ソースを参照

Merge branch 'master' of http://fort23.cn:3000/fort23/XY001

# Conflicts:
#	Assets/Res/UIAtlas/all.spriteatlasv2   resolved by master version
#	Assets/Scripts/GameLogic/Player/PlayerManager.cs   resolved by master version
#	Assets/StreamingAssets/assetConfig.txt   resolved by master version
#	Excel2Json/Excel/HeroModel.xlsx   resolved by master version
#	UserSettings/Layouts/default-2022.dwlt   resolved by master version
lcn 5 ヶ月 前
コミット
d244494adb
89 ファイル変更4478 行追加464 行削除
  1. 6 0
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  2. 6 0
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  51. 9 9
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  52. 70 4
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  53. 1 0
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  54. 5 0
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  55. 5 0
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  56. 19 8
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  57. 6 0
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  58. 4 0
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  59. 2 1
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  60. 5 0
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  61. 4 0
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  62. 11 1
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  63. 7 2
      Assets/Scripts/GameLogic/Combat/CombatType/CombatTypeBasic.cs
  64. 122 13
      Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs
  65. 1 1
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  66. 1 0
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  67. 5 0
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  68. 1 0
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  69. 2 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs
  70. 48 2
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  71. 7 1
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  72. 8 1
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  73. 7 2
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  74. 7 2
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  75. 32 0
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  77. 11 6
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  78. 13 5
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  79. 29 4
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  80. 47 0
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  81. 21 24
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  82. 1 1
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  84. BIN
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  86. 0 0
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ファイルの差分が大きいため隠しています
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ファイルの差分が大きいため隠しています
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@@ -124,6 +124,63 @@ NavMeshSettings:
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 --- !u!1 &203844586
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       propertyPath: m_LocalRotation.w
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       objectReference: {fileID: 0}
+    - target: {fileID: 6156585599002530089, guid: 792d87d98e30287428bf0281beda5715, type: 3}
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+      value: 1
+      objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedGameObjects: []
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@@ -77429,10 +77486,6 @@ PrefabInstance:
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   - {fileID: 6869584778561200327}
   - {fileID: 6397667416353992830}
+  - {fileID: 169489524}

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-  defineConstraints: []
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-      settings:
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-  userData: 
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+ 0 - 7
Assets/Plugins/CTool.pdb.meta

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@@ -1,11 +0,0 @@
-%YAML 1.1
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-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
-  m_Name: New Avatar Mask 1
-  m_Mask: 00000000010000000100000000000000000000000100000001000000010000000100000001000000010000000100000001000000
-  m_Elements: []

+ 0 - 11
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@@ -1,11 +0,0 @@
-%YAML 1.1
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-  m_PrefabAsset: {fileID: 0}
-  m_Name: New Avatar Mask
-  m_Mask: 01000000000000000000000001000000010000000000000000000000000000000000000001000000010000000100000001000000
-  m_Elements: []

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-  userData: 
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Assets/Res/AnimtionCurveLibrary/GameAnimationCurveLibrary.asset

@@ -30,21 +30,21 @@ MonoBehaviour:
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       time: 0
-      value: 1
+      value: 0.8
       inSlope: 0
       outSlope: 0
       tangentMode: 34
       weightedMode: 0
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-      outWeight: 0
+      outWeight: 0.33333334
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+      value: 0.8
       inSlope: 0
       outSlope: 0
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       weightedMode: 0
-      inWeight: 0
+      inWeight: 0.33333334
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+ 23 - 0
Assets/Res/Config/HeroModelConfig.json

@@ -9,6 +9,7 @@
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       "starGrade": 3,
       "rarity": 2,
+      "heroType": 1,
       "profession": 1,
       "hp": 100,
       "def": 2,
@@ -33,6 +34,7 @@
       "isUseGpu": false,
       "starGrade": 3,
       "rarity": 2,
+      "heroType": 1,
       "profession": 1,
       "hp": 100,
       "def": 3,
@@ -57,6 +59,7 @@
       "isUseGpu": false,
       "starGrade": 3,
       "rarity": 1,
+      "heroType": 1,
       "profession": 1,
       "hp": 100,
       "def": 4,
@@ -81,6 +84,7 @@
       "isUseGpu": false,
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+      "heroType": 1,
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       "hp": 100,
       "def": 2,
@@ -102,6 +106,7 @@
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@@ -123,6 +128,7 @@
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+      "heroType": 1,
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       "def": 4,
@@ -144,6 +150,7 @@
       "isUseGpu": false,
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       "rarity": 3,
+      "heroType": 1,
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       "hp": 100,
       "def": 2,
@@ -165,6 +172,7 @@
       "isUseGpu": false,
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       "rarity": 2,
+      "heroType": 1,
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       "hp": 100,
       "def": 3,
@@ -186,6 +194,7 @@
       "isUseGpu": false,
       "starGrade": 3,
       "rarity": 1,
+      "heroType": 1,
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       "hp": 100,
       "def": 4,
@@ -207,6 +216,7 @@
       "isUseGpu": false,
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+      "heroType": 1,
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       "def": 2,
@@ -228,6 +238,7 @@
       "isUseGpu": false,
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@@ -249,6 +260,7 @@
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@@ -270,6 +282,7 @@
       "isUseGpu": false,
       "starGrade": 3,
       "rarity": 3,
+      "heroType": 1,
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@@ -291,6 +304,7 @@
       "isUseGpu": false,
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@@ -312,6 +326,7 @@
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@@ -333,6 +348,7 @@
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@@ -354,6 +370,7 @@
       "isUseGpu": false,
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       "rarity": 2,
+      "heroType": 1,
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       "hp": 100,
       "def": 3,
@@ -375,6 +392,7 @@
       "isUseGpu": false,
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       "rarity": 2,
+      "heroType": 1,
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       "hp": 100,
       "def": 4,
@@ -396,6 +414,7 @@
       "isUseGpu": false,
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       "rarity": 1,
+      "heroType": 1,
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       "hp": 100,
       "def": 3,
@@ -417,6 +436,7 @@
       "isUseGpu": false,
       "starGrade": 3,
       "rarity": 1,
+      "heroType": 1,
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       "hp": 100,
       "def": 4,
@@ -438,6 +458,7 @@
       "isUseGpu": true,
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+      "heroType": 2,
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       "hp": 100,
       "def": 5,
@@ -462,6 +483,7 @@
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       "starGrade": 1,
       "rarity": 1,
+      "heroType": 3,
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       "hp": 300,
       "def": 6,
@@ -488,6 +510,7 @@
       "isUseGpu": true,
       "starGrade": 1,
       "rarity": 1,
+      "heroType": 4,
       "profession": 1,
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ファイルの差分が大きいため隠しています
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Assets/Res/TimeLineAssets/Hero01_TD.txt


ファイルの差分が大きいため隠しています
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Assets/Res/TimeLineAssets/Hero02_TD.txt


ファイルの差分が大きいため隠しています
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Assets/Res/TimeLineAssets/Hero03_TD.txt


ファイルの差分が大きいため隠しています
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Assets/Res/TimeLineAssets/Hero04_TD.txt


+ 75 - 2
Assets/Res/UI/MainUIPanel.prefab

@@ -1456,7 +1456,7 @@ MonoBehaviour:
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+  m_Value: 0.442
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@@ -2343,6 +2343,42 @@ MonoBehaviour:
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   m_UseSpriteMesh: 0
   m_PixelsPerUnitMultiplier: 1
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+  m_PrefabAsset: {fileID: 0}
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+  m_Component:
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+  m_HasEditorInfo: 1
+  m_Name: expPoint
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4221615929694277604}
+  m_LocalRotation: {x: 0, 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: 7503648074123454508}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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+  m_AnchorMax: {x: 1, y: 0.5}
+  m_AnchoredPosition: {x: -12, y: 0}
+  m_SizeDelta: {x: 100, y: 100}
+  m_Pivot: {x: 0.5, y: 0.5}
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 GameObject:
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@@ -2626,7 +2662,7 @@ GameObject:
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   m_Layer: 0
   m_HasEditorInfo: 1
-  m_Name: Text (TMP)
+  m_Name: coinText
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   m_NavMeshLayer: 0
@@ -3365,6 +3401,7 @@ RectTransform:
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   m_Children:
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     - gameObject: {fileID: 397899105639740}
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+  - key: expPoint
+    gameObject: {fileID: 639903755856041467}
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+  - key: exp
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+    - gameObject: {fileID: 397899105639740}
+    - gameObject: {fileID: 3469845461661622283}
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 GameObject:

+ 9 - 9
Assets/Res/UI/ShowItemMoveToTargetPanel.prefab

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   m_AnchorMax: {x: 0.5, y: 0.5}
   m_AnchoredPosition: {x: 0, y: 0}
-  m_SizeDelta: {x: 750, y: 1624}
+  m_SizeDelta: {x: 1125, y: 2436}
   m_Pivot: {x: 0.5, y: 0.5}
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@@ -302,11 +302,11 @@ MonoBehaviour:
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-  _icon_name: 
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-  CurrSpriteAtlas: {fileID: 0}
+  CurrSpriteAtlas: {fileID: 100100200, guid: 7b02f32fa59cd4e3085208946b112537, type: 3}
   packInfo:
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-    packgJsonPath: 
-    packgSpritePath: 
-    lasetJsonGUID: 
+    packName: all
+    packgJsonPath: /Art/UIAssets/TextrueJson/all.txt
+    packgSpritePath: Assets/Res/UIAtlas/all.spriteatlasv2
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+  m_GameObject: {fileID: 406948033}
+  serializedVersion: 2
+  m_LocalRotation: {x: 0, 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: 0}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &718178675
 GameObject:
   m_ObjectHideFlags: 0
@@ -530,6 +562,38 @@ Transform:
   - {fileID: 852523982}
   m_Father: {fileID: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 180, z: 0}
+--- !u!1 &928654028
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 7
+  m_Component:
+  - component: {fileID: 928654029}
+  m_Layer: 0
+  m_HasEditorInfo: 1
+  m_Name: Pool
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!4 &928654029
+Transform:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 928654028}
+  serializedVersion: 2
+  m_LocalRotation: {x: 0, 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: 0}
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &1421949364
 GameObject:
   m_ObjectHideFlags: 0
@@ -613,28 +677,28 @@ MonoBehaviour:
   myHeroInfo:
   - modelName: Hero01
     hp: 1000
-    att: 30
+    att: 100
     attSpeed: 1
     attDis: 2
     isGpu: 0
     skillId: 1b270000ab860100
   - modelName: Hero02
     hp: 1000
-    att: 30
+    att: 100
     attSpeed: 1
     attDis: 4
     isGpu: 0
     skillId: 1b2700004b0d0300
   - modelName: Hero03
     hp: 1000
-    att: 30
+    att: 100
     attSpeed: 1
     attDis: 5
     isGpu: 0
     skillId: 1b270000eb930400
   - modelName: Hero04
     hp: 1000
-    att: 30
+    att: 100
     attSpeed: 1
     attDis: 6
     isGpu: 0
@@ -744,3 +808,5 @@ SceneRoots:
   - {fileID: 855042511}
   - {fileID: 718178676}
   - {fileID: 235899921}
+  - {fileID: 928654029}
+  - {fileID: 406948034}

+ 1 - 0
Assets/Scripts/Core/State/IState.cs

@@ -9,4 +9,5 @@ public interface IState: IDisposable
     void Enter(IStateEnterData iStateEnterData);
     void Update(float t);
     void Exit();
+    bool IsSwitch(IState nextState);
 }

+ 5 - 0
Assets/Scripts/Core/State/StateBasic.cs

@@ -24,4 +24,9 @@ public class StateBasic : IState
     {
         
     }
+
+    public bool IsSwitch(IState nextState)
+    {
+        return true;
+    }
 }

+ 5 - 0
Assets/Scripts/Core/State/StateControl.cs

@@ -47,6 +47,11 @@ namespace Core.State
 
             if (_currIState != null)
             {
+                if (!_currIState.IsSwitch(state))
+                {
+                    return;
+                }
+
                 _currIState.Exit();
             }
 

+ 19 - 8
Assets/Scripts/Core/UI/UTool/MyImage.cs

@@ -97,23 +97,24 @@ namespace UnityEngine.UI
                                 _uiLoadSpriteHand = sprite1;
                                 if (sprite1 == null)
                                 {
-                                    sprite = null;
+                                    SetSprite(null);
                                 }
                                 else
                                 {
-                                    sprite = sprite1.GetSprite();
+                                    SetSprite(sprite1.GetSprite());
                                 }
                             });
                         }
                         else
                         {
-                            sprite = loadSprite;
+                            SetSprite(loadSprite);
+                            
                         }
                     }
                 }
                 else
                 {
-                    sprite = loadSprite;
+                    SetSprite( loadSprite);
                 }
             }
             else if (!string.IsNullOrEmpty(_icon_name) && sprite == null)
@@ -132,11 +133,11 @@ namespace UnityEngine.UI
                         _uiLoadSpriteHand = sprite1;
                         if (sprite1 == null)
                         {
-                            sprite = null;
+                            SetSprite(null);
                         }
                         else
                         {
-                            sprite = sprite1.GetSprite();
+                            SetSprite( sprite1.GetSprite());
                         }
                     });
                 }
@@ -171,16 +172,26 @@ namespace UnityEngine.UI
                         _uiLoadSpriteHand = sprite1;
                         if (sprite1 == null)
                         {
-                            sprite = null;
+                            SetSprite( null);
                         }
                         else
                         {
-                            sprite = sprite1.GetSprite();
+                            SetSprite(sprite1.GetSprite());
                         }
                     });
                 }
             }
         }
+
+        private void SetSprite(Sprite sprite)
+        {
+            this.sprite = sprite;
+            if (sprite != null)
+            {
+                onSpriteAlter?.Invoke();
+            }
+        }
+
         public override void GraphicUpdateComplete()
         {
             SetPack();

+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/HeroModelConfig.cs

@@ -62,6 +62,12 @@ public int starGrade;
 public int rarity;
 
 
+		/// <summary>
+		///1. 英雄 2. 小怪 3. 精英 4. BOSS
+		/// </summary>
+public int heroType;
+
+
 		/// <summary>
 		///职业 1.战士 2.法师 3.牧师 4.游侠
 		/// </summary>

+ 4 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -21,5 +21,9 @@
         /// 激活战斗
         /// </summary>
         ActiveCombat,
+        /// <summary>
+        /// 战斗里的Exp改变
+        /// </summary>
+        CombatExpAlter,
     }
 }

+ 2 - 1
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatItemShowEventData.cs

@@ -10,6 +10,7 @@ namespace Common.Utility.CombatEvent
         public int count;
         // public List<string> showItem;
         public Vector3 startPos_WorldPos;
-        public bool isShowBag;
+        public string showName;
+        public bool isExp;
     }
 }

+ 5 - 0
Assets/Scripts/GameLogic/Combat/CombatState/CombatStateBasic.cs

@@ -27,6 +27,11 @@ namespace GameLogic.Combat.CombatState
             ProExit();
         }
 
+        public bool IsSwitch(IState nextState)
+        {
+            return true;
+        }
+
         public void Dispose()
         {
             ProDispose();

+ 4 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -26,6 +26,10 @@ namespace GameLogic.Combat.CombatTool
         public bool isUpdate;
 
 
+        
+        
+        
+
         public CombatStateBasic CurrState
         {
             get { return stateControl.CurrIState as CombatStateBasic; }

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

@@ -44,6 +44,16 @@ namespace GameLogic.Combat.CombatTool
             }
         }
 
+        /// <summary>
+        /// 复活死亡的英雄
+        /// </summary>
+        public void ResurrectionDieHero(CombatHeroEntity combatHeroEntity)
+        {
+            heroDie.Remove(combatHeroEntity);
+            combatHeroEntity.CurrCombatHeroInfo.hp = combatHeroEntity.MaxCombatHeroInfo.hp;
+            AddHero(combatHeroEntity);
+        }
+
         public void Update(float t)
         {
             for (int i = 0; i < myHero.Count; i++)
@@ -178,7 +188,7 @@ namespace GameLogic.Combat.CombatTool
         public Vector3 GetFollowPos(CombatHeroEntity combatHeroEntity)
         {
             int index = combatHeroEntity.number - followTarget.number;
-         return   followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
+            return followTarget.combatHeroGameObject.transform.TransformPoint((followMovePos[index]));
             // return followMovePos[index] + .dotPos;
         }
 

+ 7 - 2
Assets/Scripts/GameLogic/Combat/CombatType/CombatTypeBasic.cs

@@ -11,6 +11,10 @@ namespace GameLogic.Combat.CombatType
 {
     public class CombatTypeBasic : IDisposable
     {
+        /// <summary>
+        /// 全部胜利的节点数量
+        /// </summary>
+        public int allWinNodeCount;
         protected CombatController combatController;
         protected int _currIndex = 0;
         protected CombatScenesConfig _combatScenesConfig;
@@ -38,15 +42,16 @@ namespace GameLogic.Combat.CombatType
             HeroDieEventData data = iEventData as HeroDieEventData;
             combatController.CombatHeroController.RemoveHero(data.combatHeroEntity);
             combatController.CombatHeroController.AddHeroDie(data.combatHeroEntity);
-            ProHeroDie(data.combatHeroEntity);
+            ProHeroDie(data.combatHeroEntity,data.HarmReturnInfo);
         }
 
-        protected virtual void ProHeroDie(CombatHeroEntity combatHeroEntity)
+        protected virtual void ProHeroDie(CombatHeroEntity combatHeroEntity,HarmReturnInfo harmReturnInfo)
         {
         }
 
         protected void FindNextConfig()
         {
+            allWinNodeCount++;
             isActiveCombat = false;
             _currIndex %= _combatScenesConfig.allNodeConfig.Length;
             nextConfig = _combatScenesConfig.allNodeConfig[_currIndex];

+ 122 - 13
Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs

@@ -12,6 +12,12 @@ namespace GameLogic.Combat.CombatType
     public class LevelBattleCombatType : CombatTypeBasic
     {
         private TestCombatHeroConfig testCombatHeroConfig;
+
+        /// <summary>
+        /// 等待复活
+        /// </summary>
+        protected bool _isAwaitResurrection;
+
         // protected TestCombatHeroConfig.EnemyGroup currEnemyGroup;
         /// <summary>
         /// 当前关卡战斗的波次节点
@@ -29,9 +35,26 @@ namespace GameLogic.Combat.CombatType
         /// </summary>
         protected int _currNodeWavesIndex;
 
-        public int exp;
+        public int exp
+        {
+            get { return _exp; }
+            set
+            {
+                _exp = value;
+                CombatEventManager.Instance.Dispatch(CombatEventType.CombatExpAlter, null);
+            }
+        }
+
+        private int _exp;
+
+        public int CurrMaxExp
+        {
+            get { return _levelBattleConfig.exp; }
+        }
+
         public bool isBossCombat;
 
+
         protected List<string> equipName = new List<string>()
         {
             "fx_down_zb_blue",
@@ -45,24 +68,59 @@ namespace GameLogic.Combat.CombatType
         {
             _levelBattleConfig = ConfigComponent.Instance.Get<LevelBattleConfig>(_startCombatInfo.levelBattleId);
             _currLevelBattleNodeIndex = 0;
+            exp = 0;
         }
 
-        protected override void ProHeroDie(CombatHeroEntity combatHeroEntity)
+        protected override void ProHeroDie(CombatHeroEntity combatHeroEntity, HarmReturnInfo harmReturnInfo)
         {
-            if (!isBossCombat)
+            if (harmReturnInfo.harmType == HarmType.SystemKo)
             {
-                MiniMonsterDie(combatHeroEntity);
+                return;
             }
-            else if (combatHeroEntity.CurrCombatHeroInfo.heroType == 4) ///boss死了
+
+            if (combatHeroEntity.IsEnemy) //怪死了
+            {
+                if (!isBossCombat)
+                {
+                    MiniMonsterDie(combatHeroEntity);
+                }
+                else if (combatHeroEntity.CurrCombatHeroInfo.heroType == 4) ///boss死了
+                {
+                   
+                    BossKo();
+                }
+            }
+            else //英雄死了
             {
-                isBossCombat = false;
-                _levelBattleConfig = ConfigComponent.Instance.Get<LevelBattleConfig>(_levelBattleConfig.ID + 1);
-                _currLevelBattleNodeIndex = 0;
-                InitNewMonsterConfig();
+                CombatHeroEntity[] myHero = combatController.CombatHeroController.GetHero(false);
+                if (myHero == null || myHero.Length <= 0) //死完了
+                {
+                    HarmReturnInfo newharm = new HarmReturnInfo();
+                    newharm.harmType = HarmType.SystemKo;
+                    CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
+                    List<CombatHeroEntity> heroEntities = new List<CombatHeroEntity>();
+                    heroEntities.AddRange(allHero);
+                    for (int i = 0; i < heroEntities.Count; i++)
+                    {
+                        heroEntities[i].HeroDie(newharm);
+                    }
+
+                    Debug.Log("英雄死完了,等待全部英雄复活");
+                    isActiveCombat = false;
+                    _isAwaitResurrection = true;
+                }
             }
         }
 
 
+        private void ResurrectionFinish()
+        {
+            _isAwaitResurrection = false;
+            _currLevelBattleNodeIndex = 0;
+            InitNewMonsterConfig();
+            isActiveCombat = true;
+        }
+
         private void MiniMonsterDie(CombatHeroEntity combatHeroEntity)
         {
             if (isBossCombat)
@@ -73,7 +131,11 @@ namespace GameLogic.Combat.CombatType
             CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
             combatItemShowEventData.count = Random.Range(3, 5);
             combatItemShowEventData.startPos_WorldPos = combatHeroEntity.combatHeroGameObject.position;
+            combatItemShowEventData.showName = "icon_Coin";
+            combatItemShowEventData.isExp = false;
             EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
+
+
             List<string> allEquip = new List<string>();
             for (int i = 0; i < 1; i++)
             {
@@ -95,7 +157,13 @@ namespace GameLogic.Combat.CombatType
             showTextEventData.worldPos = combatHeroEntity.combatHeroGameObject.position;
             EventManager.Instance.Dispatch(CustomEventType.ShowText, showTextEventData);
 
-            exp += 1;
+            exp += 5;
+            CombatItemShowEventData expItemShow = CombatItemShowEventData.Create();
+            expItemShow.count = Random.Range(3, 5);
+            expItemShow.startPos_WorldPos = combatHeroEntity.combatHeroGameObject.position;
+            expItemShow.showName = "icon_Energy";
+            expItemShow.isExp = true;
+            EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
             if (exp >= _levelBattleConfig.exp) // 到达目标值,开始打boss
             {
                 StartBossCombat();
@@ -136,6 +204,30 @@ namespace GameLogic.Combat.CombatType
             CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
         }
 
+        protected void BossKo()
+        {
+            HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
+            harmReturnInfo.harmType = HarmType.SystemKo;
+            CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
+            List<CombatHeroEntity> heroEntities = new List<CombatHeroEntity>();
+            heroEntities.AddRange(allHero);
+            for (int i = 0; i < heroEntities.Count; i++)
+            {
+                heroEntities[i].HeroDie(harmReturnInfo);
+            }
+
+            CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
+            isBossCombat = false;
+            LevelBattleConfig levelBattleConfig =
+                ConfigComponent.Instance.Get<LevelBattleConfig>(_levelBattleConfig.ID + 1);
+            if (levelBattleConfig.ID > 0)
+            {
+                _levelBattleConfig = levelBattleConfig;
+            }
+            exp = 0;
+            _currLevelBattleNodeIndex = 0;
+            InitNewMonsterConfig();
+        }
 
         protected void StartBossCombat()
         {
@@ -143,16 +235,22 @@ namespace GameLogic.Combat.CombatType
             HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
             harmReturnInfo.harmType = HarmType.SystemKo;
             CombatHeroEntity[] allHero = combatController.CombatHeroController.GetHero(true);
-            for (int i = 0; i < allHero.Length; i++)
+            List<CombatHeroEntity> heroEntities = new List<CombatHeroEntity>();
+            heroEntities.AddRange(allHero);
+            for (int i = 0; i < heroEntities.Count; i++)
             {
-                allHero[i].HeroDie(harmReturnInfo);
+                heroEntities[i].HeroDie(harmReturnInfo);
             }
 
+            CombatController.currActiveCombat.CombatHeroController.SetFollowTarget();
+            FindNextConfig();
             _currWavesConfig =
                 ConfigComponent.Instance.Get<MonsterWavesConfig>(
                     _levelBattleConfig.BossMonsterWavesId);
             _currNodeWavesIndex = -1;
-            CreateEnemy(new CTaskAwaitBuffer());
+            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
+            CreateEnemy(cTaskAwaitBuffer, _levelBattleConfig.bossMonsterId, _levelBattleConfig.bossLv, 0);
+            CreateEnemy(cTaskAwaitBuffer);
         }
 
 
@@ -213,6 +311,17 @@ namespace GameLogic.Combat.CombatType
 
         protected override void ProUpdate(float t)
         {
+            if (_isAwaitResurrection)
+            {
+                CombatHeroEntity[] myHero = combatController.CombatHeroController.GetHero(false);
+                if (myHero != null && myHero.Length >= 4)
+                {
+                    ResurrectionFinish();
+                }
+
+                return;
+            }
+
             if (!isActiveCombat)
             {
                 return;

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -27,7 +27,7 @@ namespace GameLogic.Combat.CombatType
             "fx_down_zb_purple",
         };
 
-        protected override void ProHeroDie(CombatHeroEntity combatHeroEntity)
+        protected override void ProHeroDie(CombatHeroEntity combatHeroEntity, HarmReturnInfo harmReturnInfo)
         {
             CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
             combatItemShowEventData.count = Random.Range(3, 5);

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

@@ -122,6 +122,7 @@ public class CombatAIBasic : IDisposable
 
         stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
         stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
+        stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
     }
 
     public void ChangeState(string name)

+ 5 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -14,6 +14,10 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAnimtion, ITimeLineGetAttSpeed, IHero
 {
+    /// <summary>
+    /// 死亡时的节点ID
+    /// </summary>
+    public int heroDieNodeId;
     public bool IsEnemy { get; set; }
     public bool isDie { get; set; }
     public int number;
@@ -166,6 +170,7 @@ public class CombatHeroEntity : ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAni
 
     public void HeroDie(HarmReturnInfo harmReturnInfo)
     {
+        heroDieNodeId = CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount;
         isDie = true;
         HeroDieEventData heroDieEventData = HeroDieEventData.Create();
         heroDieEventData.combatHeroEntity = this;

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

@@ -102,6 +102,7 @@ public class CombatHeroInfo
         isGpu = modelConfig.isUseGpu;
         maxDis = modelConfig.range_atk;
         maxDisTo = maxDis * maxDis;
+        heroType = modelConfig.heroType;
     }
 
     protected void SetDataConfig(int modelID,int level, int star)

+ 2 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroStateType.cs

@@ -12,5 +12,7 @@ namespace GameLogic.Combat.Hero
         public static readonly string NullState= "nullState";
         public static readonly string Active= "jihuo";
         public static readonly string XiuMian= "xiumian";
+        public static readonly string Resurrection= "resurrection";//复活
+        
     }
 }

+ 48 - 2
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroDieState.cs

@@ -5,12 +5,26 @@ namespace GameLogic.Combat.Hero.State
 {
     public class CombatHeroDieState : CombatHeroStateBasic
     {
+        public float resurrectionTime;
+        protected bool isStartResurrection;
+
+        protected bool isSwitch = false;
+ 
         public CombatHeroDieState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
+            
+        }
+
+        public override bool IsSwitch(IState nextState)
+        {
+            return isSwitch;
         }
 
         protected override void ProEnter()
         {
+
+            isSwitch = false;
+            resurrectionTime = 0;
             TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
                 combatHeroEntity.combatHeroTimeLineControl.TimeLineData
                     .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("die", null);
@@ -19,17 +33,49 @@ namespace GameLogic.Combat.Hero.State
                 timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
                 timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
                 {
-                    CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
+                    if (combatHeroEntity.IsEnemy)
+                    {
+                        CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
+                    }
+                    else
+                    {
+                        isStartResurrection = true;
+                    }
+
                 };
                 combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
             }
             else
             {
-                CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
+                if (combatHeroEntity.IsEnemy)
+                {
+                    CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
+                }
+                else
+                {
+                    isStartResurrection = true;
+                }
             }
 
            
             // combatHeroEntity.Dispose();
         }
+
+        protected override void ProUpdate(float t)
+        {
+            if (isStartResurrection)
+            {
+                resurrectionTime += t;
+                if (resurrectionTime > 10)
+                {
+                    isSwitch = true;
+                    isStartResurrection = false;
+                    resurrectionTime = 0;
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Resurrection);
+                }
+            }
+
+          
+        }
     }
 }

+ 7 - 1
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroIdleState.cs

@@ -23,7 +23,13 @@ namespace GameLogic.Combat.Hero.State
 
             Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
             Vector3 myPos = combatHeroEntity.dotPos;
-            if (Vector3.SqrMagnitude(targetPos - myPos) > combatHeroEntity.CurrCombatHeroInfo.maxDisTo)
+            float dis = combatHeroEntity.CurrCombatHeroInfo.maxDisTo;
+            if (combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
+            {
+                dis = 1;
+            }
+
+            if (Vector3.SqrMagnitude(targetPos - myPos) >dis)
             {
                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
             }

+ 8 - 1
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroMoveState.cs

@@ -53,8 +53,15 @@ namespace GameLogic.Combat.Hero.State
 
             Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
             Vector3 myPos = combatHeroEntity.dotPos;
+            
+            float dis = combatHeroEntity.CurrCombatHeroInfo.maxDisTo;
+            if (combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
+            {
+                dis = 1;
+            }
+            
             if (Vector3.SqrMagnitude(targetPos - myPos) >
-                combatHeroEntity.CurrCombatHeroInfo.maxDisTo)
+                dis)
             {
                 if (Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) > 1)
                 {

+ 7 - 2
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroStateBasic.cs

@@ -7,6 +7,7 @@ namespace GameLogic.Combat.Hero.State
         public CombatHeroEntity combatHeroEntity;
 
         private IStateEnterData iStateEnterData;
+
         public CombatHeroStateBasic(CombatHeroEntity combatHeroEntity)
         {
             this.combatHeroEntity = combatHeroEntity;
@@ -28,6 +29,11 @@ namespace GameLogic.Combat.Hero.State
             ProExit();
         }
 
+        public virtual bool IsSwitch(IState nextState)
+        {
+            return true;
+        }
+
         protected virtual void ProEnter()
         {
         }
@@ -39,6 +45,7 @@ namespace GameLogic.Combat.Hero.State
         protected virtual void ProExit()
         {
         }
+
         protected virtual void ProDispose()
         {
         }
@@ -48,7 +55,5 @@ namespace GameLogic.Combat.Hero.State
             ProDispose();
             combatHeroEntity = null;
         }
-
-       
     }
 }

+ 7 - 2
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroXiuMianState.cs

@@ -10,6 +10,7 @@ namespace GameLogic.Combat.Hero.State
     /// </summary>
     public class CombatHeroXiuMianState : CombatHeroStateBasic
     {
+        private TimerEntity _timerEntity;
         public CombatHeroXiuMianState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
         {
         }
@@ -49,8 +50,11 @@ namespace GameLogic.Combat.Hero.State
 
         protected void ActiveHero()
         {
-            TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 2000),
-                delegate { combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active); });
+            _timerEntity= TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 2000),
+                delegate
+                {
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
+                });
         }
 
         private void ActiveCombat(IEventData eventData)
@@ -66,6 +70,7 @@ namespace GameLogic.Combat.Hero.State
 
         protected override void ProDispose()
         {
+            TimerComponent.Instance.Remove(_timerEntity);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
         }
     }

+ 32 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatResurrectionState.cs

@@ -0,0 +1,32 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.CombatTool;
+using UnityEngine;
+
+namespace GameLogic.Combat.Hero.State
+{
+    /// <summary>
+    /// 英雄复活状态
+    /// </summary>
+    public class CombatResurrectionState : CombatHeroStateBasic
+    {
+        public CombatResurrectionState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+            
+        }
+
+        protected override void ProEnter()
+        {
+            if (combatHeroEntity.heroDieNodeId != CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount&&CombatController.currActiveCombat.CombatHeroController.followTarget!=null)
+            {
+                combatHeroEntity.combatHeroGameObject.SetPosition(CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos+new Vector3(1,0,0));
+            }
+
+            CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
+            combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+        }
+
+        protected override void ProUpdate(float t)
+        {
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/CombatResurrectionState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: f4fbaf21edb7425ebbe6898bf6be560b
+timeCreated: 1732678204

+ 11 - 6
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -333,12 +333,17 @@ namespace GameLogic.Combat.Skill
                     .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(groupName, null);
             try
             {
-                timeLineEventLogicGroup.extraData = extraData;
-                timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData, customizePos);
-                timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
-                timeLineEventLogicGroup.timeLineTime = startTime;
-                _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
-                currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
+                if (timeLineEventLogicGroup != null)
+                {
+                    
+                    timeLineEventLogicGroup.extraData = extraData;
+                    timeLineEventLogicGroup.SetCombatInfo(_combatHeroEntity, this, currTarget, triggerData, customizePos);
+                    timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
+                    timeLineEventLogicGroup.timeLineTime = startTime;
+                    _combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
+                    currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
+                }
+
             }
             catch (Exception e)
             {

+ 13 - 5
Assets/Scripts/GameTimeLine/SerializationTimeLine/TimeLienData.cs

@@ -28,7 +28,7 @@ public class TimeLienData
 
     public TimeLienData Clone()
     {
-        TimeLienData timeLienData = (TimeLienData) this.MemberwiseClone();
+        TimeLienData timeLienData = (TimeLienData)this.MemberwiseClone();
         timeLienData.DeserializeData();
         return timeLienData;
     }
@@ -46,7 +46,7 @@ public class TimeLienData
             if (type != null)
             {
                 TimeLineAssetSerialization timeLineAssetSerialization =
-                    (TimeLineAssetSerialization) JsonManager.FromJson(value[i], type);
+                    (TimeLineAssetSerialization)JsonManager.FromJson(value[i], type);
                 if (allAssetSerializations.TryGetValue(timeLineAssetSerialization.groupName,
                         out List<TimeLineAssetSerialization> info))
                 {
@@ -71,6 +71,11 @@ public class TimeLienData
     public T GetTimeLineEventLogicGroup<T>(string groupName, IFilterTimeLine filterTimeLine)
         where T : TimeLineEventLogicGroupBasic, new()
     {
+        if (string.IsNullOrEmpty(groupName))
+        {
+            return null;
+        }
+
         List<TimeLineAssetSerialization> timeLineAssetSerializations =
             GetTimeLineAssetSerialization(groupName, filterTimeLine);
         if (timeLineAssetSerializations.Count <= 0)
@@ -122,9 +127,9 @@ public class TimeLienData
 
         return null;
     }
+
     public ACurve GetTimeLineEventACurve(string groupName, string guid, IFilterTimeLine filterTimeLine)
     {
-       
         List<TimeLineAssetSerialization> timeLineAssetSerializations =
             GetTimeLineAssetSerialization(groupName, filterTimeLine);
         for (int i = 0; i < timeLineAssetSerializations.Count; i++)
@@ -134,13 +139,14 @@ public class TimeLienData
             if (timeLineAssetSerialization != null && timeLineAssetSerialization.guid.Equals(guid))
             {
                 ACurve aCurve = new ACurve();
-                aCurve.CurveInfos= timeLineAssetSerialization.CurveInfos;
+                aCurve.CurveInfos = timeLineAssetSerialization.CurveInfos;
                 return aCurve;
             }
         }
 
         return default;
     }
+
     public float GetTimeLineEventSkillForTime(string groupName, IFilterTimeLine filterTimeLine)
     {
         float maxTime = 0;
@@ -157,6 +163,7 @@ public class TimeLienData
 
         return 0;
     }
+
     public float GetTimeLineEventSkillForPuaseTime(string groupName, IFilterTimeLine filterTimeLine)
     {
         float maxTime = 0;
@@ -184,7 +191,8 @@ public class TimeLienData
             for (int i = 0; i < allInfo.Count; i++)
             {
                 TimeLineAssetSerialization fxSerializtion = allInfo[i];
-                if (fxSerializtion.groupName.Equals(groupName) && (filterTimeLine==null||filterTimeLine.Filter(fxSerializtion)))
+                if (fxSerializtion.groupName.Equals(groupName) &&
+                    (filterTimeLine == null || filterTimeLine.Filter(fxSerializtion)))
                 {
                     currTimeLineAssetSerializations.Add(fxSerializtion);
                 }

+ 29 - 4
Assets/Scripts/GameUI/UI/MainUIPanel.cs

@@ -1,38 +1,63 @@
 using System.Threading.Tasks;
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.CombatType;
 using GameLogic.Hero;
 using UnityEngine;
 
 namespace Fort23.Mono
 {
-    [UIBinding(prefab = "MainUIPanel"  )]
+    [UIBinding(prefab = "MainUIPanel")]
     public partial class MainUIPanel : UIPanel
     {
         private void Init()
         {
             InitBattleHero();
         }
+
         protected override void AddEvent()
         {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.CombatExpAlter, CombatExpAlter);
         }
+
         protected override void DelEvent()
         {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.CombatExpAlter, CombatExpAlter);
         }
+
         public override void AddButtonEvent()
         {
         }
 
+        private void CombatExpAlter(IEventData eventData)
+        {
+            ExpAlter();
+        }
 
-        private async void InitBattleHero()
+        private void ExpAlter()
         {
+            if (CombatController.currActiveCombat == null || CombatController.currActiveCombat.CombatTypeBasic == null)
+            {
+                return;
+            }
+
+            LevelBattleCombatType levelBattleCombatType =
+                CombatController.currActiveCombat.CombatTypeBasic as LevelBattleCombatType;
+            float bl = (levelBattleCombatType.exp * 1.0f) / levelBattleCombatType.CurrMaxExp;
+            exp.value = bl;
+            TextExp.text = levelBattleCombatType.exp + "/" + levelBattleCombatType.CurrMaxExp;
+        }
 
+        private async void InitBattleHero()
+        {
             for (int i = 0; i < PlayerManager.Instance.heroListInLead.Count; i++)
             {
                 RectTransform rectTransform = hero_battle[i] as RectTransform;
-                WidgetHero itemHero = await UIManager.Instance.CreateGComponent<WidgetHero>(null, 
+                WidgetHero itemHero = await UIManager.Instance.CreateGComponent<WidgetHero>(null,
                     poolName: "WidgetHero", root: rectTransform);
                 itemHero.InitHero(PlayerManager.Instance.heroListInLead[i]);
             }
         }
-
     }
 }

+ 47 - 0
Assets/Scripts/GameUI/UI/MainUIPanelData.cs

@@ -3,6 +3,8 @@ using Fort23.UTool;
 using UnityEngine.UI;
 using UnityEngine;
 using System.Collections.Generic;
+using TMPro;
+
 namespace Fort23.Mono
 {
 	public partial class MainUIPanel 
@@ -41,6 +43,51 @@ namespace Fort23.Mono
 	      return _Icon_Coin;
 	     }
 	   }
+	  private RectTransform _expPoint;
+	  public RectTransform expPoint
+	   {
+	   get{
+	      if (_expPoint == null)
+	       {
+	         _expPoint  = GetUIUnit<RectTransform>("expPoint"); 
+	       }
+	      return _expPoint;
+	     }
+	   }
+	  private Slider _exp;
+	  public Slider exp
+	   {
+	   get{
+	      if (_exp == null)
+	       {
+	         _exp  = GetUIUnit<Slider>("exp"); 
+	       }
+	      return _exp;
+	     }
+	   }
+	  private TextMeshProUGUI _TextExp;
+	  
+	  public TextMeshProUGUI TextExp
+	   {
+	   get{
+	      if (_TextExp == null)
+	       {
+	         _TextExp  = GetUIUnit<TextMeshProUGUI>("TextExp"); 
+	       }
+	      return _TextExp;
+	     }
+	   }
+	  private TextMeshProUGUI _coinText;
+	  public TextMeshProUGUI coinText
+	   {
+	   get{
+	      if (_coinText == null)
+	       {
+	         _coinText  = GetUIUnit<TextMeshProUGUI>("coinText"); 
+	       }
+	      return _coinText;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

+ 21 - 24
Assets/Scripts/GameUI/UI/ShowItemMoveTarget/ShowItemMoveToTargetPanel.cs

@@ -36,7 +36,7 @@ namespace Fort23.Mono
                 target = showItemMoveToTargetPanel.transform.worldToLocalMatrix * target;
             }
 
-            showItemMoveToTargetPanel.ShowPanel(startPos, target, allItem.Count);
+            showItemMoveToTargetPanel.ShowPanel(startPos, target, allItem.Count, "");
         }
 
         public static async void OpenShowItemMoveToTargetPanel(List<string> allItem)
@@ -45,14 +45,14 @@ namespace Fort23.Mono
                 await UIManager.Instance.LoadAndOpenPanel<ShowItemMoveToTargetPanel>(null, UILayer.Top, isFocus: false);
             Vector2 target = showItemMoveToTargetPanel.moveTarget.GetComponent<RectTransform>().anchoredPosition;
             showItemMoveToTargetPanel.moveTarget.gameObject.SetActive(true);
-            showItemMoveToTargetPanel.ShowPanel(new Vector2(), target, allItem.Count);
+            showItemMoveToTargetPanel.ShowPanel(new Vector2(), target, allItem.Count, "");
         }
 
         public static async void OpenShowItemMoveToTargetPanel(Vector2 startPos, Vector2 target, List<string> allItem)
         {
             ShowItemMoveToTargetPanel showItemMoveToTargetPanel =
                 await UIManager.Instance.LoadAndOpenPanel<ShowItemMoveToTargetPanel>(null, UILayer.Top, isFocus: false);
-            showItemMoveToTargetPanel.ShowPanel(startPos, target, allItem.Count);
+            showItemMoveToTargetPanel.ShowPanel(startPos, target, allItem.Count, "");
         }
 
         private void Init()
@@ -77,16 +77,19 @@ namespace Fort23.Mono
 
         protected void Combat_ItemShow(IEventData iEventData)
         {
-            CombatItemShowEventData combatItemShowEventData = iEventData as CombatItemShowEventData;
             Vector2 target = moveTarget.GetComponent<RectTransform>().anchoredPosition;
-            // moveTarget.gameObject.SetActive(true);
+            CombatItemShowEventData combatItemShowEventData = iEventData as CombatItemShowEventData;
+            if (combatItemShowEventData.isExp)
+            {
+                MainUIPanel mainUIPanel = UIManager.Instance.GetComponent<MainUIPanel>();
+                Vector3 pos = mainUIPanel.expPoint.position;
+                target = transform.worldToLocalMatrix * pos;
+            }
             Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(
                 combatItemShowEventData.startPos_WorldPos);
             Vector3 p2 = UIManager.Instance.UICamera.ScreenToWorldPoint(p);
-            // RectTransform rectTransform=  moveIcon.GetComponent<RectTransform>();
-            // rectTransform.position = p2;
             Vector3 startPos = transform.worldToLocalMatrix * p2;
-            ShowPanel(startPos, target, combatItemShowEventData.count);
+            ShowPanel(startPos, target, combatItemShowEventData.count, combatItemShowEventData.showName);
         }
 
         protected void RenderUpdateCallBack()
@@ -151,9 +154,14 @@ namespace Fort23.Mono
             gameObjectPool.own.SetActive(false);
             gameObjectPool.own.transform.localScale = Vector3.zero;
             currImageMove.GameObjectPool = gameObjectPool;
-            // gameObjectPool.own.GetComponent<MyImage>().icon_name = itemConfig;
+            MyImage myImage= gameObjectPool.own.GetComponent<MyImage>();
+            myImage.onSpriteAlter= delegate
+            {
+                myImage.SetNativeSize();
+            };
+            myImage.icon_name = itemConfig;
             currImageMove.transform = gameObjectPool.own.GetComponent<RectTransform>();
-            currImageMove.transform.sizeDelta = new Vector2(35, 35);
+            // currImageMove.transform.sizeDelta = new Vector2(35, 35);
             currImageMove.moveStartPos = startPos;
             currImageMove.moveTargetPos = moveTargetPos;
             currImageMove.transform.anchoredPosition = currImageMove.moveStartPos;
@@ -164,27 +172,16 @@ namespace Fort23.Mono
             allImageMove.Add(currImageMove);
         }
 
-        public void ShowPanel(Vector2 startPos, Vector2 target,int count)
+        public void ShowPanel(Vector2 startPos, Vector2 target, int count, string showName)
         {
-            // if (allItem.Count < 5)
-            // {
-            //     for (int i = allItem.Count; i <= 5; i++)
-            //     {
-            //         allItem.Add(allItem[Random.Range(0, allItem.Count)]);
-            //     }
-            // }
-
             if (target.x == -5000)
             {
                 target = moveTarget.GetComponent<RectTransform>().anchoredPosition;
             }
 
-
-            for (int i = 0; i <count; i++)
+            for (int i = 0; i < count; i++)
             {
-                string item = "count";
-
-                AddACurve(startPos, target, item);
+                AddACurve(startPos, target, showName);
             }
         }
     }

+ 1 - 1
UGUIPack/uguiconfig.db

@@ -1 +1 @@
-{"allPackgInfos":[{"packName":"all","packgJsonPath":"/Art/UIAssets/TextrueJson/all.txt","packgSpritePath":"Assets/Res/UIAtlas/all.spriteatlasv2","lasetJsonGUID":"ace5466faa841bb7b9046587aae54d38"}],"isJiaoYan":true}
+{"allPackgInfos":[{"packName":"all","packgJsonPath":"/Art/UIAssets/TextrueJson/all.txt","packgSpritePath":"Assets/Res/UIAtlas/all.spriteatlasv2","lasetJsonGUID":"03b3872585b24d54f63b884a410da2bc"}],"isJiaoYan":true}

BIN
美术/art_use_ui/all/icon_Coin.png


BIN
美术/art_use_ui/all/icon_Energy.png


BIN
美术/art_use_ui/all/icon_Gem.png


ファイルの差分が大きいため隠しています
+ 0 - 0
美术/unity_use_ui/TextrueJson/all.txt


BIN
美术/unity_use_ui/icon/icon_Coin.png


BIN
美术/unity_use_ui/icon/icon_Energy.png


BIN
美术/unity_use_ui/icon/icon_Gem.png


この差分においてかなりの量のファイルが変更されているため、一部のファイルを表示していません