
+            "fx_down_zb_orange",
             "fx_down_zb_purple",
         };
 

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

@@ -58,6 +58,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
             modelName += "_gpu";
         }
 
+        // GameTimeLineParticleFactory
         GameObjectPool poolInterface =
             await GObjectPool.Instance.FetchAsync<GameObjectPool>(modelName + ".prefab", null);
 #if !COMBAT_SERVER

+ 5 - 1
Assets/Scripts/GameLogic/Combat/Hero/HeroAanimtion/CombatHeroGPUAnimtion.cs

@@ -1,4 +1,5 @@
-using GPUECSAnimationBaker.Engine.AnimatorSystem;
+using GameLogic.Combat.Hero.HeroGPU;
+using GPUECSAnimationBaker.Engine.AnimatorSystem;
 
 namespace GameLogic.Combat.Hero
 {
@@ -10,6 +11,7 @@ namespace GameLogic.Combat.Hero
         private GpuEcsAnimationData[] animations;
         private HeroGPUAnimtionStateInfo _heroPlayStateInfoBasic;
 
+        protected HeroGPUMono _heroGPUMono;
         protected override void ProInit()
         {
             GpuEcsAnimatorBehaviour = combatHeroEntity.GameObject.transform.GetComponentInChildren<GpuEcsAnimatorBehaviour>();
@@ -17,11 +19,13 @@ namespace GameLogic.Combat.Hero
             GPUAnimtion = new GPUAnimtion();
             GPUAnimtion.Init(GpuEcsAnimatorBehaviour);
             _heroPlayStateInfoBasic = new HeroGPUAnimtionStateInfo();
+            _heroGPUMono = combatHeroEntity.GameObject.GetComponent<HeroGPUMono>();
         }
 
         protected override void ProUpdate(float t)
         {
             GPUAnimtion.Update();
+            _heroGPUMono.animtionState = GPUAnimtion.gpuEcsAnimatorShaderData.shaderData;
         }
 
         private int GetAnimtionIndex(string name)

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 917df73f66c04d82bc654fb1557aca59
+timeCreated: 1732513902

+ 27 - 0
Assets/Scripts/GameLogic/Combat/Hero/HeroGPU/HeroGPUMono.cs

@@ -0,0 +1,27 @@
+using System;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace GameLogic.Combat.Hero.HeroGPU
+{
+    public class HeroGPUMono : MonoBehaviour
+    {
+      
+        // public string monoName;
+        public Material Material;
+        public Mesh Mesh;
+
+        public Transform rootTrans;
+        public float4x4 animtionState= float4x4.identity;
+        
+        private void OnEnable()
+        {
+            HeroGPURenderManager.Instance.AddHeroGpuRender(this);
+        }
+
+        private void OnDisable()
+        {
+            HeroGPURenderManager.Instance.RemoveHeroGpuRender(this);
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: a40d3c6a0de749f1b69a4fbe9950104c
+timeCreated: 1732513917

+ 71 - 0
Assets/Scripts/GameLogic/Combat/Hero/HeroGPU/HeroGPURenderManager.cs

@@ -0,0 +1,71 @@
+using UnityEngine;
+using Utility;
+
+namespace GameLogic.Combat.Hero.HeroGPU
+{
+    public class HeroGPURenderManager : Singleton<HeroGPURenderManager>
+    {
+        protected Map<string, BetterList<HeroGPUMono>> gpuRenderMap = new Map<string, BetterList<HeroGPUMono>>();
+
+        int enableShaderId = Shader.PropertyToID("_EnableAnimation");
+        int animtionStateId = Shader.PropertyToID("_AnimationState");
+
+        public HeroGPURenderManager()
+        {
+            StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
+        }
+
+        public void AddHeroGpuRender(HeroGPUMono gpuMono)
+        {
+            if (gpuRenderMap.TryGetValue(gpuMono.gameObject.name, out BetterList<HeroGPUMono> list))
+            {
+                list.Add(gpuMono);
+            }
+            else
+            {
+                list = new BetterList<HeroGPUMono>();
+                list.Add(gpuMono);
+                gpuRenderMap.Add(gpuMono.gameObject.name, list);
+            }
+        }
+
+        public void RemoveHeroGpuRender(HeroGPUMono gpuMono)
+        {
+            if (gpuRenderMap.TryGetValue(gpuMono.gameObject.name, out BetterList<HeroGPUMono> list))
+            {
+                list.Remove(gpuMono);
+            }
+        }
+
+        public void Update()
+        {
+            for (gpuRenderMap.Begin(); gpuRenderMap.Next();)
+            {
+                int count = gpuRenderMap.Value.Count;
+                if (count <= 0)
+                {
+                    continue;
+                }
+
+                MaterialPropertyBlock _materialPropertyBlock = new MaterialPropertyBlock();
+                RenderParams rp = new RenderParams(gpuRenderMap.Value[0].Material);
+                rp.matProps = _materialPropertyBlock;
+              
+                Matrix4x4[] instData = new Matrix4x4[count];
+                Matrix4x4[] animtionStata = new Matrix4x4[count];
+                float[] enableAnimations = new float[count];
+                for (int i = 0; i < count; i++)
+                {
+                    HeroGPUMono heroGPUMono = gpuRenderMap.Value[i];
+                    instData[i] = heroGPUMono.rootTrans.localToWorldMatrix;
+                    animtionStata[i] = heroGPUMono.animtionState;
+                    enableAnimations[i] = 1;
+                }
+
+                _materialPropertyBlock.SetFloatArray(enableShaderId, enableAnimations);
+                _materialPropertyBlock.SetMatrixArray(animtionStateId, animtionStata);
+                Graphics.RenderMeshInstanced(rp, gpuRenderMap.Value[0].Mesh, 0, instData);
+            }
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 185fbe31273c4ae4b48c90fd82a86f3f
+timeCreated: 1732513934

+ 10 - 0
Assets/Scripts/GameLogic/CombatScenesTool/CombatHeroModelLoadManager.cs

@@ -0,0 +1,10 @@
+using Utility;
+
+namespace GameLogic.CombatScenesTool
+{
+    // public class CombatHeroModelLoadManager: Singleton<CombatHeroModelLoadManager>
+    // {
+    //     public BetterList<string> gpuModelList = new BetterList<string>();
+    //     public void 
+    // }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 173bd22b7f85431a9fe02b2a9e4aef06
+timeCreated: 1732513700

+ 3 - 2
Assets/Scripts/GameLogic/Fort23.GameLogic.asmdef

@@ -6,8 +6,9 @@
         "GUID:8686510298c0d4b4eb1f222eb30ff079",
         "GUID:8c4dd21966739024fbd72155091d199e",
         "GUID:4c25c05f410a3a447a75c3b0909152ef",
-        "Fort23.GameData",
-        "GUID:fdb14afa911c65e4982db867bfd7afce"
+        "GUID:fa5baf2c58faab54689c976e76104564",
+        "GUID:fdb14afa911c65e4982db867bfd7afce",
+        "GUID:d8b63aba1907145bea998dd612889d6b"
     ],
     "includePlatforms": [],
     "excludePlatforms": [],

+ 20 - 3
Assets/Scripts/GameLogic/MyPlugin.cs

@@ -2,6 +2,7 @@ using System;
 using UnityEngine;
 using System.Runtime.InteropServices;
 using GPUECSAnimationBaker.Engine.AnimatorSystem;
+using Random = UnityEngine.Random;
 
 public class MyPlugin : MonoBehaviour
 {
@@ -35,11 +36,27 @@ public class MyPlugin : MonoBehaviour
     
     void Update()
     {
+        MaterialPropertyBlock  _materialPropertyBlock = new MaterialPropertyBlock();
+        
         RenderParams rp = new RenderParams(material);
+       
         Matrix4x4[] instData = new Matrix4x4[numInstances];
-        for(int i=0; i<numInstances; ++i)
-            instData[i] = Matrix4x4.Translate(new Vector3(-4.5f+i, 0.0f, 5.0f));
-        Graphics.RenderMeshInstanced(rp, mesh, 0, instData);
+        Vector4[] colors = new Vector4[numInstances];
+        Matrix4x4[] animMatrix4X4s = new Matrix4x4[numInstances];
+        for (int i = 0; i < numInstances; ++i)
+        {
+            colors[i] = new Color(Random.Range(0f,1f), Random.Range(0f,1f), Random.Range(0f,1f));
+            instData[i] = Matrix4x4.Translate(new Vector3(-4.5f + i, 0.0f, 5.0f));
+            animMatrix4X4s[i]= Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, new Vector3(1, 1, 1));
+        }
+
+        // colors[0] = Color.green;
+        // colors[1] = Color.red;
+        // _materialPropertyBlock.
+        _materialPropertyBlock.SetVectorArray("_mainColor",colors);
+        _materialPropertyBlock.SetMatrixArray("_AnimationState",animMatrix4X4s);
+        rp.matProps = _materialPropertyBlock;
+        Graphics.RenderMeshInstanced(rp, mesh, 0, instData, numInstances,0);
     }
     
     

+ 4 - 0
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs

@@ -1,4 +1,5 @@
 using System;
+using Core.Audio;
 using Core.Triiger;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
@@ -7,6 +8,7 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 namespace Common.Combat.FxAILogic
 {
+    [AddComponentMenu("特效脚本/弹道/直线飞行弹道")]
     public class FxAIBeelineBulletLogic : FxAILogicBasic
     {
         public float speed;
@@ -59,6 +61,8 @@ namespace Common.Combat.FxAILogic
                         collision.ClosestPoint(gameObject.transform.position), null, false, null, null);
                 }
 
+                AudioManager.Instance.PlayAudio(hitAudioName, false);
+
                 if (!isPenetrate)
                 {
                     Dispose();

+ 2 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -20,7 +20,8 @@ namespace Common.Combat.FxAILogic
         private ILifetCycleHitPoint _attTarget;
 
         [Header("碰撞时的特效")] public string hitFxName;
-
+        [Header("碰撞音效")]
+        public string hitAudioName;
         public ILifetCycleHitPoint AttTarget
         {
             get { return _attTarget; }

+ 16 - 16
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAudioEventLogic.cs

@@ -18,22 +18,22 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
 
         protected override void ProEnter()
         {
-// #if !COMBAT_SERVER
-//
-//             TimeLineAudioSeralization timeLineAudioSeralization =
-//                 mTimeLineAssetSerialization as TimeLineAudioSeralization;
-//             if (!string.IsNullOrEmpty(timeLineAudioSeralization.audioName))
-//             {
-//          
-//                 ITimeLineAudio iTimeLineSkillStart =
-//                     TimeLineSingletonEventManager.Instance.GetTimeLine<ITimeLineAudio>();
-//                 if (iTimeLineSkillStart != null)
-//                 {
-//                     iTimeLineSkillStart.TimeLinePlayAudio(timeLineAudioSeralization.audioName,
-//                         timeLineAudioSeralization.isLoop);
-//                 }
-//             }
-// #endif
+#if !COMBAT_SERVER
+
+            TimeLineAudioSeralization timeLineAudioSeralization =
+                mTimeLineAssetSerialization as TimeLineAudioSeralization;
+            if (!string.IsNullOrEmpty(timeLineAudioSeralization.audioName))
+            {
+         
+                ITimeLineAudio iTimeLineSkillStart =
+                    TimeLineSingletonEventManager.Instance.GetTimeLine<ITimeLineAudio>();
+                if (iTimeLineSkillStart != null)
+                {
+                    iTimeLineSkillStart.PlayAudio(timeLineAudioSeralization.audioName,
+                        timeLineAudioSeralization.isLoop);
+                }
+            }
+#endif
         }
 
         protected override void ProLeave()

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

@@ -4,6 +4,7 @@
     public interface ITimeLineAudio:ITimeLineEventBasic
     {
 
+        void PlayAudio(string audioName,bool isLoop);
     }
 
 }

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ProjectSettings/ProjectSettings.asset

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+  applicationIdentifier:
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Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1920 - 183
UserSettings/Layouts/default-2022.dwlt


Một số tệp đã không được hiển thị bởi vì quá nhiều tập tin thay đổi trong này khác