Browse Source

修改bug

DESKTOP-FB72PO8\Administrator 1 month ago
parent
commit
e05b1d5d77
64 changed files with 4802 additions and 631 deletions
  1. 2 2
      Assets/Res/CombatScenes/CombatRoot.prefab
  2. 111 0
      Assets/Res/CombatScenes/ShengShiQiuTi.prefab
  3. 7 0
      Assets/Res/CombatScenes/ShengShiQiuTi.prefab.meta
  4. 23 1
      Assets/Res/Config/RandomEventConfig.json
  5. 221 0
      Assets/Res/UI/BuffWidget.prefab
  6. 7 0
      Assets/Res/UI/BuffWidget.prefab.meta
  7. 388 19
      Assets/Res/UI/CombatHPPanel.prefab
  8. 286 470
      Assets/Res/UI/CombatPanel.prefab
  9. 133 0
      Assets/Res/UIAnimRes/TweenAssetInfoShengShiEventWidget.asset
  10. 8 0
      Assets/Res/UIAnimRes/TweenAssetInfoShengShiEventWidget.asset.meta
  11. 59 0
      Assets/Resources/Shader/Shader Graphs_ShengShiShader.mat
  12. 8 0
      Assets/Resources/Shader/Shader Graphs_ShengShiShader.mat.meta
  13. 2287 0
      Assets/Resources/Shader/ShengShiShader.shadergraph
  14. 10 0
      Assets/Resources/Shader/ShengShiShader.shadergraph.meta
  15. 147 13
      Assets/Scenes/testCombat.scene
  16. 1 1
      Assets/Scripts/Core/UI/Core/UIBase.cs
  17. 9 5
      Assets/Scripts/Core/UI/Core/UIManager.cs
  18. 56 0
      Assets/Scripts/GameData/ExcelConfig/RandomEventConfig.cs
  19. 11 0
      Assets/Scripts/GameData/ExcelConfig/RandomEventConfig.cs.meta
  20. 26 5
      Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs
  21. 27 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1003.cs
  22. 40 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1004.cs
  23. 54 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1005.cs
  24. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1005.cs.meta
  25. 9 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1006.cs
  26. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1006.cs.meta
  27. 10 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/AddRandomEventEventData.cs
  28. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/AddRandomEventEventData.cs.meta
  29. 9 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  30. 7 1
      Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs
  31. 5 3
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs
  32. 32 6
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatSenceController.cs
  33. 30 0
      Assets/Scripts/GameLogic/Combat/CombatTool/RandomEventController.cs
  34. 3 0
      Assets/Scripts/GameLogic/Combat/CombatTool/RandomEventController.cs.meta
  35. 3 0
      Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs
  36. 1 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  37. 15 2
      Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs
  38. 2 0
      Assets/Scripts/GameUI/Combat/CombatDrive.cs
  39. 20 0
      Assets/Scripts/GameUI/UI/CombatPanel/BuffWidget.cs
  40. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/BuffWidget.cs.meta
  41. 132 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatHPPanel.cs
  42. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatHPPanel.cs.meta
  43. 29 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatHPPanelData.cs
  44. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatHPPanelData.cs.meta
  45. 27 0
      Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs
  46. 15 37
      Assets/Scripts/GameUI/UI/CombatPanel/CombatPanelData.cs
  47. 133 0
      Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidget.cs
  48. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidget.cs.meta
  49. 84 0
      Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidgetData.cs
  50. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidgetData.cs.meta
  51. 37 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidget.cs
  52. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidget.cs.meta
  53. 51 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidgetData.cs
  54. 11 0
      Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidgetData.cs.meta
  55. 8 0
      Assets/Scripts/ThirdParty/ShengShiRendererFeature.meta
  56. 16 0
      Assets/Scripts/ThirdParty/ShengShiRendererFeature/ShengShiRendererFeature.cs
  57. 11 0
      Assets/Scripts/ThirdParty/ShengShiRendererFeature/ShengShiRendererFeature.cs.meta
  58. 2 2
      Assets/Settings/rpAsset.asset
  59. 16 1
      Assets/Settings/rpAsset_Renderer.asset
  60. 0 0
      Assets/StreamingAssets/assetConfig.txt
  61. BIN
      Excel2Json/Excel/MentalPower.xlsx
  62. 6 3
      UserSettings/EditorUserSettings.asset
  63. 81 59
      UserSettings/Layouts/default-2022.dwlt
  64. 1 0
      XiuXianGame.sln.DotSettings.user

+ 2 - 2
Assets/Res/CombatScenes/CombatRoot.prefab

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+ 111 - 0
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+ 23 - 1
Assets/Res/Config/RandomEventConfig.json

@@ -1,3 +1,25 @@
 {
-  "configList": []
+  "configList": [
+    {
+      "ID": 1,
+      "eventType": 1,
+      "eventName": "道友NPC1",
+      "eventMassge": "远处发现了一位道友",
+      "eventSelectDialogue": null
+    },
+    {
+      "ID": 2,
+      "eventType": 1,
+      "eventName": "道友NPC1",
+      "eventMassge": "远处发现了一位道友",
+      "eventSelectDialogue": null
+    },
+    {
+      "ID": 3,
+      "eventType": 4,
+      "eventName": "一次性奖励",
+      "eventMassge": "远处一名怪物收到你的威慑影响,留下了一堆宝物就匆忙的离开了",
+      "eventSelectDialogue": null
+    }
+  ]
 }

+ 221 - 0
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+ 388 - 19
Assets/Res/UI/CombatHPPanel.prefab

@@ -32,12 +32,13 @@ RectTransform:
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+}
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+}
+
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+

+ 10 - 0
Assets/Resources/Shader/ShengShiShader.shadergraph.meta

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+ScriptedImporter:
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+  userData: 
+  assetBundleName: 
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+ 147 - 13
Assets/Scenes/testCombat.scene

@@ -723,6 +723,7 @@ Transform:
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   m_ConstrainProportionsScale: 0
   m_Children:
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   - {fileID: 977005973}
   m_Father: {fileID: 613972499}
   m_LocalEulerAnglesHint: {x: 17.777, y: -28.252, z: 1.615}
@@ -993,7 +994,7 @@ PrefabInstance:
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       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.size
-      value: 0
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[1].magicWeaponId.Array.size
@@ -1013,7 +1014,7 @@ PrefabInstance:
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       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[0]
-      value: 10004
+      value: 10002
       objectReference: {fileID: 0}
     - target: {fileID: 6090200664286961698, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: enemyHeroInfo.Array.data[0].magicWeaponId.Array.data[1]
@@ -1041,9 +1042,6 @@ PrefabInstance:
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       insertIndex: -1
       addedObject: {fileID: 948078761}
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-      insertIndex: -1
-      addedObject: {fileID: 535912258}
     m_AddedComponents: []
   m_SourcePrefab: {fileID: 100100000, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
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@@ -1528,7 +1526,7 @@ GameObject:
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   m_Layer: 0
   m_HasEditorInfo: 1
-  m_Name: Cube (1)
+  m_Name: ShengShiQiuTi
   m_TagString: Untagged
   m_Icon: {fileID: 0}
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@@ -1542,12 +1540,12 @@ Transform:
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   serializedVersion: 2
-  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: -0.4, y: 3.23, z: 1.28}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalRotation: {x: -0.06767782, y: 0.8477487, z: -0.13957655, w: 0.50720835}
+  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalScale: {x: 209.36615, y: 209.36615, z: 209.36615}
   m_ConstrainProportionsScale: 0
   m_Children: []
-  m_Father: {fileID: 24964071}
+  m_Father: {fileID: 170257587}
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 --- !u!65 &535912259
 BoxCollider:
@@ -1593,7 +1591,7 @@ MeshRenderer:
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   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
+  - {fileID: 2100000, guid: 5d9d871e58f5c1b4890049c6625f29c8, type: 2}
   m_StaticBatchInfo:
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@@ -1622,7 +1620,7 @@ MeshFilter:
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   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 535912257}
-  m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
+  m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
 --- !u!1 &584408558
 GameObject:
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@@ -2403,7 +2401,7 @@ GameObject:
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   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
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 Transform:
   m_ObjectHideFlags: 0
@@ -2767,6 +2765,71 @@ MonoBehaviour:
   m_OnValueChanged:
     m_PersistentCalls:
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+--- !u!1001 &1396997705
+PrefabInstance:
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+    - target: {fileID: 2583360796260655289, guid: 3e2adcc225c13154daa6652991cc58db, type: 3}
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+    - target: {fileID: 5358946683605546402, guid: 3e2adcc225c13154daa6652991cc58db, type: 3}
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+      value: 0
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+    m_AddedGameObjects: []
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   m_ObjectHideFlags: 0
@@ -3562,6 +3625,14 @@ PrefabInstance:
     serializedVersion: 3
     m_TransformParent: {fileID: 1663534287}
     m_Modifications:
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+      propertyPath: m_AnchorMax.y
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     - target: {fileID: 8994874510214016950, guid: c0bbf88f117d28341976bf57a93358dc, type: 3}
       propertyPath: m_Name
       value: CombatPanel
@@ -4986,6 +5057,67 @@ GameObject:
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
   m_IsActive: 1
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+  m_Modification:
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+      propertyPath: m_LocalPosition.x
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+      objectReference: {fileID: 0}
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+      objectReference: {fileID: 0}
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+      propertyPath: m_LocalPosition.z
+      value: 34.592834
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+    - target: {fileID: 5512194830969058275, guid: 94735755483cf4648bc00bc50f2c7cd2, type: 3}
+      propertyPath: m_Name
+      value: ShengShiQiuTi
+      objectReference: {fileID: 0}
+    - target: {fileID: 5512194830969058275, guid: 94735755483cf4648bc00bc50f2c7cd2, type: 3}
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 Transform:
   m_ObjectHideFlags: 0
@@ -5106,3 +5238,5 @@ SceneRoots:
   - {fileID: 613972499}
   - {fileID: 321407578}
   - {fileID: 1856735312}
+  - {fileID: 1396997705}
+  - {fileID: 7971796013686853673}

+ 1 - 1
Assets/Scripts/Core/UI/Core/UIBase.cs

@@ -78,7 +78,7 @@ namespace Fort23.Mono
         {
             GObjectPoolInterface = gObjectPoolInterface;
             _transform = gObjectPoolInterface.GetComponent<RectTransform>();
-            _transform.anchoredPosition = Vector2.zero;
+          
             _referenceCollector = gObjectPoolInterface.GetComponent<ReferenceCollector>();
 
 

+ 9 - 5
Assets/Scripts/Core/UI/Core/UIManager.cs

@@ -779,11 +779,15 @@ namespace Fort23.Mono
                     return null;
 
                 RectTransform rectTransform = gameObjectPool.own.GetComponent<RectTransform>();
-                rectTransform.SetParent(root);
-                rectTransform.SetAsLastSibling();
-                rectTransform.anchoredPosition = Vector3.zero;
-                rectTransform.localScale = Vector3.one;
-                rectTransform.localEulerAngles = Vector3.zero;
+                if (root != null)
+                {
+                    rectTransform.SetParent(root);
+                    rectTransform.SetAsLastSibling();
+                    rectTransform.anchoredPosition = Vector3.zero;
+                    rectTransform.localScale = Vector3.one;
+                    rectTransform.localEulerAngles = Vector3.zero;
+                }
+
                 gameObjectPool.isActiveAnima = isActiveAnima;
                 await gameObjectPool.SetUIGameObject(gameObjectPool.own);
                 if (await gameObjectPool.AsyncInit(uiData))

+ 56 - 0
Assets/Scripts/GameData/ExcelConfig/RandomEventConfig.cs

@@ -0,0 +1,56 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\MentalPower.xlsx. SheetName: RandomEventConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "RandomEventConfig.json")]
+	public partial class RandomEventConfigHolder : ConfigHolder<RandomEventConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct RandomEventConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///事件类型 1=NCP 2=一次性洞府 3=永久性洞府 4=一次性奖励 
+		/// </summary>
+public int eventType;
+
+
+		/// <summary>
+		///事件value
+		/// </summary>
+public int[] eventValue;
+
+
+		/// <summary>
+		///事件名
+		/// </summary>
+public string eventName;
+
+
+		/// <summary>
+		///事件描述
+		/// </summary>
+public string eventMassge;
+
+
+		/// <summary>
+		///事件选择时的对话ID
+		/// </summary>
+public int eventSelectDialogue;
+
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/RandomEventConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: WnoXs3+qVyr6v/0y5tLJACsi1UNJSICnTt6OWY4UB6/oltljEhr2VxR8+H2b
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 26 - 5
Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs

@@ -16,19 +16,26 @@ namespace GameLogic.Combat.Buff
         protected TriggerData _triggerData;
         protected float _currTime;
 
-        public int buffCount {
-            get
-            {
-                return buffInf.count;
-            }
+        public int buffCount
+        {
+            get { return _count; }
         }
 
+        protected int _count;
+
         public void Init(CombatHeroEntity combatHeroEntity, CombatHeroEntity source, BuffInfo buffInfo)
         {
             this.combatHeroEntity = combatHeroEntity;
             this.buffInf = buffInfo;
             this.source = source;
             ProInit();
+            _count = buffInfo.count;
+            UpdateEffect();
+        }
+
+        public void AddBuffCount(CombatHeroEntity source, BuffInfo buffInfo)
+        {
+            _count += buffInfo.count;
             UpdateEffect();
         }
 
@@ -39,14 +46,28 @@ namespace GameLogic.Combat.Buff
         public override void ActiveObj()
         {
         }
+
         public void UpdateEffect()
         {
             ProUpdateEffect();
         }
+
         protected virtual void ProUpdateEffect()
         {
         }
 
+        public void ReduceCount(int count)
+        {
+            _count -= count;
+            if (_count <= 0)
+            {
+                combatHeroEntity.BuffControl.RemoveBuff(this);
+                return;
+            }
+
+            UpdateEffect();
+        }
+
         public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName,
             BetterList<ILifetCycleHitPoint> currTarget = null,
             Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,

+ 27 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1003.cs

@@ -1,3 +1,7 @@
+using GameLogic.Combat.CombatTool;
+using GameLogic.Player;
+using UnityEngine;
+
 namespace GameLogic.Combat.Buff
 {
     /// <summary>
@@ -5,5 +9,28 @@ namespace GameLogic.Combat.Buff
     /// </summary>
     public class b_1003 : BuffBasic
     {
+        private float _time;
+
+        protected override void ProUpdate(float t)
+        {
+            _time += t;
+            if (_time >= 1)
+            {
+                _time -= t;
+                float harmbl = buffCount * buffInf.BuffConfig.effectValue[0];
+                long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
+                    combatHeroEntity.CurrCombatHeroInfo.hp.Value, harmbl);
+                CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
+                    WuXingType.Null);
+            }
+        }
+
+        protected override void ProUpdateEffect()
+        {
+            if (buffCount >= 10)
+            {
+                Debug.Log("添加噬魂");
+            }
+        }
     }
 }

+ 40 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1004.cs

@@ -1,3 +1,8 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Player;
+using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
+
 namespace GameLogic.Combat.Buff
 {
     /// <summary>
@@ -5,5 +10,40 @@ namespace GameLogic.Combat.Buff
     /// </summary>
     public class b_1004 : BuffBasic
     {
+        protected override void ProInit()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+        }
+
+        private void AddUseGongFa(IEventData eventData)
+        {
+            AddUseGongFaEventData data = (AddUseGongFaEventData)eventData;
+            if (data.SkillBasic.CombatHeroEntity == combatHeroEntity)
+            {
+                switch (data.SkillBasic.WuXingType)
+                {
+                    case WuXingType.Gold:
+                        combatHeroEntity.CurrCombatHeroInfo.Metal_Injury += 1;
+                        break;
+                    case WuXingType.Fire:
+                        combatHeroEntity.CurrCombatHeroInfo.Fire_Injury += 1;
+                        break;
+                    case WuXingType.Wood:
+                        combatHeroEntity.CurrCombatHeroInfo.Wood_Injury += 1;
+                        break;
+                    case WuXingType.Earth:
+                        combatHeroEntity.CurrCombatHeroInfo.Earth_Injury += 1;
+                        break;
+                    case WuXingType.Water:
+                        combatHeroEntity.CurrCombatHeroInfo.Water_Injury += 1;
+                        break;
+                }
+            }
+        }
+
+        protected override void ProDormancyObj()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+        }
     }
 }

+ 54 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1005.cs

@@ -0,0 +1,54 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Player;
+
+namespace GameLogic.Combat.Buff
+{
+    /// <summary>
+    /// 灼热:每秒对敌人照成火属性灼烧伤害。5层后对敌人照成火系伤势+1。水洗功法能清除1层
+    /// </summary>
+    public class b_1005 : BuffBasic
+    {
+        private float _time;
+
+        protected override void ProInit()
+        {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+        }
+
+
+        protected override void ProUpdate(float t)
+        {
+            _time += t;
+            if (_time >= 1)
+            {
+                _time -= t;
+                float harmbl = buffCount * buffInf.BuffConfig.effectValue[0];
+                long harm = CombatCalculateTool.Instance.GetVlaueRatioForLong(
+                    combatHeroEntity.CurrCombatHeroInfo.hp.Value, harmbl);
+                CombatCalculateTool.Instance.Harm(source, combatHeroEntity, harm, AttType.Buff, _triggerData,
+                    WuXingType.Fire);
+            }
+        }
+
+        private void AddUseGongFa(IEventData eventData)
+        {
+            AddUseGongFaEventData data = (AddUseGongFaEventData)eventData;
+            if (data.SkillBasic.CombatHeroEntity == combatHeroEntity)
+            {
+                switch (data.SkillBasic.WuXingType)
+                {
+                    case WuXingType.Water:
+                        ReduceCount(1);
+                        break;
+                }
+            }
+        }
+
+        protected override void ProDormancyObj()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1005.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 08ffd22e3a7c47d09dee77a8a9306b5e
+timeCreated: 1743475676

+ 9 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1006.cs

@@ -0,0 +1,9 @@
+namespace GameLogic.Combat.Buff
+{
+    /// <summary>
+    /// 昏厥:敌人眩晕状态不能做任何事
+    /// </summary>
+    public class b_1006 : BuffBasic
+    {
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1006.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: fe8395e2cb1447619847db97d05fcff8
+timeCreated: 1743476174

+ 10 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/AddRandomEventEventData.cs

@@ -0,0 +1,10 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Skill;
+
+namespace Common.Utility.CombatEvent
+{
+    public class AddRandomEventEventData : EventDataBasic<AddRandomEventEventData>
+    {
+        public int randomEventID;
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/AddRandomEventEventData.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 79223aa76ba54a5eaf31238b7ec68a97
+timeCreated: 1743498285

+ 9 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -43,5 +43,14 @@
         /// 场景曲线改变
         /// </summary>
         SencenBesselPathAlter,
+        GameStart,
+        /// <summary>
+        /// 添加随机事件
+        /// </summary>
+        AddRandomEvent,
+        /// <summary>
+        /// 删除随机事件
+        /// </summary>
+        RemoveRandomEvent,
     }
 }

+ 7 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs

@@ -1,4 +1,5 @@
-using GameLogic.Combat.CombatTool;
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using UnityEngine;
 
@@ -14,10 +15,15 @@ namespace GameLogic.Combat.CombatState
         {
             CombatController.CombatCameraControllder.isStop = false;
             CombatController.IsFightState = false;
+            CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
             if (playerHeroEntity != null)
             {
                 playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
+                playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
+                CombatCalculateTool.Instance.Recover(playerHeroEntity,
+                    playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,
+                    new TriggerData());
             }
             CombatController.MagicWeaponCombatSence.CloseSecene();
         }

+ 5 - 3
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -29,7 +29,8 @@ namespace GameLogic.Combat.CombatTool
         public CombatDataController CombatDataController;
         public GameTimeLineParticleFactory GameTimeLineParticleFactory;
         public MagicWeaponCombatSence MagicWeaponCombatSence;
-      
+        public RandomEventController RandomEventController;
+        
         public bool isUpdate;
 
         /// <summary>
@@ -55,6 +56,7 @@ namespace GameLogic.Combat.CombatTool
             TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
             GameTimeLineParticleFactory = new GameTimeLineParticleFactory();
             TimeLineFxParticleTool.Instance.Init(GameTimeLineParticleFactory);
+            RandomEventController = new RandomEventController();
             currActiveCombat = this;
             stateControl = new StateControl();
             stateControl.AddState("idle", new CombatIdleState(this));
@@ -83,9 +85,11 @@ namespace GameLogic.Combat.CombatTool
 
             CombatTypeBasic.Init(this, startCombatInfo);
             await CombatTypeBasic.StartGame();
+
             ChangeState("update");
             isUpdate = true;
             EventManager.Instance.AddEventListener(CustomEventType.RefreshFull, RefreshFull);
+            CombatEventManager.Instance.Dispatch(CombatEventType.GameStart, null);
         }
 
         private void RefreshFull(IEventData eventData)
@@ -93,7 +97,6 @@ namespace GameLogic.Combat.CombatTool
             RefreshFullEventData data = (RefreshFullEventData)eventData;
             _isFullUIShow = data.isFullShow;
         }
-    
 
 
         public void ChangeState(string name)
@@ -123,7 +126,6 @@ namespace GameLogic.Combat.CombatTool
 
         private void TriggerCombat()
         {
-            
         }
 
         public void LateUpdate(float t)

+ 32 - 6
Assets/Scripts/GameLogic/Combat/CombatTool/CombatSenceController.cs

@@ -12,11 +12,6 @@ namespace GameLogic.Combat.CombatTool
 {
     public class CombatSenceController : IDisposable
     {
-        // private AssetHandle scenesHandle;
-
-        // public GameObject scenes1;
-
-
         public CombatSencePath currBesselPath;
 
         public CombatSencePath NextBesselPath;
@@ -31,6 +26,12 @@ namespace GameLogic.Combat.CombatTool
 
         private List<CombatSencePath> reclaimSence = new List<CombatSencePath>();
 
+        protected GameObjectPool ShengShiQiuTi;
+
+        private float shengShiStartSize=3;
+        private float shengShiEndSize=300;
+        private float _shengShiAddTime;
+        private bool _isUpdateShengShi;
 
         public async CTask InitScenes()
         {
@@ -39,7 +40,10 @@ namespace GameLogic.Combat.CombatTool
             moveRoot = gameObject.transform;
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
             await GObjectPool.Instance.FetchAsync<GameObjectPool>("shan1", null, null, true, "shan1");
-
+            ShengShiQiuTi =
+                await GObjectPool.Instance.FetchAsync<GameObjectPool>("ShengShiQiuTi", null, null, false,
+                    "ShengShiQiuTi");
+            ShengShiQiuTi.SetActive(false);
             lasetDir = Vector3.forward;
             lasetPos = new Vector3(0, 5, 0);
             await cTaskAwaitBuffer.WaitAll();
@@ -185,8 +189,30 @@ namespace GameLogic.Combat.CombatTool
             return targetPos;
         }
 
+        public void StartPayShengShi(Transform root)
+        {
+            ShengShiQiuTi.own.transform.SetParent(root);
+            ShengShiQiuTi.own.transform.localPosition=Vector3.zero;
+            ShengShiQiuTi.SetActive(true);
+            _isUpdateShengShi = true;
+            ShengShiQiuTi.own.transform.localScale = Vector3.one * shengShiStartSize;
+            _shengShiAddTime = 0;
+        }
+
         public void Update(float t)
         {
+            if (_isUpdateShengShi)
+            {
+                _shengShiAddTime += t * 1f;
+                float v = Mathf.Lerp(shengShiStartSize, shengShiEndSize, _shengShiAddTime);
+                ShengShiQiuTi.own.transform.localScale = Vector3.one * v;
+                if (_shengShiAddTime >= 1)
+                {
+                    ShengShiQiuTi.SetActive(false);
+                    _isUpdateShengShi = false;
+                }
+            }
+
             for (int i = 0; i < reclaimSence.Count; i++)
             {
                 CombatSencePath sencePath = reclaimSence[i];

+ 30 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/RandomEventController.cs

@@ -0,0 +1,30 @@
+using System;
+using Common.Utility.CombatEvent;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+namespace GameLogic.Combat.CombatTool
+{
+    public class RandomEventController : IDisposable
+    {
+        
+        public void StartRandomEvent(Transform root)
+        {
+            
+            CombatController.currActiveCombat.CombatSenceController.StartPayShengShi(root);
+            Debug.Log("模拟测试事件");
+            int eventCount = Random.Range(3, 5);
+            for (int i = 0; i < eventCount; i++)
+            {
+                int id = Random.Range(1, 4);
+                AddRandomEventEventData addRandomEventEventData = AddRandomEventEventData.Create();
+                addRandomEventEventData.randomEventID = id;
+                CombatEventManager.Instance.Dispatch(CombatEventType.AddRandomEvent, addRandomEventEventData);
+            }
+        }
+
+        public void Dispose()
+        {
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/RandomEventController.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 03353523db90406183593cefcb13c826
+timeCreated: 1743498640

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -97,6 +97,8 @@ namespace GameLogic.Combat.CombatType
                     delegate(CombatHeroEntity entity)
                     {
                         entity.CurrCombatHeroInfo.hp = (EncryptionLong)(2000);
+
+                        entity.MaxCombatHeroInfo.hp = (EncryptionLong)(2000);
                         combatController.CombatHeroController.AddHero(entity);
                     }));
             }
@@ -133,6 +135,7 @@ namespace GameLogic.Combat.CombatType
                         delegate(CombatHeroEntity entity)
                         {
                             entity.CurrCombatHeroInfo.hp = (EncryptionLong)(20000);
+                            entity.MaxCombatHeroInfo.hp = (EncryptionLong)(20000);
                             combatController.CombatHeroController.AddHero(entity);
                         }));
                 }

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

@@ -161,7 +161,7 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
         poolInterface.own.SetActive(true);
         combatHeroAnimtion.Init(this);
         CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
-        if (!IsEnemy || CurrCombatHeroInfo.heroType == 3)
+        if (IsEnemy )
         {
             CreateHeroHpEventData createHeroHpEventData = CreateHeroHpEventData.Create();
             createHeroHpEventData.combatHeroEntity = this;

+ 15 - 2
Assets/Scripts/GameLogic/Paritcle/GameTimeLineParticleFactory.cs

@@ -61,6 +61,19 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
         allFxAiLogicBasic.Clear();
     }
 
+    public void RecycleAllFxAiLogicBasic()
+    {
+        _isUpdateState = true;
+        for (int i = 0; i < allFxAiLogicBasic.Count; i++)
+        {
+            allFxAiLogicBasic[i].Dispose();
+        }
+
+        allFxAiLogicBasic.Clear();
+        _removeFxAiLogicBasic.Clear();
+        _isUpdateState = false;
+    }
+
     public void RecycleFix()
     {
 #if !COMBAT_SERVER
@@ -101,7 +114,6 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
         ILifetCycleHitPoint fxTarget, Vector3 startPos, SpecialDotInfo targetSpecialDotInfo,
         Action<IGObjectPoolInterface> callBack)
     {
-        
         Clock clock = CreateParticle(timeLineEventParticleLogicBasic.timeLinePlayFxSerializtion.fxName, startPos,
             fxTarget,
             false, targetSpecialDotInfo, delegate(ParticleSystemPool combatParticleSystemPool)
@@ -164,7 +176,8 @@ public class GameTimeLineParticleFactory : ITimeLineParticleFactory
                     {
                         pool.transform.SetParent(combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>()
                             .GetSpecialDotInfo("").targetTran);
-                    }else if (fxTarget != null)
+                    }
+                    else if (fxTarget != null)
                     {
                         pool.transform.SetParent(fxTarget
                             .GetSpecialDotInfo("").targetTran);

+ 2 - 0
Assets/Scripts/GameUI/Combat/CombatDrive.cs

@@ -39,8 +39,10 @@ namespace GameLogic.Combat
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
             CombatPanel.OpenCombatPanel(cTaskAwaitBuffer);
             CombatShowTextPanel.OpenCombatShowTextPanel(cTaskAwaitBuffer);
+
             cTaskAwaitBuffer.AddTask(combatMonoBaisc.Init(CombatController));
             await cTaskAwaitBuffer.WaitAll();
+            await CombatHPPanel.OpenCombatHPPanel();
             await ZhuanPanPanel.OpenZhuanPanPanel();
 
             LogTool.Log("战斗逻辑自己写");

+ 20 - 0
Assets/Scripts/GameUI/UI/CombatPanel/BuffWidget.cs

@@ -0,0 +1,20 @@
+namespace Fort23.Mono
+{
+[UIBinding(prefab = "BuffWidget"  )]
+	public partial class BuffWidget : UIComponent
+	{
+	private void Init()
+	{
+	}
+	public override void AddEvent()
+	{
+	}
+	public override void DelEvent()
+	{
+	}
+	public override void AddButtonEvent()
+	{
+	}
+
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/BuffWidget.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CX8dvXupVS1K2RkBNyApUiTlBsIypKuGY6KpkFtinGRV+Vzi2dvCdTWpqM2X
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 132 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatHPPanel.cs

@@ -0,0 +1,132 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.Hero;
+using Utility;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "CombatHPPanel")]
+    public partial class CombatHPPanel : UIPanel
+    {
+        private Map<IHero, int> currTargetHeroHp = new Map<IHero, int>();
+
+        public static async CTask OpenCombatHPPanel()
+        {
+            await UIManager.Instance.LoadAndOpenPanel<CombatHPPanel>(null, UILayer.Bottom);
+        }
+        
+        public static async CTask CloseCombatHPPanel()
+        {
+            UIManager.Instance.HideUIUIPanel<CombatHPPanel>();
+        }
+
+
+        private void Init()
+        {
+        }
+
+        protected override void AddEvent()
+        {
+            EventManager.Instance.AddEventListener(CustomEventType.CreateHeroHp, CreateHeroHp);
+            // CombatEventManager.Instance.AddEventListener(CombatEventType.TargetAlter, TargetAlter);
+        }
+
+        protected override void DelEvent()
+        {
+            // CombatEventManager.Instance.RemoveEventListener(CombatEventType.TargetAlter, TargetAlter);
+            EventManager.Instance.RemoveEventListener(CustomEventType.CreateHeroHp, CreateHeroHp);
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        private async void TargetAlter(IEventData iEventData)
+        {
+            CombatHeroTargetAlterEventData combatHeroTargetAlterEventData =
+                iEventData as CombatHeroTargetAlterEventData;
+            if (combatHeroTargetAlterEventData.combatHeroEntity.IsEnemy)
+            {
+                return;
+            }
+
+            if (combatHeroTargetAlterEventData.targetCombatHeroEntity != null)
+            {
+                CombatHeroEntity t = combatHeroTargetAlterEventData.targetCombatHeroEntity as CombatHeroEntity;
+                if (t != null)
+                {
+                    if (t.CurrCombatHeroInfo.heroType == 4||t.CurrCombatHeroInfo.heroType ==3)
+                    {
+                        return;
+                    }
+
+                    if (!currTargetHeroHp.TryGetValue(combatHeroTargetAlterEventData.targetCombatHeroEntity,
+                            out int count))
+                    {
+                    }
+
+                    if (count <= 0)
+                    {
+                        CreateHpUI(t);
+                    }
+
+                    count++;
+                    currTargetHeroHp[t] = count;
+                }
+            }
+
+            if (combatHeroTargetAlterEventData.lasetCombatHeroEntity != null)
+            {
+                CombatHeroEntity t = combatHeroTargetAlterEventData.lasetCombatHeroEntity as CombatHeroEntity;
+              
+                if (t != null)
+                {
+                    if (t.CurrCombatHeroInfo.heroType == 4||t.CurrCombatHeroInfo.heroType ==3)
+                    {
+                        return;
+                    }
+                    if (currTargetHeroHp.TryGetValue(combatHeroTargetAlterEventData.lasetCombatHeroEntity,
+                            out int count))
+                    {
+                        count--;
+                        if (count <= 0)
+                        {
+                            currTargetHeroHp.Remove(combatHeroTargetAlterEventData.lasetCombatHeroEntity);
+                            HeroHpUpdateEventData heroHpUpdateEventData = HeroHpUpdateEventData.Create();
+                            heroHpUpdateEventData.combatHeroEntity = t;
+                            CombatEventManager.Instance.Dispatch(CombatEventType.ClearHeroHp, heroHpUpdateEventData);
+                        }
+                        else
+                        {
+                            currTargetHeroHp[t] = count;
+                        }
+
+                       
+                    }
+                }
+            }
+        }
+
+        private async void CreateHpUI(CombatHeroEntity combatHeroEntity)
+        {
+            // CombatHeroEntity combatHeroEntity = createHeroHpEventData.combatHeroEntity;
+            HeroHpWidget heroHpWidget =
+                await UIManager.Instance.CreateGComponentForObject<HeroHpWidget>(HeroHpWidget, null, transform,
+                    isInstance: true);
+            heroHpWidget.Init(combatHeroEntity);
+        }
+
+        private async void CreateHeroHp(IEventData iEventData)
+        {
+            CreateHeroHpEventData createHeroHpEventData = iEventData as CreateHeroHpEventData;
+            CombatHeroEntity combatHeroEntity = createHeroHpEventData.combatHeroEntity;
+            CreateHpUI(combatHeroEntity);
+        }
+
+        public override void Close()
+        {
+            UIManager.Instance.DormancyAllGComponent<HeroHpWidget>();
+            base.Close();
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatHPPanel.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: W30bvHmkWy9LoC5EI1pjOBCPAa12SymOqv+t4DeoU0MbQfhHahlrvbA3X0LK
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 29 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatHPPanelData.cs

@@ -0,0 +1,29 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class CombatHPPanel 
+	{
+	  #region 自定义数据 
+	  private GameObject _HeroHpWidget;
+	  public GameObject HeroHpWidget
+	   {
+	   get{
+	      if (_HeroHpWidget == null)
+	       {
+	         _HeroHpWidget  = GetUIUnit<GameObject>("HeroHpWidget"); 
+	       }
+	      return _HeroHpWidget;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatHPPanelData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: B35OtX+tVy0sEeouJ7eQ3ubVWvr0jvgOfY+vOEh4nfPSXfhb2hClNK+j4fUz
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 27 - 0
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanel.cs

@@ -24,13 +24,37 @@ namespace Fort23.Mono
 
         protected override void AddEvent()
         {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AddRandomEvent, AddRandomEventEventData);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.GameStart, GameStart);
             StaticUpdater.Instance.AddLateUpdateCallBack(Update);
             CameraSelect.value = 0.7f;
         }
 
+        private async void AddRandomEventEventData(IEventData ieveData)
+        {
+            AddRandomEventEventData eventData = ieveData as AddRandomEventEventData;
+            int configId = eventData.randomEventID;
+            ShengShiEventWidget shengShiEventWidget =
+                await UIManager.Instance.CreateGComponentForObject<ShengShiEventWidget>(ShengShiEventWidget, null,
+                    DynamicEvent,
+                    isInstance: true);
+            shengShiEventWidget.InitShengShiEventWidget(configId);
+        }
+
+        private async void GameStart(IEventData ieveData)
+        {
+            HeroHpWidget heroHpWidget =
+                await UIManager.Instance.CreateGComponentForObject<HeroHpWidget>(PlayerHpWidget, null);
+            heroHpWidget.size = 250;
+            heroHpWidget.shieldSize = 100;
+            heroHpWidget.isFollowTarget = false;
+            heroHpWidget.Init(CombatController.currActiveCombat.CombatHeroController.playerHeroEntity);
+        }
 
         protected override void DelEvent()
         {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddRandomEvent, AddRandomEventEventData);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.GameStart, GameStart);
             StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
         }
 
@@ -43,6 +67,9 @@ namespace Fort23.Mono
 
         private void Bnt_shengShi_onClick()
         {
+            UIManager.Instance.DormancyAllGComponent<ShengShiEventWidget>();
+            CombatController.currActiveCombat.RandomEventController.StartRandomEvent(CombatController.currActiveCombat
+                .CombatHeroController.playerHeroEntity.GameObject.transform);
         }
 
         private void CameraSelect_onValueChanged(float value)

+ 15 - 37
Assets/Scripts/GameUI/UI/CombatPanel/CombatPanelData.cs

@@ -30,59 +30,37 @@ namespace Fort23.Mono
 	      return _bnt_shengShi;
 	     }
 	   }
-	  private Text _huoValue;
-	  public Text huoValue
+	  private GameObject _PlayerHpWidget;
+	  public GameObject PlayerHpWidget
 	   {
 	   get{
-	      if (_huoValue == null)
+	      if (_PlayerHpWidget == null)
 	       {
-	         _huoValue  = GetUIUnit<Text>("huoValue"); 
+	         _PlayerHpWidget  = GetUIUnit<GameObject>("PlayerHpWidget"); 
 	       }
-	      return _huoValue;
+	      return _PlayerHpWidget;
 	     }
 	   }
-	  private Text _shuiValue;
-	  public Text shuiValue
+	  private RectTransform _DynamicEvent;
+	  public RectTransform DynamicEvent
 	   {
 	   get{
-	      if (_shuiValue == null)
+	      if (_DynamicEvent == null)
 	       {
-	         _shuiValue  = GetUIUnit<Text>("shuiValue"); 
+	         _DynamicEvent  = GetUIUnit<RectTransform>("DynamicEvent"); 
 	       }
-	      return _shuiValue;
+	      return _DynamicEvent;
 	     }
 	   }
-	  private Text _tuValue;
-	  public Text tuValue
+	  private GameObject _ShengShiEventWidget;
+	  public GameObject ShengShiEventWidget
 	   {
 	   get{
-	      if (_tuValue == null)
+	      if (_ShengShiEventWidget == null)
 	       {
-	         _tuValue  = GetUIUnit<Text>("tuValue"); 
+	         _ShengShiEventWidget  = GetUIUnit<GameObject>("ShengShiEventWidget"); 
 	       }
-	      return _tuValue;
-	     }
-	   }
-	  private Text _muValue;
-	  public Text muValue
-	   {
-	   get{
-	      if (_muValue == null)
-	       {
-	         _muValue  = GetUIUnit<Text>("muValue"); 
-	       }
-	      return _muValue;
-	     }
-	   }
-	  private Text _jingValue;
-	  public Text jingValue
-	   {
-	   get{
-	      if (_jingValue == null)
-	       {
-	         _jingValue  = GetUIUnit<Text>("jingValue"); 
-	       }
-	      return _jingValue;
+	      return _ShengShiEventWidget;
 	     }
 	   }
 	  #endregion 自定义数据结束 

+ 133 - 0
Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidget.cs

@@ -0,0 +1,133 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "HeroHpWidget")]
+    public partial class HeroHpWidget : UIComponent
+    {
+        public CombatHeroEntity combatHeroEntity;
+
+        private Transform hpTransform;
+
+        public int size=100;
+        public int shieldSize=50;
+        public bool isFollowTarget=true;
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+        }
+
+        public override void DormancyObj()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdateEventData);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ClearHeroHp, ClearHeroHp);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroDie, HeroDie);
+            StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
+            base.DormancyObj();
+        }
+
+        private void HeroHpUpdateEventData(IEventData iEventData)
+        {
+            HeroHpUpdateEventData heroHpUpdateEventData = iEventData as HeroHpUpdateEventData;
+            if (heroHpUpdateEventData.combatHeroEntity == combatHeroEntity)
+            {
+                UpdateHp();
+            }
+        }
+
+        private void UpdateHp()
+        {
+            float v = (combatHeroEntity.CurrCombatHeroInfo.hp.Value * 1f) /
+                      combatHeroEntity.MaxCombatHeroInfo.hp.Value;
+            v = Mathf.Clamp(v, 0, 1);
+            // if (v < 0.99f && !transform.gameObject.activeSelf)
+            // {
+            //     transform.gameObject.SetActive(true);
+            // }
+
+            hp.rectTransform.sizeDelta = new Vector2(v * size, hp.rectTransform.sizeDelta.y);
+
+
+            float v2 = (combatHeroEntity.CurrCombatHeroInfo.Shield.Value * 1f) /
+                       combatHeroEntity.MaxCombatHeroInfo.Shield.Value;
+            v2 = Mathf.Clamp(v2, 0, 1);
+            shield.rectTransform.sizeDelta = new Vector2(v2 * shieldSize, shield.rectTransform.sizeDelta.y);
+        }
+
+        private void ClearHeroHp(IEventData iEventData)
+        {
+            HeroHpUpdateEventData heroHpUpdateEventData = iEventData as HeroHpUpdateEventData;
+            if (heroHpUpdateEventData.combatHeroEntity == combatHeroEntity)
+            {
+                GObjectPool.Instance.Recycle(this);
+            }
+        }
+
+        private void HeroDie(IEventData iEventData)
+        {
+            HeroDieEventData heroHpUpdateEventData = iEventData as HeroDieEventData;
+            if (heroHpUpdateEventData.combatHeroEntity == combatHeroEntity && combatHeroEntity.IsEnemy)
+            {
+                GObjectPool.Instance.Recycle(this);
+            }
+        }
+
+        public void Init(CombatHeroEntity combatHeroEntity)
+        {
+            this.combatHeroEntity = combatHeroEntity;
+            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroHpUpdate, HeroHpUpdateEventData);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.ClearHeroHp, ClearHeroHp);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroDie, HeroDie);
+            StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
+            hpTransform = combatHeroEntity.combatHeroGameObject.hpTransform;
+
+            // transform.gameObject.SetActive(false);
+            jy.SetActive(false);
+            // size = 100;
+            //
+            // bg.sizeDelta = new Vector2(size, hp.rectTransform.sizeDelta.y);
+            // hp.rectTransform.sizeDelta = new Vector2(size, hp.rectTransform.sizeDelta.y);
+            // bg.anchoredPosition = new Vector2(-size / 2, 0);
+            // hp.rectTransform.anchoredPosition = new Vector2(-size / 2, 0);
+
+            if (combatHeroEntity.CurrCombatHeroInfo.Shield > 0)
+            {
+                ShieldsRoot.SetActive(true);
+            }
+            else
+            {
+                ShieldsRoot.SetActive(false);
+            }
+
+            UpdateHp();
+            Update();
+        }
+
+        private void Update()
+        {
+            if (!isFollowTarget)
+            {
+                return;
+            }
+
+            Vector3 worldPos = hpTransform.position;
+            Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(worldPos);
+            Vector3 p2 = UIManager.Instance.UICamera.ScreenToWorldPoint(p);
+            transform.position = p2;
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidget.cs.meta

@@ -0,0 +1,11 @@
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+guid: CilNs3+pVC4J2jmo4dfUW/MtlmjjjXXpK0X6k8BIb+HCKS3snzNmJVj+QGPO
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+  serializedVersion: 2
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+ 84 - 0
Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidgetData.cs

@@ -0,0 +1,84 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class HeroHpWidget 
+	{
+	  #region 自定义数据 
+	  private MyImage _hp;
+	  public MyImage hp
+	   {
+	   get{
+	      if (_hp == null)
+	       {
+	         _hp  = GetUIUnit<MyImage>("hp"); 
+	       }
+	      return _hp;
+	     }
+	   }
+	  private GameObject _jy;
+	  public GameObject jy
+	   {
+	   get{
+	      if (_jy == null)
+	       {
+	         _jy  = GetUIUnit<GameObject>("jy"); 
+	       }
+	      return _jy;
+	     }
+	   }
+	  private RectTransform _bg;
+	  public RectTransform bg
+	   {
+	   get{
+	      if (_bg == null)
+	       {
+	         _bg  = GetUIUnit<RectTransform>("bg"); 
+	       }
+	      return _bg;
+	     }
+	   }
+	  private GameObject _ShieldsRoot;
+	  public GameObject ShieldsRoot
+	   {
+	   get{
+	      if (_ShieldsRoot == null)
+	       {
+	         _ShieldsRoot  = GetUIUnit<GameObject>("ShieldsRoot"); 
+	       }
+	      return _ShieldsRoot;
+	     }
+	   }
+	  private MyImage _shield;
+	  public MyImage shield
+	   {
+	   get{
+	      if (_shield == null)
+	       {
+	         _shield  = GetUIUnit<MyImage>("shield"); 
+	       }
+	      return _shield;
+	     }
+	   }
+	  private RectTransform _buffRoot;
+	  public RectTransform buffRoot
+	   {
+	   get{
+	      if (_buffRoot == null)
+	       {
+	         _buffRoot  = GetUIUnit<RectTransform>("buffRoot"); 
+	       }
+	      return _buffRoot;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/HeroHpWidgetData.cs.meta

@@ -0,0 +1,11 @@
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+ 37 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidget.cs

@@ -0,0 +1,37 @@
+using Excel2Json;
+using Fort23.UTool;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "ShengShiEventWidget")]
+    public partial class ShengShiEventWidget : UIComponent
+    {
+        private void Init()
+        {
+        }
+
+        public override void AddEvent()
+        {
+        }
+
+        public override void DelEvent()
+        {
+        }
+
+        public override void AddButtonEvent()
+        {
+            myButton.onClick.AddListener(Button_onClick);
+        }
+
+        private void Button_onClick()
+        {
+            
+        }
+
+        public void InitShengShiEventWidget(int id)
+        {
+            RandomEventConfig randomEventConfig = ConfigComponent.Instance.Get<RandomEventConfig>(id);
+            Massge.text = randomEventConfig.eventMassge;
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidget.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Xn8YvXmpV3682qBTfmyEmq4Zde5STqsE0lf4U7z/3owfNPS3c4SqvVtYB0nQ
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+ 51 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidgetData.cs

@@ -0,0 +1,51 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class ShengShiEventWidget 
+	{
+	  #region 自定义数据 
+	  private Button _myButton;
+	  public Button myButton
+	   {
+	   get{
+	      if (_myButton == null)
+	       {
+	         _myButton  = GetUIUnit<Button>("myButton"); 
+	       }
+	      return _myButton;
+	     }
+	   }
+	  private Text _Massge;
+	  public Text Massge
+	   {
+	   get{
+	      if (_Massge == null)
+	       {
+	         _Massge  = GetUIUnit<Text>("Massge"); 
+	       }
+	      return _Massge;
+	     }
+	   }
+	  private MyImage _bg;
+	  public MyImage bg
+	   {
+	   get{
+	      if (_bg == null)
+	       {
+	         _bg  = GetUIUnit<MyImage>("bg"); 
+	       }
+	      return _bg;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/CombatPanel/ShengShiEventWidgetData.cs.meta

@@ -0,0 +1,11 @@
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+ 8 - 0
Assets/Scripts/ThirdParty/ShengShiRendererFeature.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: XCkXvX/5AXuTRNQCLrw3sTwTS+XqWA6iMOxbWgZUKj86ENiVgrTQrI1UYHMJ
+folderAsset: yes
+DefaultImporter:
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+  userData: 
+  assetBundleName: 
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+ 16 - 0
Assets/Scripts/ThirdParty/ShengShiRendererFeature/ShengShiRendererFeature.cs

@@ -0,0 +1,16 @@
+// using System.Collections;
+// using System.Collections.Generic;
+// using UnityEngine;
+// using UnityEngine.Rendering.Universal;
+//
+// public class ShengShiRendererFeature : ScriptableRendererFeature
+// {
+//     public override void Create()
+//     {
+//         
+//     }
+//
+//     public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
+//     {
+//     }
+// }

+ 11 - 0
Assets/Scripts/ThirdParty/ShengShiRendererFeature/ShengShiRendererFeature.cs.meta

@@ -0,0 +1,11 @@
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+ 2 - 2
Assets/Settings/rpAsset.asset

@@ -19,8 +19,8 @@ MonoBehaviour:
   m_RendererDataList:
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   m_DefaultRendererIndex: 0
-  m_RequireDepthTexture: 0
-  m_RequireOpaqueTexture: 0
+  m_RequireDepthTexture: 1
+  m_RequireOpaqueTexture: 1
   m_OpaqueDownsampling: 1
   m_SupportsTerrainHoles: 1
   m_SupportsHDR: 1

+ 16 - 1
Assets/Settings/rpAsset_Renderer.asset

@@ -1,5 +1,19 @@
 %YAML 1.1
 %TAG !u! tag:yousandi.cn,2023:
+--- !u!114 &-1306005803540324591
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: edb250ac097f481fa89c38a1e224b773, type: 3}
+  m_Name: FlatKitPixelation
+  m_EditorClassIdentifier: 
+  m_Active: 1
+  settings: {fileID: 0}
 --- !u!114 &11400000
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -17,7 +31,8 @@ MonoBehaviour:
     hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
   m_RendererFeatures:
   - {fileID: 8096991511476621891}
-  m_RendererFeatureMap: 43d2ea46e14a5e70
+  - {fileID: -1306005803540324591}
+  m_RendererFeatureMap: 43d2ea46e14a5e70115f6125a422e0ed
   m_UseNativeRenderPass: 0
   postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
   xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}

File diff suppressed because it is too large
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/MentalPower.xlsx


+ 6 - 3
UserSettings/EditorUserSettings.asset

@@ -54,13 +54,16 @@ EditorUserSettings:
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       flags: 0
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