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

# Conflicts:
#	Excel2Json/Excel/skill.xlsx   resolved by origin/master(远端) version
zg 1 周之前
父节点
当前提交
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共有 30 个文件被更改,包括 686 次插入278 次删除
  1. 0 0
      Assets/Art/UIAssets/TextrueJson/mainUI.txt
  2. 二进制
      Assets/Art/UIAssets/decorate/dec_lingdang_db.png
  3. 203 0
      Assets/Art/UIAssets/decorate/dec_lingdang_db.png.meta
  4. 二进制
      Assets/Art/UIAssets/decorate/dec_renw_db3.png
  5. 203 0
      Assets/Art/UIAssets/decorate/dec_renw_db3.png.meta
  6. 2 2
      Assets/Art/VFX/Materials/UIMat/ui_renwu_lg.mat
  7. 2 2
      Assets/Res/UI/AppBarPanel/TitlePanel.prefab
  8. 6 6
      Assets/Res/UI/HeroInformainPanel/HeroAttributeWidget.prefab
  9. 4 4
      Assets/Res/UI/HeroInformainPanel/HeroAttributeWidgetType2.prefab
  10. 35 35
      Assets/Res/UI/MainPanel/MainPanel.prefab
  11. 120 153
      Assets/Res/UI/ShopPanel/EnergyWidget.prefab
  12. 2 0
      Assets/Res/UIAtlas/mainUI.spriteatlasv2
  13. 39 40
      Assets/Scripts/Core/UI/UTool/UtilTools.cs
  14. 1 0
      Assets/Scripts/GameUI/UI/AppBarPanel/TitlePanel.cs
  15. 42 16
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroHerlp.cs
  16. 7 6
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroInformationPanel.cs
  17. 6 5
      Assets/Scripts/GameUI/UI/MainHeroPnael/FaBaoAttributeWidget.cs
  18. 2 2
      Assets/Scripts/GameUI/UI/MainHeroPnael/ItemWidgetType1.cs
  19. 6 6
      Assets/Scripts/GameUI/UI/MainHeroPnael/SelectFaBaoPanel.cs
  20. 2 1
      Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs
  21. 3 0
      Assets/Scripts/GameUI/UI/ShopPanel/EnergyWidget.cs
  22. 二进制
      Excel2Json/Excel/Language_skill.xlsx
  23. 二进制
      Excel2Json/Excel/skill.xlsx
  24. 0 0
      UGUIPack/uguiconfig.db
  25. 1 0
      XiuXianGame.sln.DotSettings.user
  26. 二进制
      美术/art_use_ui/mainUI/dec_lingdang_db.png
  27. 二进制
      美术/art_use_ui/mainUI/dec_renw_db3.png
  28. 0 0
      美术/unity_use_ui/TextrueJson/mainUI.txt
  29. 二进制
      美术/unity_use_ui/decorate/dec_lingdang_db.png
  30. 二进制
      美术/unity_use_ui/decorate/dec_renw_db3.png

文件差异内容过多而无法显示
+ 0 - 0
Assets/Art/UIAssets/TextrueJson/mainUI.txt


二进制
Assets/Art/UIAssets/decorate/dec_lingdang_db.png


+ 203 - 0
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二进制
Assets/Art/UIAssets/decorate/dec_renw_db3.png


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+ 2 - 2
Assets/Art/VFX/Materials/UIMat/ui_renwu_lg.mat

@@ -57,13 +57,13 @@ Material:
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     m_Ints: []
     m_Floats:
-    - _Alpha: 0.2050029
+    - _Alpha: 0.20279515
     - _AlphaCutoff: 0.5
     - _ColorMask: 15
     - _EnableExternalAlpha: 0
     - _MainSpeedU: 0.5
     - _MainSpeedV: 0.5
-    - _MainTexOffsetU: 0.20611608
+    - _MainTexOffsetU: 0.20877719
     - _MainTexOffsetV: 0
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     - _MainTilingV: 1

+ 2 - 2
Assets/Res/UI/AppBarPanel/TitlePanel.prefab

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   m_AnchorMax: {x: 0.5, y: 0.5}
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-  m_SizeDelta: {x: 222, y: 50}
+  m_AnchoredPosition: {x: -182.26573, y: 21}
+  m_SizeDelta: {x: 243.6685, y: 50}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &8974566408459148074
 CanvasRenderer:

+ 6 - 6
Assets/Res/UI/HeroInformainPanel/HeroAttributeWidget.prefab

@@ -36,7 +36,7 @@ RectTransform:
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   m_AnchorMax: {x: 0, y: 0.5}
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+  m_SizeDelta: {x: 133.8, y: 45.596}
   m_Pivot: {x: 0, y: 0.5}
 --- !u!222 &192917626739261170
 CanvasRenderer:
@@ -79,7 +79,7 @@ MonoBehaviour:
     m_HorizontalOverflow: 0
     m_VerticalOverflow: 0
     m_LineSpacing: 1
-  m_Text: 2370
+  m_Text: "2370.1\u4E07"
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-  m_SizeDelta: {x: 81.3883, y: 37.798}
+  m_AnchoredPosition: {x: 406.4, y: -0.33512}
+  m_SizeDelta: {x: 143.7659, y: 37.798}
   m_Pivot: {x: 0, y: 0.5}
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@@ -159,7 +159,7 @@ MonoBehaviour:
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     m_VerticalOverflow: 0
     m_LineSpacing: 1
-  m_Text: +90
+  m_Text: "+9010.1\u4E07"
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   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 19, y: 1.6}
+  m_AnchoredPosition: {x: 67.4, y: 1.6}
   m_SizeDelta: {x: 28, y: 33}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &6381163825326017891

+ 4 - 4
Assets/Res/UI/HeroInformainPanel/HeroAttributeWidgetType2.prefab

@@ -164,7 +164,7 @@ RectTransform:
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   m_AnchorMax: {x: 0, y: 0.5}
   m_AnchoredPosition: {x: 184.3, y: 4.1302}
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+  m_SizeDelta: {x: 150.2247, y: 45.596}
   m_Pivot: {x: 0, y: 0.5}
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@@ -207,7 +207,7 @@ MonoBehaviour:
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     m_VerticalOverflow: 0
     m_LineSpacing: 1
-  m_Text: +794
+  m_Text: "+7941.1\u4E07"
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   m_AnchoredPosition: {x: 377.5, y: 4.1302}
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+  m_SizeDelta: {x: 155.7138, y: 45.596}
   m_Pivot: {x: 0, y: 0.5}
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@@ -287,7 +287,7 @@ MonoBehaviour:
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     m_VerticalOverflow: 0
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-  m_Text: +794
+  m_Text: "+7944.1\u4E07"
 --- !u!1 &9028940008435226479
 GameObject:
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+ 35 - 35
Assets/Res/UI/MainPanel/MainPanel.prefab

@@ -18,7 +18,7 @@ GameObject:
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   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
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-  m_Father: {fileID: 86604009502899239}
+  m_Father: {fileID: 9037135992368401232}
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+  m_AnchorMin: {x: 0, y: 0}
+  m_AnchorMax: {x: 0, y: 0}
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   m_Pivot: {x: 0.5, y: 0.5}
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   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 454805197462043420}
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@@ -246,7 +246,7 @@ MonoBehaviour:
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+  _icon_name: dec_lingdang_db
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-  _icon_name: dec_xiulianTiaoDi
-  isNotLoadDeftIcon: 0
-  CurrSpriteAtlas: {fileID: 100100200, guid: 192194a01f8a35742b246abac6b340ca, type: 3}
-  packInfo:
-    packName: jingjie
-    packgJsonPath: /Art/UIAssets/TextrueJson\jingjie.txt
-    packgSpritePath: Assets/Res/UIAtlas/jingjie.spriteatlasv2
-    lasetJsonGUID: a5790df98a45a640721da3160fc31d51
-  imageH: 50
-  useGradient: 0
-  topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
-  bottomOrRightColor: {r: 0, g: 0, b: 0, a: 1}
-  direction: 0

+ 2 - 0
Assets/Res/UIAtlas/mainUI.spriteatlasv2

@@ -25,6 +25,7 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: a12eb982dbdc0894586e7d39acac50e7, type: 3}
     - {fileID: 2800000, guid: 12d636aca73b99b4bb5e826f060d4b23, type: 3}
     - {fileID: 2800000, guid: 5473c79ffd6b84e4c9de2b607f6fbb01, type: 3}
+    - {fileID: 2800000, guid: 2bcb5569814ba904d98e9913f9cce4ee, type: 3}
     - {fileID: 2800000, guid: caf59be6b62f1ff40b2937ade714bf4d, type: 3}
     - {fileID: 2800000, guid: 7d4a7a803f84e1845966b3d57df9ebd1, type: 3}
     - {fileID: 2800000, guid: 94a1e98605bef084cac2665d137cd336, type: 3}
@@ -35,6 +36,7 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: 57e52cb3eeb03a942a554f60db0db782, type: 3}
     - {fileID: 2800000, guid: e331aa9696aa95442afd1c99be6ebdf1, type: 3}
     - {fileID: 2800000, guid: 35e03d0aa90e64240913ca8c32f3e877, type: 3}
+    - {fileID: 2800000, guid: 7be5f660c36d392419b2828ca276042e, type: 3}
     - {fileID: 2800000, guid: f82d1b4984be31a4bbcd212e7d42374e, type: 3}
     - {fileID: 2800000, guid: 1db9d86baf4548f449f6aec203999ca0, type: 3}
     - {fileID: 2800000, guid: bfcfc5758571af94a87e12b34550e4d4, type: 3}

+ 39 - 40
Assets/Scripts/Core/UI/UTool/UtilTools.cs

@@ -565,60 +565,59 @@ namespace Utility
 
         public static string ToStringEx(this long number)
         {
-            // if (number > 1000000000000)
-            // {
-            //     float n = number / 1000000000000f;
-            //     string str = "";
-            //     str = GetTargetDecimalPlaceStr((int)n);
-            //     return str + "t";
-            // }
-            //
-            // if (number > 1000000000)
-            // {
-            //     float n = number / 1000000000f;
-            //     string str = "";
-            //     str = GetTargetDecimalPlaceStr((int)n);
-            //     return str + "b";
-            // }
-
-            if (number > 10000)
+            if (number < 10000)
+            {
+                // 小于1万,直接返回整数
+                return ((long)number).ToString();
+            }
+            else if (number < 100000000)
             {
-                float n = number / 10000f;
-                string str = "";
-                str = GetTargetDecimalPlaceStr((int)n);
-                return str + "万";
+                // 1万到1亿之间,使用万单位
+                float valueInWan = number / 10000f;
+                return FormatWithTwoDecimalPlaces(valueInWan) + "万";
             }
+            else
+            {
+                // 大于等于1亿,使用亿单位
+                float valueInYi = number / 100000000f;
+                return FormatWithTwoDecimalPlaces(valueInYi) + "亿";
+            }
+        }
 
-            if (number > 1000)
+        private static string FormatWithTwoDecimalPlaces(float value)
+        {
+            // 四舍五入到2位小数
+            double rounded = Math.Round(value, 2);
+
+            // 如果小数部分为0,只返回整数部分
+            if (rounded == Math.Floor(rounded))
             {
-                float n = number / 1000f;
-                string str = "";
-                str = GetTargetDecimalPlaceStr((int)n);
-                return str + "千";
+                return ((long)rounded).ToString();
             }
 
-            return number.ToString();
+            // 返回最多2位小数
+            return rounded.ToString("0.##");
         }
 
         public static string ToStringEx(this int number)
         {
-            if (number > 1000000)
+            if (number < 10000)
             {
-                float n = number / 10000f;
-                string str = "";
-                str = GetTargetDecimalPlaceStr((int)n);
-                return str + "万";
+                // 小于1万,直接返回整数
+                return ((long)number).ToString();
             }
-
-            if (number > 100000)
+            else if (number < 100000000)
             {
-                float n = number / 1000f;
-                string str = "";
-                str = GetTargetDecimalPlaceStr((int)n);
-                return str + "千";
+                // 1万到1亿之间,使用万单位
+                float valueInWan = number / 10000f;
+                return FormatWithTwoDecimalPlaces(valueInWan) + "万";
+            }
+            else
+            {
+                // 大于等于1亿,使用亿单位
+                float valueInYi = number / 100000000f;
+                return FormatWithTwoDecimalPlaces(valueInYi) + "亿";
             }
-
-            return number.ToString();
         }
 #endif
         /// <summary>

+ 1 - 0
Assets/Scripts/GameUI/UI/AppBarPanel/TitlePanel.cs

@@ -80,6 +80,7 @@ namespace Fort23.Mono
 
 
             int bl = (int)((heroAllexp / allexp) * 100);
+            bl = bl > 100 ? 100 : bl;
 
             Text_JingJie.text =
                 LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +

+ 42 - 16
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroHerlp.cs

@@ -1,6 +1,7 @@
 using System.Collections.Generic;
 using Fort23.Core;
 using GameLogic.Hero;
+using Utility;
 
 namespace Fort23.Mono
 {
@@ -11,51 +12,62 @@ namespace Fort23.Mono
             List<HeroAttributeData> heroAttributeDataList = new List<HeroAttributeData>();
             if (currentHero.powerUpConfig.ShenshiMax != newHero.powerUpConfig.ShenshiMax)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限", currentHero.powerUpConfig.ShenshiMax.ToString(), "" + newHero.powerUpConfig.ShenshiMax.ToString());
+                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限",
+                    currentHero.powerUpConfig.ShenshiMax.ToStringEx(),
+                    "" + newHero.powerUpConfig.ShenshiMax.ToStringEx());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
 
             if (currentHero.hp != newHero.hp)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("生命", currentHero.hp.Value.ToString(), "" + newHero.hp.Value.ToString());
+                HeroAttributeData heroAttributeData = new HeroAttributeData("生命", currentHero.hp.Value.ToStringEx(),
+                    "" + newHero.hp.Value.ToStringEx());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.attack != newHero.attack)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("攻击", currentHero.attack.Value.ToString(), "" + newHero.attack.Value.ToString());
+                HeroAttributeData heroAttributeData = new HeroAttributeData("攻击", currentHero.attack.Value.ToStringEx(),
+                    "" + newHero.attack.Value.ToStringEx());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.defense != newHero.defense)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("防御", currentHero.defense.Value.ToString(), "" + newHero.defense.Value.ToString());
+                HeroAttributeData heroAttributeData = new HeroAttributeData("防御",
+                    currentHero.defense.Value.ToStringEx(), "" + newHero.defense.Value.ToStringEx());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("法宝倍率", currentHero.powerUpConfig.MPFactor.ToString(), "" + currentHero.powerUpConfig.MPFactor.ToString());
+                HeroAttributeData heroAttributeData = new HeroAttributeData("法宝倍率",
+                    currentHero.powerUpConfig.MPFactor.ToString(), "" + currentHero.powerUpConfig.MPFactor.ToString());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("护盾倍率", currentHero.powerUpConfig.HudunFactor.ToString(), "" + currentHero.powerUpConfig.HudunFactor.ToString());
+                HeroAttributeData heroAttributeData = new HeroAttributeData("护盾倍率",
+                    currentHero.powerUpConfig.HudunFactor.ToString(),
+                    "" + currentHero.powerUpConfig.HudunFactor.ToString());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("防御系数K", currentHero.powerUpConfig.defK.ToString(), "" + currentHero.powerUpConfig.defK.ToString());
+                HeroAttributeData heroAttributeData = new HeroAttributeData("防御系数K",
+                    currentHero.powerUpConfig.defK.ToStringEx(), "" + currentHero.powerUpConfig.defK.ToStringEx());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限", currentHero.powerUpConfig.ShenshiMax.ToString(), "" + currentHero.powerUpConfig.ShenshiMax.ToString());
+                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限",
+                    currentHero.powerUpConfig.ShenshiMax.ToStringEx(),
+                    "" + currentHero.powerUpConfig.ShenshiMax.ToStringEx());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
@@ -68,51 +80,65 @@ namespace Fort23.Mono
             List<HeroAttributeData> heroAttributeDataList = new List<HeroAttributeData>();
             if (currentHero.powerUpConfig.ShenshiMax != newHero.powerUpConfig.ShenshiMax)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限", currentHero.powerUpConfig.ShenshiMax.ToString(), newHero.powerUpConfig.ShenshiMax - currentHero.powerUpConfig.ShenshiMax + "");
+                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限",
+                    currentHero.powerUpConfig.ShenshiMax.ToStringEx(),
+                    newHero.powerUpConfig.ShenshiMax - currentHero.powerUpConfig.ShenshiMax + "");
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
 
             if (currentHero.hp != newHero.hp)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("生命", currentHero.hp.Value.ToString(), newHero.hp.Value - currentHero.hp.Value + "");
+                HeroAttributeData heroAttributeData = new HeroAttributeData("生命", currentHero.hp.Value.ToStringEx(),
+                    (newHero.hp.Value - currentHero.hp.Value).ToStringEx() + "");
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.attack != newHero.attack)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("攻击", currentHero.attack.Value.ToString(), newHero.attack.Value - currentHero.attack.Value + "");
+                HeroAttributeData heroAttributeData = new HeroAttributeData("攻击", currentHero.attack.Value.ToStringEx(),
+                    (newHero.attack.Value - currentHero.attack.Value).ToStringEx());
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.defense != newHero.defense)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("防御", currentHero.defense.Value.ToString(), newHero.defense.Value - currentHero.defense.Value + "");
+                HeroAttributeData heroAttributeData = new HeroAttributeData("防御",
+                    currentHero.defense.Value.ToStringEx(),
+                    (newHero.defense.Value - currentHero.defense.Value).ToStringEx() + "");
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("法宝倍率", currentHero.powerUpConfig.MPFactor.ToString(), currentHero.powerUpConfig.MPFactor - currentHero.powerUpConfig.MPFactor + "");
+                HeroAttributeData heroAttributeData = new HeroAttributeData("法宝倍率",
+                    currentHero.powerUpConfig.MPFactor.ToString(),
+                    currentHero.powerUpConfig.MPFactor - currentHero.powerUpConfig.MPFactor + "");
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("护盾倍率", currentHero.powerUpConfig.HudunFactor.ToString(), currentHero.powerUpConfig.HudunFactor - currentHero.powerUpConfig.HudunFactor + "");
+                HeroAttributeData heroAttributeData = new HeroAttributeData("护盾倍率",
+                    currentHero.powerUpConfig.HudunFactor.ToString(),
+                    currentHero.powerUpConfig.HudunFactor - currentHero.powerUpConfig.HudunFactor + "");
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("防御系数K", currentHero.powerUpConfig.defK.ToString(), currentHero.powerUpConfig.defK - currentHero.powerUpConfig.defK + "");
+                HeroAttributeData heroAttributeData = new HeroAttributeData("防御系数K",
+                    currentHero.powerUpConfig.defK.ToStringEx(),
+                    (currentHero.powerUpConfig.defK - currentHero.powerUpConfig.defK).ToStringEx() + "");
                 heroAttributeDataList.Add(heroAttributeData);
             }
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             {
-                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限", currentHero.powerUpConfig.ShenshiMax.ToString(), currentHero.powerUpConfig.ShenshiMax - currentHero.powerUpConfig.ShenshiMax + "");
+                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限",
+                    currentHero.powerUpConfig.ShenshiMax.ToStringEx(),
+                    (currentHero.powerUpConfig.ShenshiMax - currentHero.powerUpConfig.ShenshiMax).ToStringEx() + "");
                 heroAttributeDataList.Add(heroAttributeData);
             }
 

+ 7 - 6
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroInformationPanel.cs

@@ -12,6 +12,7 @@ using GameLogic.Combat.CombatTool;
 using GameLogic.Hero;
 using UnityEngine;
 using UnityEngine.UI;
+using Utility;
 using Utility.CTween;
 
 
@@ -253,22 +254,22 @@ namespace Fort23.Mono
             HeroAttributeWidget heroAttributeWidget =
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
             heroAttributeWidget.CustomInit(new HeroAttributeData("生命",
-                PlayerManager.Instance.myHero.hp.Value.ToString(),
-                "+" + (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToString()));
+                PlayerManager.Instance.myHero.hp.Value.ToStringEx(),
+                "+" + (heroInfo.hp.Value - PlayerManager.Instance.myHero.hp.Value).ToStringEx()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
             heroAttributeWidget.CustomInit(new HeroAttributeData("攻击",
-                PlayerManager.Instance.myHero.attack.Value.ToString(),
-                "+" + (heroInfo.attack.Value - PlayerManager.Instance.myHero.attack.Value).ToString()));
+                PlayerManager.Instance.myHero.attack.Value.ToStringEx(),
+                "+" + (heroInfo.attack.Value - PlayerManager.Instance.myHero.attack.Value).ToStringEx()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
             heroAttributeWidget.CustomInit(new HeroAttributeData("防御",
-                PlayerManager.Instance.myHero.defense.Value.ToString(),
-                "+" + (heroInfo.defense.Value - PlayerManager.Instance.myHero.defense.Value).ToString()));
+                PlayerManager.Instance.myHero.defense.Value.ToStringEx(),
+                "+" + (heroInfo.defense.Value - PlayerManager.Instance.myHero.defense.Value).ToStringEx()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
             Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;

+ 6 - 5
Assets/Scripts/GameUI/UI/MainHeroPnael/FaBaoAttributeWidget.cs

@@ -1,5 +1,6 @@
 using GameLogic.Hero;
 using UnityEngine;
+using Utility;
 
 namespace Fort23.Mono
 {
@@ -30,13 +31,13 @@ namespace Fort23.Mono
             this.faBaoInfo = faBaoInfo;
             this.key = key;
             Text_AttributeName.text = GetAttributeName(key);
-            Text_AttributeValue.text = faBaoInfo.attriButedIC[key].ToString();
+            Text_AttributeValue.text = faBaoInfo.attriButedIC[key].ToStringEx();
             Text_NextAttributeValue.gameObject.SetActive(false);
         }
 
         public void StartUpGrad(FaBaoInfo nextFabaoInfo)
         {
-            Text_NextAttributeValue.text = $"+{nextFabaoInfo.attriButedIC[key] - faBaoInfo.attriButedIC[key]}";
+            Text_NextAttributeValue.text = $"+{(nextFabaoInfo.attriButedIC[key] - faBaoInfo.attriButedIC[key]).ToStringEx()}";
             Text_NextAttributeValue.gameObject.SetActive(true);
             Text_NextAttributeValue.color = new Color32(15,241,150,255);
         }
@@ -53,7 +54,7 @@ namespace Fort23.Mono
                 
                 long nextValue = nextFabaoInfo.attriButedIC.ContainsKey(key) ? nextFabaoInfo.attriButedIC[key] : 0;
                 
-                Text_NextAttributeValue.text = $"+{ faBaoInfo.attriButedIC[key] - nextValue}";
+                Text_NextAttributeValue.text = $"+{(faBaoInfo.attriButedIC[key] - nextValue).ToStringEx()}";
                 Text_NextAttributeValue.gameObject.SetActive(true);
                 Text_NextAttributeValue.color = new Color32(15,241,150,255);
                 // Icon_Bj.gameObject.SetActive(true);
@@ -64,11 +65,11 @@ namespace Fort23.Mono
                 long nextValue = nextFabaoInfo.attriButedIC.ContainsKey(key) ? nextFabaoInfo.attriButedIC[key] : 0;
                 if (nextValue == 0)
                 {
-                    Text_NextAttributeValue.text = $"{nextValue - faBaoInfo.attriButedIC[key]}";
+                    Text_NextAttributeValue.text = $"{(nextValue - faBaoInfo.attriButedIC[key]).ToStringEx()}";
                 }
                 else
                 {
-                    Text_NextAttributeValue.text = $"-{nextValue - faBaoInfo.attriButedIC[key]}";
+                    Text_NextAttributeValue.text = $"-{(nextValue - faBaoInfo.attriButedIC[key]).ToStringEx()}";
                 }
                
                 Text_NextAttributeValue.gameObject.SetActive(true);

+ 2 - 2
Assets/Scripts/GameUI/UI/MainHeroPnael/ItemWidgetType1.cs

@@ -51,11 +51,11 @@ namespace Fort23.Mono
             if (count > PlayerManager.Instance.BagController.GetItemCount(id))
             {
                 Text_Count.text =
-                    $"<color=red>{PlayerManager.Instance.BagController.GetItemCount(id).ToStringEx()}</color>/{count}";
+                    $"<color=red>{PlayerManager.Instance.BagController.GetItemCount(id).ToStringEx()}</color>/{count.ToStringEx()}";
             }
             else
             {
-                Text_Count.text = $"{PlayerManager.Instance.BagController.GetItemCount(id).ToStringEx()}/{count}";
+                Text_Count.text = $"{PlayerManager.Instance.BagController.GetItemCount(id).ToStringEx()}/{count.ToStringEx()}";
             }
 
             LayoutRebuilder.ForceRebuildLayoutImmediate(Text_Count.GetComponent<RectTransform>());

+ 6 - 6
Assets/Scripts/GameUI/UI/MainHeroPnael/SelectFaBaoPanel.cs

@@ -223,7 +223,7 @@ namespace Fort23.Mono
                 }
 
                 Text_NextLv.text = "+1";
-                Text_NextPower.text = "+" + (nextFabaoInfo.qiangDu - selectedFaBaoInfo.qiangDu);
+                Text_NextPower.text = "+" + (nextFabaoInfo.qiangDu - selectedFaBaoInfo.qiangDu).ToStringEx();
                 Text_NextLv.color = new Color32(15, 241, 150, 255);
                 Text_NextPower.color = new Color32(15, 241, 150, 255);
                 Text_NextLv.gameObject.SetActive(true);
@@ -252,7 +252,7 @@ namespace Fort23.Mono
                     {
                         Text_NextLv.gameObject.SetActive(true);
                         Text_NextLv.text =
-                            $"+{selectedFaBaoInfo.FabaoPowerupConfig.ID - currentFaBaoInfo.FabaoPowerupConfig.ID}";
+                            $"+{(selectedFaBaoInfo.FabaoPowerupConfig.ID - currentFaBaoInfo.FabaoPowerupConfig.ID).ToStringEx()}";
                         Text_NextLv.color = new Color32(15, 241, 150, 255);
 
                         // Icon_LvBj.icon_name = "dec_fbjia";
@@ -260,7 +260,7 @@ namespace Fort23.Mono
                     else if (selectedFaBaoInfo.FabaoPowerupConfig.ID < currentFaBaoInfo.FabaoPowerupConfig.ID)
                     {
                         Text_NextLv.text =
-                            $"{selectedFaBaoInfo.FabaoPowerupConfig.ID - currentFaBaoInfo.FabaoPowerupConfig.ID}";
+                            $"{(selectedFaBaoInfo.FabaoPowerupConfig.ID - currentFaBaoInfo.FabaoPowerupConfig.ID).ToStringEx()}";
                         Text_NextLv.color = new Color32(235, 110, 109, 255);
                         Text_NextLv.gameObject.SetActive(true);
                         // Icon_LvBj.icon_name = "dec_fbjian";
@@ -272,14 +272,14 @@ namespace Fort23.Mono
 
                     if (currentFaBaoInfo == null || selectedFaBaoInfo.qiangDu > currentFaBaoInfo.qiangDu)
                     {
-                        Text_NextPower.text = $"+{selectedFaBaoInfo.qiangDu - currentFaBaoInfo.qiangDu}";
+                        Text_NextPower.text = $"+{(selectedFaBaoInfo.qiangDu - currentFaBaoInfo.qiangDu).ToStringEx()}";
                         Text_NextPower.color = new Color32(15, 241, 150, 255);
                         Text_NextPower.gameObject.SetActive(true);
                         // Icon_PowrBj.icon_name = "dec_bjia";
                     }
                     else if (selectedFaBaoInfo.qiangDu < currentFaBaoInfo.qiangDu)
                     {
-                        Text_NextPower.text = $"{selectedFaBaoInfo.qiangDu - currentFaBaoInfo.qiangDu}";
+                        Text_NextPower.text = $"{(selectedFaBaoInfo.qiangDu - currentFaBaoInfo.qiangDu).ToStringEx()}";
                         Text_NextPower.color = new Color32(235, 110, 109, 255);
                         Text_NextPower.gameObject.SetActive(true);
                         // Icon_PowrBj.icon_name = "dec_fbjian";
@@ -474,7 +474,7 @@ namespace Fort23.Mono
             {
                 Text_FaBaoName.text = LanguageManager.Instance.Text(faBaoInfo.FabaoConfig.name) + " Lv." +
                                       faBaoInfo.FabaoPowerupConfig.ID;
-                Text_Power.text = $"{LanguageManager.Instance.Text(10197)}:{faBaoInfo.qiangDu}";
+                Text_Power.text = $"{LanguageManager.Instance.Text(10197)}:{faBaoInfo.qiangDu.ToStringEx()}";
                 Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(faBaoInfo.SkillConfig.dec),
                     faBaoInfo.effectValue);
 

+ 2 - 1
Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs

@@ -158,7 +158,7 @@ namespace Fort23.Mono
 
         private void ChagneShenshiBtnActive()
         {
-            // Btn_Event.gameObject.SetActive(event > 0);
+            Btn_StartEvent.gameObject.SetActive(AccountFileInfo.Instance.playerData.eventList.FirstOrDefault(e => !e.isCompleted &&  !e.isCompleted1)!= null);
         }
 
         protected override void DelEvent()
@@ -319,6 +319,7 @@ namespace Fort23.Mono
 
 
             int bl = (int)((heroAllexp / allexp) * 100);
+            bl = bl > 100 ? 100 : bl;
 
             Text_jingjie.text =
                 LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +

+ 3 - 0
Assets/Scripts/GameUI/UI/ShopPanel/EnergyWidget.cs

@@ -6,6 +6,7 @@ using Fort23.Core;
 using Fort23.UTool;
 using GameLogic.Bag;
 using UnityEngine;
+using UnityEngine.UI;
 using Utility;
 
 namespace Fort23.Mono
@@ -67,6 +68,8 @@ namespace Fort23.Mono
             _itemConfig = ConfigComponent.Instance.Get<ItemConfig>(id);
             Icon_Energy.icon_name = _itemConfig.icon;
             Text_Count.text = PlayerManager.Instance.BagController.GetItemCount(id).ToStringEx();
+            LayoutRebuilder.ForceRebuildLayoutImmediate(Text_Count.GetComponent<RectTransform>());
+            LayoutRebuilder.ForceRebuildLayoutImmediate(transform.GetComponent<RectTransform>());
         }
     }
 }

二进制
Excel2Json/Excel/Language_skill.xlsx


二进制
Excel2Json/Excel/skill.xlsx


文件差异内容过多而无法显示
+ 0 - 0
UGUIPack/uguiconfig.db


+ 1 - 0
XiuXianGame.sln.DotSettings.user

@@ -20,6 +20,7 @@
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二进制
美术/art_use_ui/mainUI/dec_lingdang_db.png


二进制
美术/art_use_ui/mainUI/dec_renw_db3.png


文件差异内容过多而无法显示
+ 0 - 0
美术/unity_use_ui/TextrueJson/mainUI.txt


二进制
美术/unity_use_ui/decorate/dec_lingdang_db.png


二进制
美术/unity_use_ui/decorate/dec_renw_db3.png


部分文件因为文件数量过多而无法显示