Selaa lähdekoodia

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

李桃 2 päivää sitten
vanhempi
commit
d8850c4a46
43 muutettua tiedostoa jossa 1174 lisäystä ja 174 poistoa
  1. 4 4
      Assets/Art/HeroTimeLine/gf_1104_timeline.playable
  2. 0 0
      Assets/Art/UIAssets/TextrueJson/tongyong.txt
  3. BIN
      Assets/Art/UIAssets/decorate/dec_daoyou_chuanshu.png
  4. BIN
      Assets/Art/UIAssets/decorate/dec_daoyou_liwu.png
  5. BIN
      Assets/Art/UIAssets/decorate/dec_jiantou3.png
  6. 203 0
      Assets/Art/UIAssets/decorate/dec_jiantou3.png.meta
  7. 2 1
      Assets/Art/VFX/FXPrefabs/fx_boss 9021_zd.prefab
  8. 2 2
      Assets/Art/VFX/FXPrefabs/fx_gf_1104.prefab
  9. 1 1
      Assets/Art/VFX/FXPrefabs/fx_gf_1104_hit.prefab
  10. 25 11
      Assets/Art/VFX/FXPrefabs/fx_gf_jinzhen.prefab
  11. 7 7
      Assets/Art/VFX/FXPrefabs/fx_gf_jinzhen_hit.prefab
  12. 1 0
      Assets/Res/CombatScenes/LevelBattle01.prefab
  13. 1 0
      Assets/Res/CombatScenes/LevelBattle02.prefab
  14. 1 1
      Assets/Res/TimeLineAssets/1104_timeline_TD.txt
  15. 3 3
      Assets/Res/UI/DivineSence/EventTipsPanel.prefab
  16. 3 3
      Assets/Res/UI/DivineSence/SkipToWidget.prefab
  17. 50 8
      Assets/Res/UI/MainPanel/MainPanel.prefab
  18. 1 0
      Assets/Res/UIAtlas/tongyong.spriteatlasv2
  19. 4 1
      Assets/Resources/Shader/Shader Graphs_ShengShiShader.mat
  20. 753 61
      Assets/Resources/Shader/ShengShiShader.shadergraph
  21. 1 0
      Assets/Scripts/Core/UI/UTool/CTween/AnimationCurveLibrary.cs
  22. 27 16
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs
  23. 1 1
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/RandomAllMap.cs
  24. 1 0
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfig.cs
  25. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/SkillShow/MoveToTargetPosShow.cs
  26. 3 3
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/SkillShow/StraightLineShow.cs
  27. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/SkillShow/XiaoShiAndShow.cs
  28. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S9021.cs
  29. 5 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  30. 5 5
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs
  31. 2 2
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/S1101_FxLogic.cs
  32. 1 0
      Assets/Scripts/GameTimeLine/CustomizeTime/TimeLineParticleSystem/TimeLineParticleSystemAsset.cs
  33. 3 8
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs
  34. 52 3
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicGroupBasic.cs
  35. 4 24
      Assets/Scripts/GameTimeLine/SerializationTimeLine/TimeLineSerialization/TimeLinePlayFxSerializtion.cs
  36. 1 1
      Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs
  37. 1 1
      Assets/Settings/rpAsset_Renderer.asset
  38. 0 0
      UGUIPack/uguiconfig.db
  39. 1 1
      UserSettings/EditorUserSettings.asset
  40. 0 0
      美术/unity_use_ui/TextrueJson/tongyong.txt
  41. BIN
      美术/unity_use_ui/decorate/dec_daoyou_chuanshu.png
  42. BIN
      美术/unity_use_ui/decorate/dec_daoyou_liwu.png
  43. BIN
      美术/unity_use_ui/decorate/dec_jiantou3.png

+ 4 - 4
Assets/Art/HeroTimeLine/gf_1104_timeline.playable

@@ -457,11 +457,11 @@ MonoBehaviour:
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     y: -1
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Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 0 - 0
Assets/Art/UIAssets/TextrueJson/tongyong.txt


BIN
Assets/Art/UIAssets/decorate/dec_daoyou_chuanshu.png


BIN
Assets/Art/UIAssets/decorate/dec_daoyou_liwu.png


BIN
Assets/Art/UIAssets/decorate/dec_jiantou3.png


+ 203 - 0
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+ 2 - 1
Assets/Art/VFX/FXPrefabs/fx_boss 9021_zd.prefab

@@ -5018,9 +5018,10 @@ MonoBehaviour:
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   moveTarget: {fileID: 0}
   delayTime: 0
-  multipleTargetDelayTime: 0.1
+  multipleTargetDelayTime: 0
   hitFxName: fx_boss 9021_hit
   hitAudioName: 
+  pengZhuangHitFxName: 
   extraMoveSpeed: 0
   isNotMove: 0
   isPenetrate: 0

+ 2 - 2
Assets/Art/VFX/FXPrefabs/fx_gf_1104.prefab

@@ -4934,7 +4934,7 @@ MonoBehaviour:
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   moveTarget: {fileID: 0}
   delayTime: 0
-  multipleTargetDelayTime: 0.05
+  multipleTargetDelayTime: 0.1
   hitFxName: fx_gf_1104_hit
   hitAudioName: 
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@@ -4947,7 +4947,7 @@ MonoBehaviour:
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   roatRoot: {fileID: 0}
   raotIndex: 0
-  parabolaCurveType: 0
+  parabolaCurveType: 2
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   GroundHitFxName: 
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+ 1 - 1
Assets/Art/VFX/FXPrefabs/fx_gf_1104_hit.prefab

@@ -34289,7 +34289,7 @@ ParticleSystemRenderer:
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   m_SortingLayerID: 0
   m_SortingLayer: 0
-  m_SortingOrder: 0
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+ 25 - 11
Assets/Art/VFX/FXPrefabs/fx_gf_jinzhen.prefab

@@ -29,7 +29,7 @@ Transform:
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   m_LocalRotation: {x: 0, y: -0.7071068, z: 0, w: 0.7071068}
   m_LocalPosition: {x: 0, y: 0, z: -0.288}
-  m_LocalScale: {x: 0.055913888, y: 0.07553426, z: 0.075567834}
+  m_LocalScale: {x: 0.07389823, y: 0.09982937, z: 0.099873744}
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@@ -224,7 +224,7 @@ ParticleSystem:
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       minColor: {r: 1, g: 1, b: 1, a: 1}
-      maxColor: {r: 0.8706199, g: 0.67794204, b: 0.12554756, a: 0.64705884}
+      maxColor: {r: 0.8706199, g: 0.67794204, b: 0.12554756, a: 0.38431373}
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@@ -4859,7 +4859,7 @@ ParticleSystemRenderer:
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@@ -4920,8 +4920,8 @@ Transform:
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-  m_LocalPosition: {x: 0, y: 0, z: -0.13700008}
-  m_LocalScale: {x: 0.2, y: 0.8761137, z: 1}
+  m_LocalPosition: {x: 0, y: 0, z: -0.274}
+  m_LocalScale: {x: 1, y: 1, z: 1}
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   m_Children: []
   m_Father: {fileID: 8205279303028235143}
@@ -5001,7 +5001,7 @@ ParticleSystem:
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   moveWithTransform: 1
   moveWithCustomTransform: {fileID: 0}
-  scalingMode: 0
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   InitialModule:
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@@ -5180,7 +5180,7 @@ ParticleSystem:
     startSize:
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       minMaxState: 0
-      scalar: 0.1
+      scalar: 0.05
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       maxCurve:
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@@ -9760,7 +9760,7 @@ ParticleSystemRenderer:
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@@ -9807,6 +9807,7 @@ GameObject:
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   - component: {fileID: 4719082970735563446}
   - component: {fileID: 2044352830117009401}
+  - component: {fileID: 8945007194986210103}
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   m_Name: fx_gf_jinzhen
@@ -14727,7 +14728,7 @@ MonoBehaviour:
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   moveTarget: {fileID: 0}
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-  multipleTargetDelayTime: 0.05
+  multipleTargetDelayTime: 0
   hitFxName: fx_gf_jinzhen_hit
   hitAudioName: 
   extraMoveSpeed: 0
@@ -14776,6 +14777,19 @@ Rigidbody:
   m_Interpolate: 0
   m_Constraints: 0
   m_CollisionDetection: 0
+--- !u!114 &8945007194986210103
+MonoBehaviour:
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 GameObject:
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@@ -14853,7 +14867,7 @@ TrailRenderer:
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-  m_LocalScale: {x: 0.2, y: 0.8761137, z: 1}
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+ 7 - 7
Assets/Art/VFX/FXPrefabs/fx_gf_jinzhen_hit.prefab

@@ -5183,7 +5183,7 @@ ParticleSystem:
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@@ -10075,7 +10075,7 @@ ParticleSystem:
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@@ -14903,7 +14903,7 @@ ParticleSystem:
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-      maxColor: {r: 0.94070077, g: 0.69834644, b: 0.1305824, a: 1}
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@@ -14967,8 +14967,8 @@ ParticleSystem:
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@@ -15726,8 +15726,8 @@ ParticleSystem:
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+ 1 - 0
Assets/Res/CombatScenes/LevelBattle01.prefab

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 --- !u!1001 &881047069771566859
 PrefabInstance:
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+ 1 - 0
Assets/Res/CombatScenes/LevelBattle02.prefab

@@ -74,6 +74,7 @@ MonoBehaviour:
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 PrefabInstance:
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+ 1 - 1
Assets/Res/TimeLineAssets/1104_timeline_TD.txt

@@ -1 +1 @@
-{"timeLineName":"1104_timeline","key":["TineLineAnimationPlayableSerialization","TimeLineMaxTimeSerializtion","TimeLinePlayFxSerializtion"],"value":["{\"animName\":\"attack5\",\"loopMode\":0,\"isRunPlay\":false,\"layerId\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"1104\",\"isActivity\":false,\"startTime\":0,\"endTime\":1.433333,\"continuedTime\":1.433333,\"targetEntityType\":0,\"totalTime\":0}","{\"isEquip\":false,\"equipId\":0,\"groupName\":\"1104\",\"isActivity\":false,\"startTime\":0,\"endTime\":1.433333,\"continuedTime\":1.433333,\"targetEntityType\":0,\"totalTime\":0}","{\"Random\":{},\"fxName\":\"fx_gf_1104\",\"randomSeed\":518,\"locationType\":5,\"targetSpecialDotName\":\"zdpos1\",\"hitPointGroupName\":\"\",\"isGround\":false,\"isFollowTarget\":false,\"isFollowRootTarget\":false,\"isNotRotate\":false,\"isAttSpeed\":false,\"CustomTargetPosIndex\":0,\"isActivityCustomTargetPos\":true,\"isLoop\":false,\"loopAlone\":false,\"intervalTime\":0,\"isRoat\":false,\"roatIndex\":0,\"isUseRandom\":true,\"xoff\":{\"x\":1,\"y\":-1},\"yoff\":{\"x\":1,\"y\":-1},\"zoff\":{\"x\":1,\"y\":-1},\"zhongZhi\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"1104_fashe\",\"isActivity\":false,\"startTime\":0.8,\"endTime\":1.8,\"continuedTime\":1,\"targetEntityType\":2,\"totalTime\":0}"],"heroName":"1104_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}
+{"timeLineName":"1104_timeline","key":["TineLineAnimationPlayableSerialization","TimeLineMaxTimeSerializtion","TimeLinePlayFxSerializtion"],"value":["{\"animName\":\"attack5\",\"loopMode\":0,\"isRunPlay\":false,\"layerId\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"1104\",\"isActivity\":false,\"startTime\":0,\"endTime\":1.433333,\"continuedTime\":1.433333,\"targetEntityType\":0,\"totalTime\":0}","{\"isEquip\":false,\"equipId\":0,\"groupName\":\"1104\",\"isActivity\":false,\"startTime\":0,\"endTime\":1.433333,\"continuedTime\":1.433333,\"targetEntityType\":0,\"totalTime\":0}","{\"Random\":{},\"fxName\":\"fx_gf_1104\",\"randomSeed\":518,\"locationType\":5,\"targetSpecialDotName\":\"zdpos1\",\"hitPointGroupName\":\"\",\"isGround\":false,\"isFollowTarget\":false,\"isFollowRootTarget\":false,\"isNotRotate\":false,\"isAttSpeed\":false,\"CustomTargetPosIndex\":0,\"isActivityCustomTargetPos\":true,\"isLoop\":false,\"loopAlone\":false,\"intervalTime\":0,\"isRoat\":false,\"roatIndex\":0,\"isUseRandom\":true,\"xoff\":{\"x\":1,\"y\":-1},\"yoff\":{\"x\":0.5,\"y\":-0.5},\"zoff\":{\"x\":0.5,\"y\":-0.5},\"zhongZhi\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"1104_fashe\",\"isActivity\":false,\"startTime\":0.8,\"endTime\":1.8,\"continuedTime\":1,\"targetEntityType\":2,\"totalTime\":0}"],"heroName":"1104_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}

+ 3 - 3
Assets/Res/UI/DivineSence/EventTipsPanel.prefab

@@ -264,7 +264,7 @@ MonoBehaviour:
       m_Calls: []
   m_FontData:
     m_Font: {fileID: 12800000, guid: e588d93665211944387ec8c03c8726ae, type: 3}
-    m_FontSize: 39
+    m_FontSize: 40
     m_FontStyle: 1
     m_BestFit: 0
     m_MinSize: 2
@@ -1157,7 +1157,7 @@ MonoBehaviour:
   m_Padding:
     m_Left: 0
     m_Right: 0
-    m_Top: 0
+    m_Top: 10
     m_Bottom: 0
   m_ChildAlignment: 1
   m_Spacing: 16.56
@@ -1250,7 +1250,7 @@ MonoBehaviour:
       m_Calls: []
   m_FontData:
     m_Font: {fileID: 12800000, guid: e588d93665211944387ec8c03c8726ae, type: 3}
-    m_FontSize: 20
+    m_FontSize: 24
     m_FontStyle: 1
     m_BestFit: 0
     m_MinSize: 2

+ 3 - 3
Assets/Res/UI/DivineSence/SkipToWidget.prefab

@@ -237,7 +237,7 @@ RectTransform:
   m_AnchorMin: {x: 1, y: 0.5}
   m_AnchorMax: {x: 1, y: 0.5}
   m_AnchoredPosition: {x: -32, y: -2.6}
-  m_SizeDelta: {x: 32, y: 32}
+  m_SizeDelta: {x: 51, y: 32}
   m_Pivot: {x: 1, y: 0.5}
 --- !u!222 &5534600759474541360
 CanvasRenderer:
@@ -277,14 +277,14 @@ MonoBehaviour:
   m_FillOrigin: 0
   m_UseSpriteMesh: 0
   m_PixelsPerUnitMultiplier: 1
-  _icon_name: dec_zhixiangjiantou
+  _icon_name: dec_jiantou2
   isNotLoadDeftIcon: 0
   CurrSpriteAtlas: {fileID: 100100200, guid: b02f6b41a7a9fa8458f4226ab6b3ea47, type: 3}
   packInfo:
     packName: tongyong
     packgJsonPath: /Art/UIAssets/TextrueJson\tongyong.txt
     packgSpritePath: Assets/Res/UIAtlas/tongyong.spriteatlasv2
-    lasetJsonGUID: 2de7eb5f66bc0913b66c9fc278c8ba90
+    lasetJsonGUID: 6612d8d6493a3d34859cdf199c8ff6aa
   imageH: 100
   useGradient: 0
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}

+ 50 - 8
Assets/Res/UI/MainPanel/MainPanel.prefab

@@ -804,7 +804,6 @@ RectTransform:
   - {fileID: 5225098048774301080}
   - {fileID: 2897336336542776051}
   - {fileID: 6508395234197773420}
-  - {fileID: 6506910486868409184}
   m_Father: {fileID: 9037135992368401232}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
@@ -1068,12 +1067,12 @@ RectTransform:
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []
-  m_Father: {fileID: 6895274337125899519}
+  m_Father: {fileID: 6508395234197773420}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
-  m_AnchorMin: {x: 0.5, y: 0.5}
-  m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 1.3578, y: -45.1}
-  m_SizeDelta: {x: 0, y: 30.6732}
+  m_AnchorMin: {x: 0, y: 1}
+  m_AnchorMax: {x: 0, y: 1}
+  m_AnchoredPosition: {x: 68.5, y: -20.902199}
+  m_SizeDelta: {x: 117, y: 30.6732}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &8449163745382179136
 CanvasRenderer:
@@ -1157,6 +1156,8 @@ GameObject:
   - component: {fileID: 6508395234197773420}
   - component: {fileID: 6546612787619616397}
   - component: {fileID: 5851476483486986221}
+  - component: {fileID: 2731907360025137753}
+  - component: {fileID: 6907455548631346063}
   m_Layer: 0
   m_HasEditorInfo: 1
   m_Name: myImage (2)
@@ -1176,13 +1177,14 @@ RectTransform:
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
-  m_Children: []
+  m_Children:
+  - {fileID: 6506910486868409184}
   m_Father: {fileID: 6895274337125899519}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 1, y: 1}
   m_AnchoredPosition: {x: -0.0000038146973, y: -45.09996}
-  m_SizeDelta: {x: 50.203, y: -28.1956}
+  m_SizeDelta: {x: 0, y: -28.1956}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &6546612787619616397
 CanvasRenderer:
@@ -1235,6 +1237,46 @@ MonoBehaviour:
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
   bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}
   direction: 0
+--- !u!114 &2731907360025137753
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 2746795842072799363}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 30649d3a9faa99c48a7b1166b86bf2a0, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_Padding:
+    m_Left: 10
+    m_Right: 10
+    m_Top: 0
+    m_Bottom: 0
+  m_ChildAlignment: 4
+  m_Spacing: 0
+  m_ChildForceExpandWidth: 1
+  m_ChildForceExpandHeight: 1
+  m_ChildControlWidth: 0
+  m_ChildControlHeight: 0
+  m_ChildScaleWidth: 0
+  m_ChildScaleHeight: 0
+  m_ReverseArrangement: 0
+--- !u!114 &6907455548631346063
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 2746795842072799363}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 3245ec927659c4140ac4f8d17403cc18, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_HorizontalFit: 2
+  m_VerticalFit: 0
 --- !u!1 &2763360348310120830
 GameObject:
   m_ObjectHideFlags: 0

+ 1 - 0
Assets/Res/UIAtlas/tongyong.spriteatlasv2

@@ -54,6 +54,7 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: c72ebc5d8ce36804996ee703ace7b435, type: 3}
     - {fileID: 2800000, guid: c0c46614f24bc234b92e828eae8336c3, type: 3}
     - {fileID: 2800000, guid: 28ecf9571bb84a34baf741a7755478ab, type: 3}
+    - {fileID: 2800000, guid: 961a8424bce54524f84abe77130c7754, type: 3}
     - {fileID: 2800000, guid: b845f98d3db279d41b8e0cddd75b1e66, type: 3}
     - {fileID: 2800000, guid: 7896cc0169812524e988232745add3aa, type: 3}
     - {fileID: 2800000, guid: 0eba6d42c3652b641b086c2b0ed9a537, type: 3}

+ 4 - 1
Assets/Resources/Shader/Shader Graphs_ShengShiShader.mat

@@ -61,7 +61,10 @@ Material:
     - _QueueControl: 0
     - _QueueOffset: 0
     - _depthoff: 1.18
-    - _qiangdu: 400
+    - _qiangdu: 4
+    - _ran: 0.1
     m_Colors:
+    - _mainColor: {r: 0.1196062, g: 1.0562625, b: 2.3051374, a: 0}
     - _off: {r: 0.01, g: 0.01, b: 0, a: 0}
+    - _pos: {r: -1.8000001, g: -5.3999996, b: -30, a: 0}
   m_BuildTextureStacks: []

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 753 - 61
Assets/Resources/Shader/ShengShiShader.shadergraph


+ 1 - 0
Assets/Scripts/Core/UI/UTool/CTween/AnimationCurveLibrary.cs

@@ -23,4 +23,5 @@ public class AnimationCurveLibrary : ScriptableObject
     [Header("法宝对拼速度曲线")] public AnimationCurve fabaoDuiPing;
     [Header("一次对拼的速度")]public float fabaoSpeed=0.7f;
     [Header("法宝飞上来的速度")]public float fabaoMoveTopSpeed=6f;
+    [Header("法宝飞过去打敌人的速度")]public float fabaoMoveTopEnemySpeed=15;
 }

+ 27 - 16
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -13,6 +13,8 @@ namespace GameLogic.Combat.CombatTool
 {
     public class CombatSenceController : IDisposable
     {
+        private static readonly int Ran = Shader.PropertyToID("_ran");
+        private static readonly int Pos = Shader.PropertyToID("_pos");
         public CombatSencePath currBesselPath;
 
         public CombatSencePath NextBesselPath;
@@ -27,17 +29,18 @@ namespace GameLogic.Combat.CombatTool
 
         private List<CombatSencePath> reclaimSence = new List<CombatSencePath>();
 
-        protected GameObjectPool ShengShiQiuTi;
+        // protected GameObjectPool ShengShiQiuTi;
 
         private float shengShiStartSize = 3;
         private float shengShiEndSize = 300;
-        private float _shengShiAddTime;
+        // private float _shengShiAddTime;
         private bool _isUpdateShengShi;
 
         private SceneMonoConfig SceneMonoConfig;
 
         private RandomAllMap RandomAllMap;
 
+        private float shengShiRan;
         // private List
         public async CTask InitScenes()
         {
@@ -51,13 +54,14 @@ namespace GameLogic.Combat.CombatTool
                 {
                     GameObject gameObject = assetHandle.AssetObject<GameObject>();
                     SceneMonoConfig = gameObject.GetComponent<SceneMonoConfig>();
+                    SceneMonoConfig.shengShiMaterial.SetFloat(Ran,0.1f); 
                 });
             cTaskAwaitBuffer.AddTask(task_a);
 
-            ShengShiQiuTi =
-                await GObjectPool.Instance.FetchAsync<GameObjectPool>("ShengShiQiuTi", null, null, false,
-                    "ShengShiQiuTi");
-            ShengShiQiuTi.SetActive(false);
+            // ShengShiQiuTi =
+            //     await GObjectPool.Instance.FetchAsync<GameObjectPool>("ShengShiQiuTi", null, null, false,
+            //         "ShengShiQiuTi");
+            // ShengShiQiuTi.SetActive(false);
             lasetDir = Vector3.forward;
             lasetPos = new Vector3(0, 20, 0);
             await cTaskAwaitBuffer.WaitAll();
@@ -291,12 +295,16 @@ namespace GameLogic.Combat.CombatTool
 
         public void StartPayShengShi(Transform root)
         {
-            ShengShiQiuTi.own.transform.SetParent(root);
-            ShengShiQiuTi.own.transform.localPosition = Vector3.zero;
-            ShengShiQiuTi.SetActive(true);
+            shengShiRan = 1;
+            SceneMonoConfig.shengShiMaterial.SetFloat(Ran,shengShiRan); 
+           Vector3 pos= CombatController.currActiveCombat.playerHeroEntity.dotPos - CombatController.currActiveCombat
+                .CombatCameraControllder.Camera.transform.position;
+           pos.z = -30;
+           SceneMonoConfig.shengShiMaterial.SetVector(Pos,pos); 
+           
             _isUpdateShengShi = true;
-            ShengShiQiuTi.own.transform.localScale = Vector3.one * shengShiStartSize;
-            _shengShiAddTime = 0;
+        
+            // _shengShiAddTime = 0;
         }
 
         public void Update(float t)
@@ -319,12 +327,15 @@ namespace GameLogic.Combat.CombatTool
 
             if (_isUpdateShengShi)
             {
-                _shengShiAddTime += t * 1f;
-                float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);
-                ShengShiQiuTi.own.transform.localScale = Vector3.one * v;
-                if (_shengShiAddTime >= 1)
+                // _shengShiAddTime += t * 1f;
+                shengShiRan += t * 150;
+                SceneMonoConfig.shengShiMaterial.SetFloat(Ran,shengShiRan); 
+                // float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);
+                // ShengShiQiuTi.own.transform.localScale = Vector3.one * v;
+                if (shengShiRan >= 200)
                 {
-                    ShengShiQiuTi.SetActive(false);
+                    SceneMonoConfig.shengShiMaterial.SetFloat(Ran,0.1f); 
+                    
                     _isUpdateShengShi = false;
                 }
             }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/RandomAllMap.cs

@@ -47,7 +47,7 @@ namespace GameLogic.Combat.CombatTool.SceneTool
             float zStartInit = z;
             for (int i = -3; i <= 3; i++)
             {
-                for (int j = -3; j <= 3; j++)
+                for (int j = -3; j <= 4; j++)
                 {
                     // if (i == 0 && j == 0)
                     // {

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

@@ -14,6 +14,7 @@ namespace GameLogic.Combat.CombatTool.SceneTool
 
         public GameObject skyObejct;
 
+        public Material shengShiMaterial;
         private Transform root;
 
         public void Init(Transform root)

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/SkillShow/MoveToTargetPosShow.cs

@@ -7,7 +7,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
         protected Vector3 _targetPos;
         protected Vector3 _startPos;
         private float _currTime;
-        private float _speed = 15;
+        private float _speed = 30;
         private float _timeAdd;
 
         public void SetTargetPos(Vector3 targetPos)

+ 3 - 3
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/SkillShow/StraightLineShow.cs

@@ -11,7 +11,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
     {
         private BesselPath _besselPath;
         private float allTime;
-        private float speed = 15;
+        // private float speed = 15;
 
         private float addTime;
 
@@ -25,10 +25,10 @@ namespace GameLogic.Combat.Skill.MagicSkill
             _besselPath.controlPoints.Add(_skillBasic.CombatHeroEntity.GameObject.transform.position);
             _besselPath.controlPoints.Add(p1);
             _besselPath.controlPoints.Add(p2);
-            _besselPath.controlPoints.Add(target.dotPos);
+            _besselPath.controlPoints.Add(target.GetSpecialDotInfo("hitpos").GetWorlPos());
             float d = _besselPath.GetLengthAtT(allTime);
 
-            addTime = 1.0f / (d / speed);
+            addTime = 1.0f / (d /  CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopEnemySpeed);
             allTime = 0;
         }
 

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/SkillShow/XiaoShiAndShow.cs

@@ -75,7 +75,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
                 switch (timeLineMagicWeaponShowPointSerializtion.showPointType)
                 {
                     case TimeLineMagicWeaponShowPointSerializtion.ShowPointType.Head:
-                        Vector3 headPos = target.dotPos + new Vector3(0, 8, 0);
+                        Vector3 headPos = target.dotPos + new Vector3(0, 6, 0);
                         CombatHeroEntity.combatHeroGameObject.SetPosition(headPos);
                         break;
                     case TimeLineMagicWeaponShowPointSerializtion.ShowPointType.Customize:
@@ -87,7 +87,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             }
             else
             {
-                Vector3 headPos = target.dotPos + new Vector3(0, 8, 0);
+                Vector3 headPos = target.dotPos + new Vector3(0, 6, 0);
                 CombatHeroEntity.combatHeroGameObject.SetPosition(headPos);
             }
 

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S9021.cs

@@ -32,7 +32,7 @@ namespace GameLogic.Combat.Skill
             Vector3 dir = (combatHeroHitPoint.combatHeroEntity.dotPos - startPos).normalized;
             bool isLafet = false;
 
-            for (int i = 0; i < effectValue[0]; i++)
+            for (int i = 0; i < effectValue[0]*5; i++)
             {
                 Vector3 endPos = Vector3.zero;
                 if (i != 0)
@@ -40,7 +40,7 @@ namespace GameLogic.Combat.Skill
                     int fh = (int)(Math.Pow(-1, i + 1) * Math.Ceiling(i / 2.0));
 
 
-                    Quaternion quaternion = Quaternion.Euler(0, fh * 10, 0)*CombatHeroEntity.GameObject.transform.rotation;
+                    Quaternion quaternion = Quaternion.Euler(0, fh * 5, 0)*CombatHeroEntity.GameObject.transform.rotation;
                     dir = quaternion * Vector3.forward;
                 }
 

+ 5 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -28,7 +28,7 @@ namespace Common.Combat.FxAILogic
         [Header("多目标时延迟")] public float multipleTargetDelayTime;
         [Header("碰撞时的特效")] public string hitFxName;
         [Header("碰撞音效")] public string hitAudioName;
-
+        [Header("对碰时播放的特效")] public string pengZhuangHitFxName;
         public BarrierTriggerData BarrierTriggerData;
 
         /// <summary>
@@ -180,6 +180,10 @@ namespace Common.Combat.FxAILogic
         {
             FinishHit(CurrPos, hitFxName);
         }
+        public void PlayPengZhuangHit()
+        {
+            FinishHit(CurrPos, pengZhuangHitFxName);
+        }
 
         protected void FinishHit(Vector3 pos, string hitFxName)
         {

+ 5 - 5
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -206,20 +206,20 @@ namespace Common.Combat.FxAILogic
                     fxAILogicBasic.CombatHeroEntity);
                 if (SkillFeaturesData.hp > 0)
                 {
-                    fxAILogicBasic.PlayHit();
+                    fxAILogicBasic.PlayPengZhuangHit();
                     fxAILogicBasic.Dispose();
                 }
                 else if (skillFeaturesData.hp > 0)
                 {
                     Dispose();
-                    PlayHit();
+                    PlayPengZhuangHit();
                 }
                 else
                 {
-                    fxAILogicBasic.PlayHit();
+                    fxAILogicBasic.PlayPengZhuangHit();
                     fxAILogicBasic.Dispose();
                     Dispose();
-                    PlayHit();
+                    PlayPengZhuangHit();
                 }
 
                 return;
@@ -247,7 +247,7 @@ namespace Common.Combat.FxAILogic
                 targetCombatHeroEntity);
             if (SkillFeaturesData.hp <= 0)
             {
-                PlayHit();
+                PlayPengZhuangHit();
                 Dispose();
             }
         }

+ 2 - 2
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/S1101_FxLogic.cs

@@ -17,7 +17,7 @@ public class S1101_FxLogic : FxParabolaBulletLogic
         moveStateTime = 0;
         base.ProInit();
         CombatHeroEntity combatHeroEntity = TimeLineEventParticleLogicBasic.castEntity as CombatHeroEntity;
-        moveStateOneStartPos = combatHeroEntity.dotPos;
+        moveStateOneStartPos = combatHeroEntity.GetSpecialDotInfo("hitpos").GetWorlPos();
     }
 
     public override void CombatUpdate(float time)
@@ -29,7 +29,7 @@ public class S1101_FxLogic : FxParabolaBulletLogic
 
         if (moveState == 0)
         {
-            moveStateTime += time * 4;
+            moveStateTime += time * 6;
             Vector3 newPos = Vector3.Lerp(moveStateOneStartPos, startPos, moveStateTime);
             moveTarget.transform.position = newPos;
             if (moveStateTime >= 1)

+ 1 - 0
Assets/Scripts/GameTimeLine/CustomizeTime/TimeLineParticleSystem/TimeLineParticleSystemAsset.cs

@@ -9,6 +9,7 @@ public class TimeLineParticleSystemAsset : ControlPlayableAsset
     [Header("作用目标")] public FXTargetType targetType;
     [Header("播放目标位置")] public FXLocationType LocationType;
     [Header("特定目标位置名")] public string targetSpecialDotName;
+    [Header("随机范围组")] public int randomGroup;
     [Header("是否使用随机范围点")] public bool isUseRandom;
     [Header("x范围")]  public TimeLineVector2 xoff;
     [Header("y范围")]  public TimeLineVector2 yoff;

+ 3 - 8
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineEventParticleLogicBasic.cs

@@ -215,14 +215,9 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
                         startPos = targetSpecialDotInfo.GetWorlPos();
                     }
 
-
-                    float x = timeLinePlayFxSerializtion.GetRandom(timeLinePlayFxSerializtion.xoff.x,
-                        timeLinePlayFxSerializtion.xoff.y);
-                    float y = timeLinePlayFxSerializtion.GetRandom(timeLinePlayFxSerializtion.yoff.x,
-                        timeLinePlayFxSerializtion.yoff.y);
-                    float z = timeLinePlayFxSerializtion.GetRandom(timeLinePlayFxSerializtion.zoff.x,
-                        timeLinePlayFxSerializtion.zoff.y);
-                    startPos += new Vector3(x, y, z);
+                    Vector3 randomPos = _timeLineEventLogicGroup.GetRandomPos(timeLinePlayFxSerializtion.randomGroup,timeLinePlayFxSerializtion.xoff,timeLinePlayFxSerializtion.yoff,timeLinePlayFxSerializtion.zoff);
+                   
+                    startPos += randomPos;
                     targetSpecialDotInfo = null;
                 }
                 else if (timeLinePlayFxSerializtion.isActivityCustomTargetPos && customizePos != null &&

+ 52 - 3
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogicGroupBasic.cs

@@ -1,10 +1,13 @@
 using System;
 using System.Collections.Generic;
+using CombatCore.SerializationTimeLine.TimeLineSerialization;
 using Fort23.Core;
 using Fort23.UTool;
 using UnityEngine;
+using Utility;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
+using Random = System.Random;
 
 namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
 {
@@ -55,6 +58,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
         {
             get { return castEntity; }
         }
+
         protected ILifeCycle castEntity;
 
         /// <summary>
@@ -72,6 +76,22 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
 
         public float SkillPreparationTime;
 
+        public Random Random
+        {
+            get
+            {
+                if (_random == null)
+                {
+                    _random = new Random((int)Time.time);
+                }
+
+                return _random;
+            }
+        }
+
+        private Random _random;
+
+        private Map<int, Vector3> randomPos = new Map<int, Vector3>();
         // public void AddAssociationGroupBasics(TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic)
         // {
         //     _AssociationGroupBasics.Add(timeLineEventLogicGroupBasic);
@@ -127,6 +147,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
 
         public void Init(List<TimeLineAssetSerialization> timeLineAssetSerializations)
         {
+            randomPos.Clear();
             for (int i = 0; i < timeLineAssetSerializations.Count; i++)
             {
                 TimeLineAssetSerialization timeLineAssetSerialization = timeLineAssetSerializations[i];
@@ -167,6 +188,34 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
         {
         }
 
+        public Vector3 GetRandomPos(int randomGroup, TimeLineVector2 xoff, TimeLineVector2 yoff, TimeLineVector2 zoff)
+        {
+            if (randomPos.TryGetValue(randomGroup, out var pos))
+            {
+                return pos;
+            }
+
+            float x = GetRandom(xoff.x,
+                xoff.y);
+            float y = GetRandom(yoff.x,
+                yoff.y);
+            float z = GetRandom(zoff.x,
+                zoff.y);
+            Vector3 pos1 = new Vector3(x, y, z);
+            randomPos.Add(randomGroup, pos1);
+            return pos1;
+        }
+
+        public float GetRandom(float min, float max)
+        {
+            if (min > max)
+            {
+                (min, max) = (max, min);
+            }
+
+            return Random.Next((int)(min * 100), (int)(max * 100)) / 100f;
+        }
+
         /// <summary>
         /// 
         /// </summary>
@@ -178,7 +227,7 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
         public void SetCombatInfo(ILifeCycle castEntity, ITimeLineTriggerEntity targetEntity,
             BetterList<ILifetCycleHitPoint> currTarget,
             TriggerData extraData,
-            Vector3[] customizePos,int indexCount)
+            Vector3[] customizePos, int indexCount)
         {
             updateEnd = false;
             this.castEntity = castEntity;
@@ -186,7 +235,8 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
             timeLineTime = (float)0;
             for (int i = 0; i < timeLineLogic.Count; i++)
             {
-                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos, indexCount);
+                timeLineLogic[i].SetCombatInfo(castEntity, targetEntity, currTarget, extraData, customizePos,
+                    indexCount);
             }
 
 
@@ -297,7 +347,6 @@ namespace CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic
             }
         }
 
-     
 
         // public void Dispose()
         // {

+ 4 - 24
Assets/Scripts/GameTimeLine/SerializationTimeLine/TimeLineSerialization/TimeLinePlayFxSerializtion.cs

@@ -60,22 +60,9 @@ public class TimeLinePlayFxSerializtion : TimeLineAssetSerialization
     public TimeLineVector2 xoff;
     public TimeLineVector2 yoff;
     public TimeLineVector2 zoff;
-    public int zhongZhi;
+ 
+    public int randomGroup;
 
-    public Random Random
-    {
-        get
-        {
-            if (_random == null)
-            {
-                _random = new Random(zhongZhi);
-            }
-
-            return _random;
-        }
-    }
-
-    private Random _random;
     public TimeLinePlayFxSerializtion()
     {
     }
@@ -127,18 +114,11 @@ public class TimeLinePlayFxSerializtion : TimeLineAssetSerialization
             xoff = controlPlayableAsset.xoff;
             yoff = controlPlayableAsset.yoff;
             zoff = controlPlayableAsset.zoff;
+            randomGroup = controlPlayableAsset.randomGroup;
         }
     }
 
-    public float GetRandom(float min, float max)
-    {
-        if (min > max)
-        {
-            (min, max) = (max, min);
-        }
-
-        return Random.Next((int)(min * 100), (int)(max * 100)) / 100f;
-    }
+  
 #endif
     public override TimeLineEventLogicBasic CreateLogic()
     {

+ 1 - 1
Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs

@@ -171,7 +171,7 @@ namespace Fort23.Mono
             CombatController.currActiveCombat.CombatSenceController.StartPayShengShi(CombatController.currActiveCombat
                 .playerHeroEntity.GameObject.transform);
             List<AccountFileInfo.EventList> eventLists = EventSystemManager.Instance.UseDivinesense(count, useItems);
-            await TimerComponent.Instance.WaitAsync(800);
+            await TimerComponent.Instance.WaitAsync(1200);
             EventSystemManager.Instance.isTriggerEvent = false;
             if (eventLists == null || eventLists.Count == 0)
             {

+ 1 - 1
Assets/Settings/rpAsset_Renderer.asset

@@ -12,7 +12,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: e03bbffa856b4d149b49c5ff90f72fb6, type: 3}
   m_Name: Blit
   m_EditorClassIdentifier: 
-  m_Active: 0
+  m_Active: 1
   settings:
     Event: 500
     blitMaterial: {fileID: 2100000, guid: 5d9d871e58f5c1b4890049c6625f29c8, type: 2}

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 0 - 0
UGUIPack/uguiconfig.db


+ 1 - 1
UserSettings/EditorUserSettings.asset

@@ -60,7 +60,7 @@ EditorUserSettings:
       value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b98d9884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0f7b0e1e380cafbf2c3adc18e9cd285a2908b82ec879c8395949c9483d68a8d97ddbd90bf
       flags: 0
     UnityEditor.ShaderGraph.InspectorWindow:
-      value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a560393d3511ea7046333e09f7181d02f50a06241708ee0b05bd4a435f95548717f73713d91006c1c309d0effad0d2f9ddffa5828791f0beb6fdd1cbfceba0b9f0b3bed8e8f5ade6fb8c978883d3f59e98909c89eacfcc
+      value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a5602b2e2c07a37e0901373ae01e0008f707250d171df81a53a5405d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd88908fecb0f9cfddf1eff4e7a1b1eae482f0fca9e5e1928b86d888ed909a938797a7cf
       flags: 0
     UnityEditor.ShaderGraph.ToggleSettings:
       value: 18135d1527590858060c032302276919051e1a26296a7c243f3c187fa0e92708f0e220e0e22d09352a0bed30017c5b2be01f0c47b40219221f1ded0b12eb1f0127cc0bcc18c41a5e910d0edbc85193e0dadadbf8e8f9e8ced7dba5e0b6aaaca4dbfeabfef4eae1

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 0 - 0
美术/unity_use_ui/TextrueJson/tongyong.txt


BIN
美术/unity_use_ui/decorate/dec_daoyou_chuanshu.png


BIN
美术/unity_use_ui/decorate/dec_daoyou_liwu.png


BIN
美术/unity_use_ui/decorate/dec_jiantou3.png


Kaikkia tiedostoja ei voida näyttää, sillä liian monta tiedostoa muuttui tässä diffissä