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Merge remote-tracking branch 'origin/master'

# Conflicts:
#	Assets/StreamingAssets/assetConfig.txt
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92 geänderte Dateien mit 2895 neuen und 1614 gelöschten Zeilen
  1. 0 0
      Assets/Art/UIAssets/TextrueJson/mainUI.txt
  2. BIN
      Assets/Art/UIAssets/decorate/dec_lingdang_db.png
  3. 2 2
      Assets/Art/UIAssets/decorate/dec_lingdang_db.png.meta
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      Assets/Art/UIAssets/decorate/dec_renw_db3.png
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      Assets/Art/UIAssets/decorate/dec_renw_db3.png.meta
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      Assets/Art/UIAssets/decorate/dec_shenshi_dengji_fan.png
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      Assets/Art/UIAssets/decorate/dec_shenshi_dengji_ling.png
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      Assets/Art/UIAssets/decorate/dec_shenshi_dengji_qi.png
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      Assets/Art/UIAssets/decorate/dec_shenshi_dengji_yi.png
  10. 2 2
      Assets/Art/VFX/Materials/UIMat/ui_renwu_lg.mat
  11. 60 60
      Assets/Res/Config/BuffConfig.json
  12. 122 122
      Assets/Res/Config/EventLinkConfig.json
  13. 4 4
      Assets/Res/Config/HeroModelConfig.json
  14. 397 397
      Assets/Res/Config/LanguageChineseConfig.json
  15. 154 154
      Assets/Res/Config/LanguageChineseConfig_skill.json
  16. 10 0
      Assets/Res/Config/ReddotConfig.json
  17. 364 0
      Assets/Res/Config/TowerInfoConfig.json
  18. 2 2
      Assets/Res/UI/AppBarPanel/TitlePanel.prefab
  19. 9 5
      Assets/Res/UI/DivineSence/ComBatFrontPanel.prefab
  20. 7 7
      Assets/Res/UI/DivineSence/ComBatFrontWidget.prefab
  21. 11 12
      Assets/Res/UI/DivineSence/DivineSenceEventPreviewPanel.prefab
  22. 176 39
      Assets/Res/UI/DivineSence/ShengShiEventWidgetType2.prefab
  23. 8 0
      Assets/Res/UI/HeroInformainPanel/Animator.meta
  24. 0 0
      Assets/Res/UI/HeroInformainPanel/Animator/HerYuanManSuccessPanel.controller
  25. 0 0
      Assets/Res/UI/HeroInformainPanel/Animator/HerYuanManSuccessPanel.controller.meta
  26. 0 0
      Assets/Res/UI/HeroInformainPanel/Animator/HerYuanManSuccessPanelopen.anim
  27. 0 0
      Assets/Res/UI/HeroInformainPanel/Animator/HerYuanManSuccessPanelopen.anim.meta
  28. 0 0
      Assets/Res/UI/HeroInformainPanel/Animator/HeroTuPoSuccessPanel.controller
  29. 0 0
      Assets/Res/UI/HeroInformainPanel/Animator/HeroTuPoSuccessPanel.controller.meta
  30. 0 0
      Assets/Res/UI/HeroInformainPanel/Animator/HeroTuPoSuccessPanelopen.anim
  31. 0 0
      Assets/Res/UI/HeroInformainPanel/Animator/HeroTuPoSuccessPanelopen.anim.meta
  32. 6 6
      Assets/Res/UI/HeroInformainPanel/HeroAttributeWidget.prefab
  33. 4 4
      Assets/Res/UI/HeroInformainPanel/HeroAttributeWidgetType2.prefab
  34. 1 1
      Assets/Res/UI/HeroInformainPanel/HeroBreakthroughPanel.prefab
  35. 23 3
      Assets/Res/UI/HeroInformainPanel/HeroInformationPanel.prefab
  36. 149 156
      Assets/Res/UI/HeroInformainPanel/HeroTuPoSuccessPanel.prefab
  37. BIN
      Assets/Res/UI/HeroInformainPanel/修炼-渡劫成功.png
  38. 2 2
      Assets/Res/UI/MainHeroPanel/FaBaoSkillWidget.prefab
  39. 35 35
      Assets/Res/UI/MainPanel/MainPanel.prefab
  40. 120 153
      Assets/Res/UI/ShopPanel/EnergyWidget.prefab
  41. 114 3
      Assets/Res/UI/SkillSelectPanel/SkillSelectPanel.prefab
  42. 6 6
      Assets/Res/UI/TowerPanel/TowerLevelWidget.prefab
  43. 2 0
      Assets/Res/UIAtlas/mainUI.spriteatlasv2
  44. 39 40
      Assets/Scripts/Core/UI/UTool/UtilTools.cs
  45. 10 0
      Assets/Scripts/GameData/ExcelConfig/TowerInfoConfig.cs
  46. 36 4
      Assets/Scripts/GameLogic/RedDot/RedDotData.cs
  47. 19 4
      Assets/Scripts/GameUI/EventManager/EventSystemManager.cs
  48. 1 0
      Assets/Scripts/GameUI/UI/AppBarPanel/TitlePanel.cs
  49. 7 2
      Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs
  50. 9 4
      Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventPreviewPanel.cs
  51. 1 0
      Assets/Scripts/GameUI/UI/DivineSence/DivineSenceInfoBtnWidget.cs
  52. 7 0
      Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2.cs
  53. 22 0
      Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2Data.cs
  54. 6 1
      Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase1.cs
  55. 4 1
      Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase4.cs
  56. 2 15
      Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase7.cs
  57. 11 1
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroAttributeWidget.cs
  58. 10 10
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs
  59. 26 10
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughSuccessPanel.cs
  60. 42 16
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroHerlp.cs
  61. 20 12
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroInformationPanel.cs
  62. 11 0
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroInformationPanelData.cs
  63. 40 3
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroTuPoSuccessPanel.cs
  64. 11 0
      Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroTuPoSuccessPanelData.cs
  65. 13 9
      Assets/Scripts/GameUI/UI/HeroInformationPanel/SelectBreakthroughItemPanel.cs
  66. 6 5
      Assets/Scripts/GameUI/UI/MainHeroPnael/FaBaoAttributeWidget.cs
  67. 2 2
      Assets/Scripts/GameUI/UI/MainHeroPnael/ItemWidgetType1.cs
  68. 24 9
      Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanel.cs
  69. 6 6
      Assets/Scripts/GameUI/UI/MainHeroPnael/SelectFaBaoPanel.cs
  70. 8 1
      Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs
  71. 3 0
      Assets/Scripts/GameUI/UI/ShopPanel/EnergyWidget.cs
  72. 6 2
      Assets/Scripts/GameUI/UI/TowerPanel/TowerLevelWidget.cs
  73. 0 0
      Assets/StreamingAssets/assetConfig.txt
  74. BIN
      Excel2Json/Excel/Buff.xlsx
  75. BIN
      Excel2Json/Excel/EventConfig.xlsx
  76. BIN
      Excel2Json/Excel/HeroModel.xlsx
  77. BIN
      Excel2Json/Excel/HeroPowerUp.xlsx
  78. BIN
      Excel2Json/Excel/Item.xlsx
  79. BIN
      Excel2Json/Excel/Language.xlsx
  80. BIN
      Excel2Json/Excel/Language_skill.xlsx
  81. BIN
      Excel2Json/Excel/PlayerGuide.xlsx
  82. BIN
      Excel2Json/Excel/Reddot.xlsx
  83. BIN
      Excel2Json/Excel/Tower.xlsx
  84. BIN
      Excel2Json/Excel/skill.xlsx
  85. 0 0
      UGUIPack/uguiconfig.db
  86. 499 282
      UserSettings/Layouts/default-2022.dwlt
  87. 1 0
      XiuXianGame.sln.DotSettings.user
  88. BIN
      美术/art_use_ui/mainUI/dec_lingdang_db.png
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      美术/art_use_ui/mainUI/dec_renw_db3.png
  90. 0 0
      美术/unity_use_ui/TextrueJson/mainUI.txt
  91. BIN
      美术/unity_use_ui/decorate/dec_lingdang_db.png
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      美术/unity_use_ui/decorate/dec_renw_db3.png

Datei-Diff unterdrückt, da er zu groß ist
+ 0 - 0
Assets/Art/UIAssets/TextrueJson/mainUI.txt


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

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     m_Ints: []
     m_Ints: []
     m_Floats:
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+ 60 - 60
Assets/Res/Config/BuffConfig.json

@@ -5,8 +5,8 @@
       "nameTest": "寒气",
       "nameTest": "寒气",
       "decTest": "每到寒气对敌人的功法运转速度降低{0}%",
       "decTest": "每到寒气对敌人的功法运转速度降低{0}%",
       "icon": "icon_b1001",
       "icon": "icon_b1001",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
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+      "buffEffectDes": 10754,
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       "buffGroup": 1001,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -25,8 +25,8 @@
       "nameTest": "冻结",
       "nameTest": "冻结",
       "decTest": "敌人不能做任何作用,功法将会被封住。",
       "decTest": "敌人不能做任何作用,功法将会被封住。",
       "icon": "icon_b1002",
       "icon": "icon_b1002",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10722,
+      "buffEffectDes": 10755,
       "buffGroup": 1002,
       "buffGroup": 1002,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -45,8 +45,8 @@
       "nameTest": "毒",
       "nameTest": "毒",
       "decTest": "每层毒对敌人每秒照成{0}%木属性伤害,{1}层毒时毒气会入侵五脏,敌人每使用一次功法对应功法的伤势增加1",
       "decTest": "每层毒对敌人每秒照成{0}%木属性伤害,{1}层毒时毒气会入侵五脏,敌人每使用一次功法对应功法的伤势增加1",
       "icon": "icon_b1003",
       "icon": "icon_b1003",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10723,
+      "buffEffectDes": 10756,
       "buffGroup": 1003,
       "buffGroup": 1003,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -67,8 +67,8 @@
       "nameTest": "灼热",
       "nameTest": "灼热",
       "decTest": "对敌人照成{0}火属性灼烧伤害,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤害",
       "decTest": "对敌人照成{0}火属性灼烧伤害,满层时敌人会受到痛苦,敌人使用功法时自身受到当前生命{1}%伤害",
       "icon": "icon_b1005",
       "icon": "icon_b1005",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
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+      "buffEffectDes": 10758,
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       "overlayCount": 15,
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@@ -88,8 +88,8 @@
       "nameTest": "昏厥",
       "nameTest": "昏厥",
       "decTest": "敌人眩晕状态不能做任何事",
       "decTest": "敌人眩晕状态不能做任何事",
       "icon": "icon_b1006",
       "icon": "icon_b1006",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
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+      "buffEffectDes": 10759,
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       "overlayCount": 1,
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@@ -108,8 +108,8 @@
       "nameTest": "剑意",
       "nameTest": "剑意",
       "decTest": "剑祖的剑意标记",
       "decTest": "剑祖的剑意标记",
       "icon": "icon_b1007",
       "icon": "icon_b1007",
-      "buffName": 500003,
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@@ -128,8 +128,8 @@
       "nameTest": "封禁",
       "nameTest": "封禁",
       "decTest": "法宝封禁不能充能,不能使用",
       "decTest": "法宝封禁不能充能,不能使用",
       "icon": "icon_b1008",
       "icon": "icon_b1008",
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@@ -148,8 +148,8 @@
       "nameTest": "五行混乱",
       "nameTest": "五行混乱",
       "decTest": "敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算",
       "decTest": "敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算",
       "icon": "icon_b1009",
       "icon": "icon_b1009",
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@@ -168,8 +168,8 @@
       "nameTest": "流血",
       "nameTest": "流血",
       "decTest": "敌人持续流血{0}金属性伤害,满层后每隔{1}秒放血一次",
       "decTest": "敌人持续流血{0}金属性伤害,满层后每隔{1}秒放血一次",
       "icon": "icon_b1011",
       "icon": "icon_b1011",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10731,
+      "buffEffectDes": 10764,
       "buffGroup": 1011,
       "buffGroup": 1011,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -189,8 +189,8 @@
       "nameTest": "放血",
       "nameTest": "放血",
       "decTest": "敌人受到一次大量{0}%金属性命值伤害,后续流血伤害提升{1}%",
       "decTest": "敌人受到一次大量{0}%金属性命值伤害,后续流血伤害提升{1}%",
       "icon": "icon_b1012",
       "icon": "icon_b1012",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10732,
+      "buffEffectDes": 10765,
       "buffGroup": 1012,
       "buffGroup": 1012,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -210,8 +210,8 @@
       "nameTest": "土沙",
       "nameTest": "土沙",
       "decTest": "每一层土沙降低敌人{0}%防御",
       "decTest": "每一层土沙降低敌人{0}%防御",
       "icon": "icon_b1013",
       "icon": "icon_b1013",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10733,
+      "buffEffectDes": 10766,
       "buffGroup": 1013,
       "buffGroup": 1013,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -230,8 +230,8 @@
       "nameTest": "无敌",
       "nameTest": "无敌",
       "decTest": "无敌,不受到任何伤害,不受控制",
       "decTest": "无敌,不受到任何伤害,不受控制",
       "icon": "icon_b1015",
       "icon": "icon_b1015",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10735,
+      "buffEffectDes": 10768,
       "buffGroup": 1015,
       "buffGroup": 1015,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -250,8 +250,8 @@
       "nameTest": "冰魄牢域",
       "nameTest": "冰魄牢域",
       "decTest": "乌龟的技能,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,\n寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果",
       "decTest": "乌龟的技能,神龟的所有主动伤害型技能命中目标后都会施加一层寒气,\n寒气每叠到{0}层时,消耗所有层寒气对敌人照成{0}秒的冰冻效果",
       "icon": "icon_b1016",
       "icon": "icon_b1016",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10736,
+      "buffEffectDes": 10769,
       "buffGroup": 1016,
       "buffGroup": 1016,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -271,8 +271,8 @@
       "nameTest": "鼠疫",
       "nameTest": "鼠疫",
       "decTest": "敌人受到每秒受到{0}*层数的伤害,持续期间攻击力降低{1}%*层数",
       "decTest": "敌人受到每秒受到{0}*层数的伤害,持续期间攻击力降低{1}%*层数",
       "icon": "icon_b1017",
       "icon": "icon_b1017",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10737,
+      "buffEffectDes": 10770,
       "buffGroup": 1017,
       "buffGroup": 1017,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -292,8 +292,8 @@
       "nameTest": "感电",
       "nameTest": "感电",
       "decTest": "麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态,没触发一次,消耗一半感电",
       "decTest": "麻痹敌人,敌人的身体受到麻痹,有{0}%*层数的概率是功法无法进入释放状态,没触发一次,消耗一半感电",
       "icon": "icon_b1018",
       "icon": "icon_b1018",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10738,
+      "buffEffectDes": 10771,
       "buffGroup": 1018,
       "buffGroup": 1018,
       "overlayCount": 10,
       "overlayCount": 10,
       "effectValue": [
       "effectValue": [
@@ -312,8 +312,8 @@
       "nameTest": "筋脉封锁金",
       "nameTest": "筋脉封锁金",
       "decTest": "封锁筋脉",
       "decTest": "封锁筋脉",
       "icon": "icon_b1019",
       "icon": "icon_b1019",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10739,
+      "buffEffectDes": 10772,
       "buffGroup": 1019,
       "buffGroup": 1019,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -332,8 +332,8 @@
       "nameTest": "筋脉封锁木",
       "nameTest": "筋脉封锁木",
       "decTest": "封锁筋脉",
       "decTest": "封锁筋脉",
       "icon": "icon_b1020",
       "icon": "icon_b1020",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10740,
+      "buffEffectDes": 10773,
       "buffGroup": 1020,
       "buffGroup": 1020,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -352,8 +352,8 @@
       "nameTest": "筋脉封锁水",
       "nameTest": "筋脉封锁水",
       "decTest": "封锁筋脉",
       "decTest": "封锁筋脉",
       "icon": "icon_b1021",
       "icon": "icon_b1021",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10741,
+      "buffEffectDes": 10774,
       "buffGroup": 1021,
       "buffGroup": 1021,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -372,8 +372,8 @@
       "nameTest": "筋脉封锁火",
       "nameTest": "筋脉封锁火",
       "decTest": "封锁筋脉",
       "decTest": "封锁筋脉",
       "icon": "icon_b1022",
       "icon": "icon_b1022",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10742,
+      "buffEffectDes": 10775,
       "buffGroup": 1022,
       "buffGroup": 1022,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -392,8 +392,8 @@
       "nameTest": "筋脉封锁土",
       "nameTest": "筋脉封锁土",
       "decTest": "封锁筋脉",
       "decTest": "封锁筋脉",
       "icon": "icon_b1023",
       "icon": "icon_b1023",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10743,
+      "buffEffectDes": 10776,
       "buffGroup": 1023,
       "buffGroup": 1023,
       "overlayCount": 1,
       "overlayCount": 1,
       "effectValue": [
       "effectValue": [
@@ -412,8 +412,8 @@
       "nameTest": "星辰印记",
       "nameTest": "星辰印记",
       "decTest": "星辰道升级获得的效果,在结算时收到层数对应的伤害",
       "decTest": "星辰道升级获得的效果,在结算时收到层数对应的伤害",
       "icon": "icon_b1024",
       "icon": "icon_b1024",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10744,
+      "buffEffectDes": 10777,
       "buffGroup": 1024,
       "buffGroup": 1024,
       "overlayCount": 99,
       "overlayCount": 99,
       "effectValue": [
       "effectValue": [
@@ -432,8 +432,8 @@
       "nameTest": "控制",
       "nameTest": "控制",
       "decTest": "不能释放功法,功法也不能充能完成",
       "decTest": "不能释放功法,功法也不能充能完成",
       "icon": "icon_b1025",
       "icon": "icon_b1025",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10745,
+      "buffEffectDes": 10778,
       "buffGroup": 1025,
       "buffGroup": 1025,
       "overlayCount": 99,
       "overlayCount": 99,
       "effectValue": [
       "effectValue": [
@@ -452,8 +452,8 @@
       "nameTest": "大树隐身状态",
       "nameTest": "大树隐身状态",
       "decTest": "大树隐身状态",
       "decTest": "大树隐身状态",
       "icon": "icon_b1026",
       "icon": "icon_b1026",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10746,
+      "buffEffectDes": 10779,
       "buffGroup": 1026,
       "buffGroup": 1026,
       "overlayCount": 99,
       "overlayCount": 99,
       "effectValue": [
       "effectValue": [
@@ -472,8 +472,8 @@
       "nameTest": "阴水",
       "nameTest": "阴水",
       "decTest": "",
       "decTest": "",
       "icon": "icon_b1027",
       "icon": "icon_b1027",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10747,
+      "buffEffectDes": 10780,
       "buffGroup": 1027,
       "buffGroup": 1027,
       "overlayCount": 99,
       "overlayCount": 99,
       "effectValue": [
       "effectValue": [
@@ -492,8 +492,8 @@
       "nameTest": "冰冻值",
       "nameTest": "冰冻值",
       "decTest": "",
       "decTest": "",
       "icon": "icon_b1028",
       "icon": "icon_b1028",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10748,
+      "buffEffectDes": 10781,
       "buffGroup": 1028,
       "buffGroup": 1028,
       "overlayCount": 99,
       "overlayCount": 99,
       "effectValue": [
       "effectValue": [
@@ -512,8 +512,8 @@
       "nameTest": "金伤势",
       "nameTest": "金伤势",
       "decTest": "影响金的灵根",
       "decTest": "影响金的灵根",
       "icon": "icon_b1029",
       "icon": "icon_b1029",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10749,
+      "buffEffectDes": 10782,
       "buffGroup": 1029,
       "buffGroup": 1029,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -532,8 +532,8 @@
       "nameTest": "木伤势",
       "nameTest": "木伤势",
       "decTest": "影响木的灵根",
       "decTest": "影响木的灵根",
       "icon": "icon_b1030",
       "icon": "icon_b1030",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10750,
+      "buffEffectDes": 10783,
       "buffGroup": 1030,
       "buffGroup": 1030,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -552,8 +552,8 @@
       "nameTest": "水伤势",
       "nameTest": "水伤势",
       "decTest": "影响水的灵根",
       "decTest": "影响水的灵根",
       "icon": "icon_b1031",
       "icon": "icon_b1031",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10751,
+      "buffEffectDes": 10784,
       "buffGroup": 1031,
       "buffGroup": 1031,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -572,8 +572,8 @@
       "nameTest": "火伤势",
       "nameTest": "火伤势",
       "decTest": "影响火的灵根",
       "decTest": "影响火的灵根",
       "icon": "icon_b1032",
       "icon": "icon_b1032",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10752,
+      "buffEffectDes": 10785,
       "buffGroup": 1032,
       "buffGroup": 1032,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [
@@ -592,8 +592,8 @@
       "nameTest": "土伤势",
       "nameTest": "土伤势",
       "decTest": "影响土的灵根",
       "decTest": "影响土的灵根",
       "icon": "icon_b1033",
       "icon": "icon_b1033",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
+      "buffName": 10753,
+      "buffEffectDes": 10786,
       "buffGroup": 1033,
       "buffGroup": 1033,
       "overlayCount": 15,
       "overlayCount": 15,
       "effectValue": [
       "effectValue": [

Datei-Diff unterdrückt, da er zu groß ist
+ 122 - 122
Assets/Res/Config/EventLinkConfig.json


+ 4 - 4
Assets/Res/Config/HeroModelConfig.json

@@ -1513,11 +1513,11 @@
       "headicon": "icon_tx7004",
       "headicon": "icon_tx7004",
       "model": "Boss01",
       "model": "Boss01",
       "isUseGpu": false,
       "isUseGpu": false,
-      "heroType": 4,
-      "attack": 110,
-      "hp": 130,
+      "heroType": 3,
+      "attack": 65,
+      "hp": 121,
       "def": 100,
       "def": 100,
-      "shield": 100,
+      "shield": 93,
       "speed_atk": 0.0,
       "speed_atk": 0.0,
       "Linggen": [
       "Linggen": [
         100,
         100,

Datei-Diff unterdrückt, da er zu groß ist
+ 397 - 397
Assets/Res/Config/LanguageChineseConfig.json


+ 154 - 154
Assets/Res/Config/LanguageChineseConfig_skill.json

@@ -2058,7 +2058,7 @@
     },
     },
     {
     {
       "ID": 1111010,
       "ID": 1111010,
-      "txt": "身体周围幻化出{0}柄细剑,每柄细剑对敌人造成{1}%伤害,并有{2}几率对敌人造成1层流血。"
+      "txt": "身体周围幻化出{0}柄细剑,每柄细剑对敌人造成{1}%伤害,并有{2}%的几率对敌人造成1层流血。"
     },
     },
     {
     {
       "ID": 1111011,
       "ID": 1111011,
@@ -2070,63 +2070,63 @@
     },
     },
     {
     {
       "ID": 1111013,
       "ID": 1111013,
-      "txt": "身体周围幻化出{0}柄细剑,每柄细剑对敌人造成{1}%伤害,并有{2}几率对敌人造成1层流血。\n如果敌人有减益状态,则剑伤害提升{3}%。"
+      "txt": "身体周围幻化出{0}柄细剑,每柄细剑对敌人造成{1}%伤害,并有{2}几率对敌人造成1层流血。\n如果敌人有减益状态,则剑伤害提升{3}%。"
     },
     },
     {
     {
       "ID": 1111014,
       "ID": 1111014,
-      "txt": "身体周围幻化出{0}柄细剑,每柄细剑对敌人造成{1}%伤害,并有{2}几率对敌人造成1层流血。\n如果敌人有减益状态,则剑伤害提升{3}%。"
+      "txt": "身体周围幻化出{0}柄细剑,每柄细剑对敌人造成{1}%伤害,并有{2}几率对敌人造成1层流血。\n如果敌人有减益状态,则剑伤害提升{3}%。"
     },
     },
     {
     {
       "ID": 1111015,
       "ID": 1111015,
-      "txt": "身体周围幻化出{0}柄更大体型的虚剑,每柄虚剑对敌人造成{1}%伤害,并有{2}几率对敌人造成1层流血。\n如果敌人有减益状态,则虚剑伤害提升{3}%。"
+      "txt": "身体周围幻化出{0}柄更加巨大的虚剑,每柄虚剑对敌人造成{1}%伤害,并有{2}几率对敌人造成1层流血。\n如果敌人有减益状态,则虚剑伤害提升{3}%。"
     },
     },
     {
     {
       "ID": 1111020,
       "ID": 1111020,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对照成{1}%伤害"
     },
     },
     {
     {
       "ID": 1111021,
       "ID": 1111021,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对其照成{1}%伤害\n对处在流血或放血状态下的敌人造成的伤害+{2}%"
     },
     },
     {
     {
       "ID": 1111022,
       "ID": 1111022,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对其照成{1}%伤害\n对处在流血或放血状态下的敌人造成的伤害+{2}%"
     },
     },
     {
     {
       "ID": 1111023,
       "ID": 1111023,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害\n对处在流血或放血状态下的敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数"
     },
     },
     {
     {
       "ID": 1111024,
       "ID": 1111024,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害\n对处在流血或放血状态下的敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数"
     },
     },
     {
     {
       "ID": 1111025,
       "ID": 1111025,
-      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害\n敌人如果在流血或放血状态,对敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数\n全盛状态,剑的体型变大,对拼强度+{3}%,伤害提升{4}%"
+      "txt": "吸收自身灵气凝聚{0}柄大剑,大剑旋转快速穿透敌人对敌人照成{1}%伤害\n对处在流血或放血状态下的敌人造成的伤害+{2}%\n重伤敌人后,如果目标没在放血状态,直接放血且不消耗流血层数\n巨剑进入全盛状态体型变大,对拼强度+{3}%,伤害提升{4}%"
     },
     },
     {
     {
       "ID": 1111030,
       "ID": 1111030,
-      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人{1}造成伤害,并有{2}%概率对敌人造成流血。"
+      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人造成{1}伤害,并有{2}%概率对敌人造成流血。"
     },
     },
     {
     {
       "ID": 1111031,
       "ID": 1111031,
-      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人{1}造成伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。"
+      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人造成{1}伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。"
     },
     },
     {
     {
       "ID": 1111032,
       "ID": 1111032,
-      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人{1}造成伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。"
+      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人造成{1}伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。"
     },
     },
     {
     {
       "ID": 1111033,
       "ID": 1111033,
-      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人{1}造成伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。"
+      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人造成{1}伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。"
     },
     },
     {
     {
       "ID": 1111034,
       "ID": 1111034,
-      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人{1}造成伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。"
+      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人造成{1}伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。"
     },
     },
     {
     {
       "ID": 1111035,
       "ID": 1111035,
-      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人{1}造成伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。\n刀气对流血的敌人额外造成{4}%伤害"
+      "txt": "向前方挥动{0}次,每次挥动形成一道血刃刀气,对敌人造成{1}伤害,并有{2}%概率对敌人造成流血。\n刀气命中目标后,恢复本次伤害{3}%的生命。\n刀气对流血状态下的敌人造成伤害+{4}%"
     },
     },
     {
     {
       "ID": 1111040,
       "ID": 1111040,
@@ -2178,27 +2178,27 @@
     },
     },
     {
     {
       "ID": 1112010,
       "ID": 1112010,
-      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
     },
     },
     {
     {
       "ID": 1112011,
       "ID": 1112011,
-      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
     },
     },
     {
     {
       "ID": 1112012,
       "ID": 1112012,
-      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
     },
     },
     {
     {
       "ID": 1112013,
       "ID": 1112013,
-      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
     },
     },
     {
     {
       "ID": 1112014,
       "ID": 1112014,
-      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
     },
     },
     {
     {
       "ID": 1112015,
       "ID": 1112015,
-      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
+      "txt": "发出{0}道寒气冰锥,对敌人照成{1}%伤害,每冰锥有{2}%概率对敌人施加1层寒气"
     },
     },
     {
     {
       "ID": 1112020,
       "ID": 1112020,
@@ -2298,27 +2298,27 @@
     },
     },
     {
     {
       "ID": 1113020,
       "ID": 1113020,
-      "txt": "快手释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
+      "txt": "迅速释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
     },
     },
     {
     {
       "ID": 1113021,
       "ID": 1113021,
-      "txt": "快手释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
+      "txt": "迅速释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
     },
     },
     {
     {
       "ID": 1113022,
       "ID": 1113022,
-      "txt": "快手释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
+      "txt": "迅速释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
     },
     },
     {
     {
       "ID": 1113023,
       "ID": 1113023,
-      "txt": "快手释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
+      "txt": "迅速释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
     },
     },
     {
     {
       "ID": 1113024,
       "ID": 1113024,
-      "txt": "快手释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
+      "txt": "迅速释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
     },
     },
     {
     {
       "ID": 1113025,
       "ID": 1113025,
-      "txt": "快手释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
+      "txt": "迅速释放{0}掌,对敌人造成{1}%伤害,并对敌人施加1层毒,每层毒额外提高{2}%伤害"
     },
     },
     {
     {
       "ID": 1113040,
       "ID": 1113040,
@@ -2370,27 +2370,27 @@
     },
     },
     {
     {
       "ID": 1114010,
       "ID": 1114010,
-      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
+      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
     },
     },
     {
     {
       "ID": 1114011,
       "ID": 1114011,
-      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
+      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
     },
     },
     {
     {
       "ID": 1114012,
       "ID": 1114012,
-      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
+      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
     },
     },
     {
     {
       "ID": 1114013,
       "ID": 1114013,
-      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
+      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
     },
     },
     {
     {
       "ID": 1114014,
       "ID": 1114014,
-      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
+      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。"
     },
     },
     {
     {
       "ID": 1114015,
       "ID": 1114015,
-      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。\n每柄烈焰剑将会对敌人照成爆燃,爆燃额外受到{3}%伤害"
+      "txt": "向前方发出{0}柄剑,对敌人造成{1}%火系伤害,并有{2}%的概率施加1层灼烧。\n每柄烈焰剑将会对敌人照成爆燃,爆燃额外受到{3}%伤害"
     },
     },
     {
     {
       "ID": 1114020,
       "ID": 1114020,
@@ -2586,51 +2586,51 @@
     },
     },
     {
     {
       "ID": 1120010,
       "ID": 1120010,
-      "txt": "引星辰之力入体,增强玩家体魄,\n让后方槽位的功法无视防御性护盾(功法法宝带来的防护罩、自身护盾)"
+      "txt": "引星辰之力入体,增强体魄,\n使后方槽位的功法无视功法法宝带来的防护罩、自身护盾"
     },
     },
     {
     {
       "ID": 1120011,
       "ID": 1120011,
-      "txt": "引星辰之力入体,增强玩家体魄,\n让后方槽位的功法无视防御性护盾(功法法宝带来的防护罩、自身护盾)"
+      "txt": "引星辰之力入体,增强体魄,\n使后方槽位的功法无视功法法宝带来的防护罩、自身护盾"
     },
     },
     {
     {
       "ID": 1120012,
       "ID": 1120012,
-      "txt": "引星辰之力入体,增强玩家体魄,\n让后方槽位的功法无视防御性护盾(功法法宝带来的防护罩、自身护盾)"
+      "txt": "引星辰之力入体,增强体魄,\n使后方槽位的功法无视功法法宝带来的防护罩、自身护盾"
     },
     },
     {
     {
       "ID": 1120013,
       "ID": 1120013,
-      "txt": "引星辰之力入体,增强玩家体魄,\n让后方槽位的功法无视防御性护盾(功法法宝带来的防护罩、自身护盾)"
+      "txt": "引星辰之力入体,增强体魄,\n使后方槽位的功法无视功法法宝带来的防护罩、自身护盾"
     },
     },
     {
     {
       "ID": 1120014,
       "ID": 1120014,
-      "txt": "引星辰之力入体,增强玩家体魄,\n让后方槽位的功法无视防御性护盾(功法法宝带来的防护罩、自身护盾)"
+      "txt": "引星辰之力入体,增强体魄,\n使后方槽位的功法无视功法法宝带来的防护罩、自身护盾"
     },
     },
     {
     {
       "ID": 1120015,
       "ID": 1120015,
-      "txt": "引星辰之力入体,增强玩家体魄,\n让后方槽位的功法无视防御性护盾(功法法宝带来的防护罩、自身护盾)"
+      "txt": "引星辰之力入体,增强体魄,\n使后方槽位的功法无视功法法宝带来的防护罩、自身护盾"
     },
     },
     {
     {
       "ID": 1120020,
       "ID": 1120020,
-      "txt": "后方槽位技能在击中目标时,为法宝提供{0}%充能"
+      "txt": "后方槽位功法命中目标后,为法宝提供{0}%的充能"
     },
     },
     {
     {
       "ID": 1120021,
       "ID": 1120021,
-      "txt": "后方槽位技能在击中目标时,为法宝提供{0}%充能"
+      "txt": "后方槽位功法命中目标后,为法宝提供{0}%的充能"
     },
     },
     {
     {
       "ID": 1120022,
       "ID": 1120022,
-      "txt": "后方槽位技能在击中目标时,为法宝提供{0}%充能"
+      "txt": "后方槽位功法命中目标后,为法宝提供{0}%的充能"
     },
     },
     {
     {
       "ID": 1120023,
       "ID": 1120023,
-      "txt": "后方槽位技能在击中目标时,为法宝提供{0}%充能"
+      "txt": "后方槽位功法命中目标后,为法宝提供{0}%的充能"
     },
     },
     {
     {
       "ID": 1120024,
       "ID": 1120024,
-      "txt": "后方槽位技能在击中目标时,为法宝提供{0}%充能"
+      "txt": "后方槽位功法命中目标后,为法宝提供{0}%的充能"
     },
     },
     {
     {
       "ID": 1120025,
       "ID": 1120025,
-      "txt": "后方槽位技能在击中目标时,为法宝提供{0}%充能。\n法宝可以瞬间施放,且规避法宝对拼。"
+      "txt": "后方槽位功法命中目标后,为法宝提供{0}%的充能。\n法宝可以瞬间施放,且规避法宝对拼。"
     },
     },
     {
     {
       "ID": 1120030,
       "ID": 1120030,
@@ -2682,195 +2682,195 @@
     },
     },
     {
     {
       "ID": 1120050,
       "ID": 1120050,
-      "txt": "每层经过火经脉时使火系功法伤害提升{0}%,最多叠加{1}层"
+      "txt": "功法每次经过火属性经脉使火系功法伤害提升{0}%,最多叠加{1}层"
     },
     },
     {
     {
       "ID": 1120051,
       "ID": 1120051,
-      "txt": "每层经过火经脉时使火系功法伤害提升{0}%,最多叠加{1}层"
+      "txt": "功法每次经过火属性经脉使火系功法伤害提升{0}%,最多叠加{1}层"
     },
     },
     {
     {
       "ID": 1120052,
       "ID": 1120052,
-      "txt": "每层经过火经脉时使火系功法伤害提升{0}%,最多叠加{1}层"
+      "txt": "功法每次经过火属性经脉使火系功法伤害提升{0}%,最多叠加{1}层"
     },
     },
     {
     {
       "ID": 1120053,
       "ID": 1120053,
-      "txt": "每层经过火经脉时使火系功法伤害提升{0}%,最多叠加{1}层"
+      "txt": "功法每次经过火属性经脉使火系功法伤害提升{0}%,最多叠加{1}层"
     },
     },
     {
     {
       "ID": 1120054,
       "ID": 1120054,
-      "txt": "每层经过火经脉时使火系功法伤害提升{0}%,最多叠加{1}层"
+      "txt": "功法每次经过火属性经脉使火系功法伤害提升{0}%,最多叠加{1}层"
     },
     },
     {
     {
       "ID": 1120055,
       "ID": 1120055,
-      "txt": "每层经过火经脉时使火系功法伤害提升{0}%,最多叠加{1}层。\n当达到满层后,任何火系功法命中都会施加{1}层灼烧。"
+      "txt": "功法每次经过火属性经脉使火系功法伤害提升{0}%,最多叠加{1}层。\n当达到满层后,任何火系功法命中都会施加{1}层灼烧。"
     },
     },
     {
     {
       "ID": 1120060,
       "ID": 1120060,
-      "txt": "后方槽位第一个技能体型巨大化,且在对碰中强度增加{0}%"
+      "txt": "使后方功法体型巨大化,且在对碰中强度增加{0}%"
     },
     },
     {
     {
       "ID": 1120061,
       "ID": 1120061,
-      "txt": "后方槽位第一个技能体型巨大化,且在对碰中强度增加{0}%"
+      "txt": "使后方功法体型巨大化,且在对碰中强度增加{0}%"
     },
     },
     {
     {
       "ID": 1120062,
       "ID": 1120062,
-      "txt": "后方槽位第一个技能体型巨大化,且在对碰中强度增加{0}%"
+      "txt": "使后方功法体型巨大化,且在对碰中强度增加{0}%"
     },
     },
     {
     {
       "ID": 1120063,
       "ID": 1120063,
-      "txt": "后方槽位第一个技能体型巨大化,且在对碰中强度增加{0}%"
+      "txt": "使后方功法体型巨大化,且在对碰中强度增加{0}%"
     },
     },
     {
     {
       "ID": 1120064,
       "ID": 1120064,
-      "txt": "后方槽位第一个技能体型巨大化,且在对碰中强度增加{0}%"
+      "txt": "使后方功法体型巨大化,且在对碰中强度增加{0}%"
     },
     },
     {
     {
       "ID": 1120065,
       "ID": 1120065,
-      "txt": "后方槽位第一个技能体型巨大化,且在对碰中强度增加{0}%\n巨大化的功法对拼耗尽不再消失,而是恢复{1}%强度"
+      "txt": "使后方功法体型巨大化,且在对碰中强度增加{0}%\n巨大化的功法对拼耗尽不再消失,而是恢复{1}%强度"
     },
     },
     {
     {
       "ID": 1120070,
       "ID": 1120070,
-      "txt": "后槽位技能在催动时获得转盘加速{0}%,持续{1}秒"
+      "txt": "后方功法在催动时使得轮盘运转速度增加{0}%,持续{1}秒"
     },
     },
     {
     {
       "ID": 1120071,
       "ID": 1120071,
-      "txt": "后槽位技能在催动时获得转盘加速{0}%,持续{1}秒"
+      "txt": "后方功法在催动时使得轮盘运转速度增加{0}%,持续{1}秒"
     },
     },
     {
     {
       "ID": 1120072,
       "ID": 1120072,
-      "txt": "后槽位技能在催动时获得转盘加速{0}%,持续{1}秒"
+      "txt": "后方功法在催动时使得轮盘运转速度增加{0}%,持续{1}秒"
     },
     },
     {
     {
       "ID": 1120073,
       "ID": 1120073,
-      "txt": "后槽位技能在催动时获得转盘加速{0}%,持续{1}秒"
+      "txt": "后方功法在催动时使得轮盘运转速度增加{0}%,持续{1}秒"
     },
     },
     {
     {
       "ID": 1120074,
       "ID": 1120074,
-      "txt": "后槽位技能在催动时获得转盘加速{0}%,持续{1}秒"
+      "txt": "后方功法在催动时使得轮盘运转速度增加{0}%,持续{1}秒"
     },
     },
     {
     {
       "ID": 1120075,
       "ID": 1120075,
-      "txt": "后槽位技能在催动时获得转盘加速{0}%,持续{1}秒\n加速期间,伤害提升{1}%"
+      "txt": "后方功法在催动时使得轮盘运转速度增加{0}%,持续{1}秒\n轮盘加速期间,伤害提升{1}%"
     },
     },
     {
     {
       "ID": 1120080,
       "ID": 1120080,
-      "txt": "后方槽位如果是剑功法,在释放功法时额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
+      "txt": "后方功法为剑功法时,催动功法后额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
     },
     },
     {
     {
       "ID": 1120081,
       "ID": 1120081,
-      "txt": "后方槽位如果是剑功法,在释放功法时额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
+      "txt": "后方功法为剑功法时,催动功法后额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
     },
     },
     {
     {
       "ID": 1120082,
       "ID": 1120082,
-      "txt": "后方槽位如果是剑功法,在释放功法时额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
+      "txt": "后方功法为剑功法时,催动功法后额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
     },
     },
     {
     {
       "ID": 1120083,
       "ID": 1120083,
-      "txt": "后方槽位如果是剑功法,在释放功法时额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
+      "txt": "后方功法为剑功法时,催动功法后额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
     },
     },
     {
     {
       "ID": 1120084,
       "ID": 1120084,
-      "txt": "后方槽位如果是剑功法,在释放功法时额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
+      "txt": "后方功法为剑功法时,催动功法后额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果"
     },
     },
     {
     {
       "ID": 1120085,
       "ID": 1120085,
-      "txt": "前方和后方槽位如果是剑功法,在释放功法时额外释放{0}道剑气,对敌人造成{0}%伤害,并无视护盾类效果\n该剑气会对敌人施加{2}层流血"
+      "txt": "前后方功法为剑功法时,催动功法后额外释放{0}道剑气,对敌人造成{1}%伤害,并无视护盾类效果\n该剑气会对敌人施加{2}层流血"
     },
     },
     {
     {
       "ID": 1120090,
       "ID": 1120090,
-      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时有{1}%概率清除自己1个随机debuff,并恢复{2}%攻击力伤害"
+      "txt": "后方功法每造成一次伤害便会获得一层青莲之气,青莲之气达到{0}层时有{1}%概率清除自身1个负面状态,并恢复{2}%攻击力的血量"
     },
     },
     {
     {
       "ID": 1120091,
       "ID": 1120091,
-      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%攻击力伤害"
+      "txt": "后方功法每造成一次伤害便会获得一层青莲之气,青莲之气达到{0}层时有{1}%概率清除自身1个负面状态,并恢复{2}%攻击力的血量"
     },
     },
     {
     {
       "ID": 1120092,
       "ID": 1120092,
-      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%攻击力伤害"
+      "txt": "后方功法每造成一次伤害便会获得一层青莲之气,青莲之气达到{0}层时有{1}%概率清除自身1个负面状态,并恢复{2}%攻击力的血量"
     },
     },
     {
     {
       "ID": 1120093,
       "ID": 1120093,
-      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%攻击力伤害"
+      "txt": "后方功法每造成一次伤害便会获得一层青莲之气,青莲之气达到{0}层时有{1}%概率清除自身1个负面状态,并恢复{2}%攻击力的血量"
     },
     },
     {
     {
       "ID": 1120094,
       "ID": 1120094,
-      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%攻击力伤害"
+      "txt": "后方功法每造成一次伤害便会获得一层青莲之气,青莲之气达到{0}层时有{1}%概率清除自身1个负面状态,并恢复{2}%攻击力的血量"
     },
     },
     {
     {
       "ID": 1120095,
       "ID": 1120095,
-      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%攻击力伤害\n"
+      "txt": "前后方功法每造成一次伤害便会获得一层青莲之气,青莲之气达到{0}层时有{1}%概率清除自身1个负面状态,并恢复{2}%攻击力的血量"
     },
     },
     {
     {
       "ID": 1120100,
       "ID": 1120100,
-      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大攻击力伤害"
+      "txt": "功法在经过木属性经脉后触发生机,为自身治疗{0}%攻击力的生命"
     },
     },
     {
     {
       "ID": 1120101,
       "ID": 1120101,
-      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大攻击力伤害"
+      "txt": "功法在经过木属性经脉后触发生机,为自身治疗{0}%攻击力的生命"
     },
     },
     {
     {
       "ID": 1120102,
       "ID": 1120102,
-      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大攻击力伤害"
+      "txt": "功法在经过木属性经脉后触发生机,为自身治疗{0}%攻击力的生命"
     },
     },
     {
     {
       "ID": 1120103,
       "ID": 1120103,
-      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大攻击力伤害"
+      "txt": "功法在经过木属性经脉后触发生机,为自身治疗{0}%攻击力的生命"
     },
     },
     {
     {
       "ID": 1120104,
       "ID": 1120104,
-      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大攻击力伤害"
+      "txt": "功法在经过木属性经脉后触发生机,为自身治疗{0}%攻击力的生命"
     },
     },
     {
     {
       "ID": 1120105,
       "ID": 1120105,
-      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大攻击力伤害\n在生命值低于{1}%时恢复量提升{2}%"
+      "txt": "功法在经过木属性经脉后触发生机,为自身治疗{0}%攻击力的生命\n在生命值低于{1}%时恢复量提升{2}%"
     },
     },
     {
     {
       "ID": 1120110,
       "ID": 1120110,
-      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态造成的伤害会转换成充能值,轮盘运转2圈后对全体敌人造成{0}%充能值的伤害"
     },
     },
     {
     {
       "ID": 1120111,
       "ID": 1120111,
-      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态造成的伤害会转换成充能值,轮盘运转2圈后对全体敌人造成{0}%充能值的伤害"
     },
     },
     {
     {
       "ID": 1120112,
       "ID": 1120112,
-      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态造成的伤害会转换成充能值,轮盘运转2圈后对全体敌人造成{0}%充能值的伤害"
     },
     },
     {
     {
       "ID": 1120113,
       "ID": 1120113,
-      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态造成的伤害会转换成充能值,轮盘运转2圈后对全体敌人造成{0}%充能值的伤害"
     },
     },
     {
     {
       "ID": 1120114,
       "ID": 1120114,
-      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态造成的伤害会转换成充能值,轮盘运转2圈后对全体敌人造成{0}%充能值的伤害"
     },
     },
     {
     {
       "ID": 1120115,
       "ID": 1120115,
-      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+      "txt": "所有流血状态造成的伤害会转换成充能值,轮盘运转2圈后对全体敌人造成{0}%充能值的伤害"
     },
     },
     {
     {
       "ID": 1120120,
       "ID": 1120120,
-      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+      "txt": "前方功法对敌人造成伤害后额施加一层流血"
     },
     },
     {
     {
       "ID": 1120121,
       "ID": 1120121,
-      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+      "txt": "前方功法对敌人造成伤害后额施加一层流血"
     },
     },
     {
     {
       "ID": 1120122,
       "ID": 1120122,
-      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+      "txt": "前方功法对敌人造成伤害后额施加一层流血"
     },
     },
     {
     {
       "ID": 1120123,
       "ID": 1120123,
-      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+      "txt": "前方功法对敌人造成伤害后额施加一层流血"
     },
     },
     {
     {
       "ID": 1120124,
       "ID": 1120124,
-      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+      "txt": "前方功法对敌人造成伤害后额施加一层流血"
     },
     },
     {
     {
       "ID": 1120125,
       "ID": 1120125,
-      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+      "txt": "前方功法对敌人造成伤害后额施加一层流血"
     },
     },
     {
     {
       "ID": 1120130,
       "ID": 1120130,
@@ -2898,123 +2898,123 @@
     },
     },
     {
     {
       "ID": 1120140,
       "ID": 1120140,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%攻击力的伤害,并对周围的敌人照成该伤害的{2}伤害"
     },
     },
     {
     {
       "ID": 1120141,
       "ID": 1120141,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%攻击力的伤害,并对周围的敌人照成该伤害的{2}伤害"
     },
     },
     {
     {
       "ID": 1120142,
       "ID": 1120142,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%攻击力的伤害,并对周围的敌人照成该伤害的{2}伤害"
     },
     },
     {
     {
       "ID": 1120143,
       "ID": 1120143,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%攻击力的伤害,并对周围的敌人照成该伤害的{2}伤害"
     },
     },
     {
     {
       "ID": 1120144,
       "ID": 1120144,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%攻击力的伤害,并对周围的敌人照成该伤害的{2}伤害"
     },
     },
     {
     {
       "ID": 1120145,
       "ID": 1120145,
-      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%攻击力的伤害,并对周围的敌人照成该伤害的{2}伤害"
     },
     },
     {
     {
       "ID": 1120150,
       "ID": 1120150,
-      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+      "txt": "后方功法对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
     },
     },
     {
     {
       "ID": 1120151,
       "ID": 1120151,
-      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+      "txt": "后方功法对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
     },
     },
     {
     {
       "ID": 1120152,
       "ID": 1120152,
-      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+      "txt": "后方功法对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
     },
     },
     {
     {
       "ID": 1120153,
       "ID": 1120153,
-      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+      "txt": "后方功法对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
     },
     },
     {
     {
       "ID": 1120154,
       "ID": 1120154,
-      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+      "txt": "后方功法对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
     },
     },
     {
     {
       "ID": 1120155,
       "ID": 1120155,
-      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+      "txt": "前后方功法对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
     },
     },
     {
     {
       "ID": 1120160,
       "ID": 1120160,
-      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+      "txt": "前方功法会对目标附加阴水。目标身上有寒气时则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
     },
     },
     {
     {
       "ID": 1120161,
       "ID": 1120161,
-      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+      "txt": "前方功法会对目标附加阴水。目标身上有寒气时则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
     },
     },
     {
     {
       "ID": 1120162,
       "ID": 1120162,
-      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+      "txt": "前方功法会对目标附加阴水。目标身上有寒气时则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
     },
     },
     {
     {
       "ID": 1120163,
       "ID": 1120163,
-      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+      "txt": "前方功法会对目标附加阴水。目标身上有寒气时则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
     },
     },
     {
     {
       "ID": 1120164,
       "ID": 1120164,
-      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+      "txt": "前方功法会对目标附加阴水。目标身上有寒气时则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
     },
     },
     {
     {
       "ID": 1120165,
       "ID": 1120165,
-      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+      "txt": "前方功法会对目标附加阴水。目标身上有寒气时则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
     },
     },
     {
     {
       "ID": 1120170,
       "ID": 1120170,
-      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,使火属性伤害提升{0}%并额外施加一层灼烧"
     },
     },
     {
     {
       "ID": 1120171,
       "ID": 1120171,
-      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,使火属性伤害提升{0}%并额外施加一层灼烧"
     },
     },
     {
     {
       "ID": 1120172,
       "ID": 1120172,
-      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,使火属性伤害提升{0}%并额外施加一层灼烧"
     },
     },
     {
     {
       "ID": 1120173,
       "ID": 1120173,
-      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,使火属性伤害提升{0}%并额外施加一层灼烧"
     },
     },
     {
     {
       "ID": 1120174,
       "ID": 1120174,
-      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,使火属性伤害提升{0}%并额外施加一层灼烧"
     },
     },
     {
     {
       "ID": 1120175,
       "ID": 1120175,
-      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,使火属性伤害提升{0}%并额外施加一层灼烧"
     },
     },
     {
     {
       "ID": 1120180,
       "ID": 1120180,
-      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+      "txt": "每催动一次土系功法获得{0}层土系值,达到100层后获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}层"
     },
     },
     {
     {
       "ID": 1120181,
       "ID": 1120181,
-      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+      "txt": "每催动一次土系功法获得{0}层土系值,达到100层后获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}层"
     },
     },
     {
     {
       "ID": 1120182,
       "ID": 1120182,
-      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+      "txt": "每催动一次土系功法获得{0}层土系值,达到100层后获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}层"
     },
     },
     {
     {
       "ID": 1120183,
       "ID": 1120183,
-      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+      "txt": "每催动一次土系功法获得{0}层土系值,达到100层后获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}层"
     },
     },
     {
     {
       "ID": 1120184,
       "ID": 1120184,
-      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+      "txt": "每催动一次土系功法获得{0}层土系值,达到100层后获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}层"
     },
     },
     {
     {
       "ID": 1120185,
       "ID": 1120185,
-      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+      "txt": "每催动一次土系功法获得{0}层土系值,达到100层后获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}层"
     },
     },
     {
     {
       "ID": 1120190,
       "ID": 1120190,
@@ -3042,27 +3042,27 @@
     },
     },
     {
     {
       "ID": 1131010,
       "ID": 1131010,
-      "txt": "对敌人照成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人造成{0}伤害,使敌人五行混乱。敌人每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     },
     {
     {
       "ID": 1131011,
       "ID": 1131011,
-      "txt": "对敌人照成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人造成{0}伤害,使敌人五行混乱。敌人每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     },
     {
     {
       "ID": 1131012,
       "ID": 1131012,
-      "txt": "对敌人照成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人造成{0}伤害,使敌人五行混乱。敌人每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     },
     {
     {
       "ID": 1131013,
       "ID": 1131013,
-      "txt": "对敌人照成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人造成{0}伤害,使敌人五行混乱。敌人每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     },
     {
     {
       "ID": 1131014,
       "ID": 1131014,
-      "txt": "对敌人照成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
+      "txt": "对敌人造成{0}伤害,使敌人五行混乱。敌人每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒"
     },
     },
     {
     {
       "ID": 1131015,
       "ID": 1131015,
-      "txt": "对敌人照成{0}伤害,使敌人五行混乱。敌人的功法每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒\n神农鼎生效期间,使敌人的所有灵根降低{2}%。"
+      "txt": "对敌人造成{0}伤害,使敌人五行混乱。敌人每次使用功法都将使用最低灵根属性作为伤害计算,持续{1}秒\n神龙鼎生效期间,敌人的所有灵根降低{2}%。"
     },
     },
     {
     {
       "ID": 1131020,
       "ID": 1131020,
@@ -3114,51 +3114,51 @@
     },
     },
     {
     {
       "ID": 1132020,
       "ID": 1132020,
-      "txt": "用后{2}秒内大幅提升所有灵根{0}%,一场战斗可使用{1}次"
+      "txt": "使用后{2}秒内所有灵根提升{0}%,一场战斗可使用{1}次"
     },
     },
     {
     {
       "ID": 1132021,
       "ID": 1132021,
-      "txt": "用后{2}秒内大幅提升所有灵根{0}%,一场战斗可使用{1}次"
+      "txt": "使用后{2}秒内所有灵根提升{0}%,一场战斗可使用{1}次"
     },
     },
     {
     {
       "ID": 1132022,
       "ID": 1132022,
-      "txt": "用后{2}秒内大幅提升所有灵根{0}%,一场战斗可使用{1}次"
+      "txt": "使用后{2}秒内所有灵根提升{0}%,一场战斗可使用{1}次"
     },
     },
     {
     {
       "ID": 1132023,
       "ID": 1132023,
-      "txt": "用后{2}秒内大幅提升所有灵根{0}%,一场战斗可使用{1}次"
+      "txt": "使用后{2}秒内所有灵根提升{0}%,一场战斗可使用{1}次"
     },
     },
     {
     {
       "ID": 1132024,
       "ID": 1132024,
-      "txt": "用后{2}秒内大幅提升所有灵根{0}%,一场战斗可使用{1}次"
+      "txt": "使用后{2}秒内所有灵根提升{0}%,一场战斗可使用{1}次"
     },
     },
     {
     {
       "ID": 1132025,
       "ID": 1132025,
-      "txt": "用后{2}秒内大幅提升所有灵根{0}%,一场战斗可使用{1}次\n混沌珠生效期间,己方所有功法额外增伤{3}%"
+      "txt": "使用后{2}秒内所有灵根提升{0}%,一场战斗可使用{1}次\n混沌珠生效期间,己方所有功法额外增伤{3}%"
     },
     },
     {
     {
       "ID": 1132030,
       "ID": 1132030,
-      "txt": "对敌人照成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人照成{0}%水系伤害,封锁敌人随机{1}个经脉使其{2}秒无法流动"
     },
     },
     {
     {
       "ID": 1132031,
       "ID": 1132031,
-      "txt": "对敌人照成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人照成{0}%水系伤害,封锁敌人随机{1}个经脉使其{2}秒无法流动"
     },
     },
     {
     {
       "ID": 1132032,
       "ID": 1132032,
-      "txt": "对敌人照成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人照成{0}%水系伤害,封锁敌人随机{1}个经脉使其{2}秒无法流动"
     },
     },
     {
     {
       "ID": 1132033,
       "ID": 1132033,
-      "txt": "对敌人照成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人照成{0}%水系伤害,封锁敌人随机{1}个经脉使其{2}秒无法流动"
     },
     },
     {
     {
       "ID": 1132034,
       "ID": 1132034,
-      "txt": "对敌人照成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人照成{0}%水系伤害,封锁敌人随机{1}个经脉使其{2}秒无法流动"
     },
     },
     {
     {
       "ID": 1132035,
       "ID": 1132035,
-      "txt": "对敌人照成{0}%水系伤害,封锁敌人筋脉随机{1}个格子流动{2}秒"
+      "txt": "对敌人照成{0}%水系伤害,封锁敌人随机{1}个经脉使其{2}秒无法流动"
     },
     },
     {
     {
       "ID": 1133010,
       "ID": 1133010,
@@ -3186,51 +3186,51 @@
     },
     },
     {
     {
       "ID": 1133020,
       "ID": 1133020,
-      "txt": "一盏明灯围绕玩家,{0}秒内抵消所有负面效果,每{1}秒触发1次。"
+      "txt": "祭出一盏明灯围绕周身,在{0}秒内抵消所有负面效果,每{1}秒触发1次。"
     },
     },
     {
     {
       "ID": 1133021,
       "ID": 1133021,
-      "txt": "一盏明灯围绕玩家,{0}秒内抵消所有负面效果,每{1}秒触发1次。"
+      "txt": "祭出一盏明灯围绕周身,在{0}秒内抵消所有负面效果,每{1}秒触发1次。"
     },
     },
     {
     {
       "ID": 1133022,
       "ID": 1133022,
-      "txt": "一盏明灯围绕玩家,{0}秒内抵消所有负面效果,每{1}秒触发1次。"
+      "txt": "祭出一盏明灯围绕周身,在{0}秒内抵消所有负面效果,每{1}秒触发1次。"
     },
     },
     {
     {
       "ID": 1133023,
       "ID": 1133023,
-      "txt": "一盏明灯围绕玩家,{0}秒内抵消所有负面效果,每{1}秒触发1次。"
+      "txt": "祭出一盏明灯围绕周身,在{0}秒内抵消所有负面效果,每{1}秒触发1次。"
     },
     },
     {
     {
       "ID": 1133024,
       "ID": 1133024,
-      "txt": "一盏明灯围绕玩家,{0}秒内抵消所有负面效果,每{1}秒触发1次。"
+      "txt": "祭出一盏明灯围绕周身,在{0}秒内抵消所有负面效果,每{1}秒触发1次。"
     },
     },
     {
     {
       "ID": 1133025,
       "ID": 1133025,
-      "txt": "一盏明灯围绕玩家,{0}秒内抵消所有负面效果,每{1}秒触发1次。"
+      "txt": "祭出一盏明灯围绕周身,在{0}秒内抵消所有负面效果,每{1}秒触发1次。"
     },
     },
     {
     {
       "ID": 1134010,
       "ID": 1134010,
-      "txt": "宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
+      "txt": "祭出宝塔在身前释放扇形的域,敌方的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
     },
     },
     {
     {
       "ID": 1134011,
       "ID": 1134011,
-      "txt": "宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
+      "txt": "祭出宝塔在身前释放扇形的域,敌方的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
     },
     },
     {
     {
       "ID": 1134012,
       "ID": 1134012,
-      "txt": "宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
+      "txt": "祭出宝塔在身前释放扇形的域,敌方的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
     },
     },
     {
     {
       "ID": 1134013,
       "ID": 1134013,
-      "txt": "宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
+      "txt": "祭出宝塔在身前释放扇形的域,敌方的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
     },
     },
     {
     {
       "ID": 1134014,
       "ID": 1134014,
-      "txt": "宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
+      "txt": "祭出宝塔在身前释放扇形的域,敌方的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒"
     },
     },
     {
     {
       "ID": 1134015,
       "ID": 1134015,
-      "txt": "宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒\n敌方功法被吸收后,己方英雄临时增加{2}点对应五行灵根,持续{3}秒"
+      "txt": "祭出宝塔在身前释放扇形的域,敌方的功法如果进入这个扇形区域有{0}%概率被法宝吸收,持续{1}秒\n敌方功法被吸收后,将临时增加自身{2}点对应五行灵根,持续{3}秒"
     },
     },
     {
     {
       "ID": 1134020,
       "ID": 1134020,

+ 10 - 0
Assets/Res/Config/ReddotConfig.json

@@ -3,6 +3,9 @@
     {
     {
       "ID": 1,
       "ID": 1,
       "GroupID": 1,
       "GroupID": 1,
+      "LinkGroupID": [
+        14
+      ],
       "EnableForTarget": 0,
       "EnableForTarget": 0,
       "Layer": 1,
       "Layer": 1,
       "Enable": 1
       "Enable": 1
@@ -99,6 +102,13 @@
       "EnableForTarget": 0,
       "EnableForTarget": 0,
       "Layer": 1,
       "Layer": 1,
       "Enable": 1
       "Enable": 1
+    },
+    {
+      "ID": 14,
+      "GroupID": 14,
+      "EnableForTarget": 0,
+      "Layer": 1,
+      "Enable": 1
     }
     }
   ]
   ]
 }
 }

Datei-Diff unterdrückt, da er zu groß ist
+ 364 - 0
Assets/Res/Config/TowerInfoConfig.json


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

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   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: -193.1, y: 21}
-  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}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &8974566408459148074
 --- !u!222 &8974566408459148074
 CanvasRenderer:
 CanvasRenderer:

+ 9 - 5
Assets/Res/UI/DivineSence/ComBatFrontPanel.prefab

@@ -602,7 +602,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: -13, y: 21}
+  m_AnchoredPosition: {x: -1, y: 43}
   m_SizeDelta: {x: 295, y: 179}
   m_SizeDelta: {x: 295, y: 179}
   m_Pivot: {x: 0.5, y: 0.5}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &7772893736343577417
 --- !u!222 &7772893736343577417
@@ -1406,13 +1406,17 @@ PrefabInstance:
       propertyPath: m_AnchoredPosition.y
       propertyPath: m_AnchoredPosition.y
       value: 87.7
       value: 87.7
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
+    - target: {fileID: 3144987251888430088, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
+      propertyPath: m_SizeDelta.y
+      value: -132.16257
+      objectReference: {fileID: 0}
     - target: {fileID: 3144987251888430088, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
     - target: {fileID: 3144987251888430088, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
       propertyPath: m_AnchoredPosition.x
       propertyPath: m_AnchoredPosition.x
-      value: 10.8
+      value: 17
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 3144987251888430088, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
     - target: {fileID: 3144987251888430088, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
       propertyPath: m_AnchoredPosition.y
       propertyPath: m_AnchoredPosition.y
-      value: -38.5
+      value: -40.08128
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
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     - target: {fileID: 3195684101753423275, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
       propertyPath: m_FontData.m_Alignment
       propertyPath: m_FontData.m_Alignment
@@ -1448,11 +1452,11 @@ PrefabInstance:
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
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     - target: {fileID: 9156683410866268513, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
       propertyPath: m_AnchoredPosition.x
       propertyPath: m_AnchoredPosition.x
-      value: 51.2
+      value: 36
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     - target: {fileID: 9156683410866268513, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
     - target: {fileID: 9156683410866268513, guid: 9b6e1fff843f6de44b6f755b85adc32f, type: 3}
       propertyPath: m_AnchoredPosition.y
       propertyPath: m_AnchoredPosition.y
-      value: 30.2
+      value: 27
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedComponents: []
     m_RemovedGameObjects: []
     m_RemovedGameObjects: []

+ 7 - 7
Assets/Res/UI/DivineSence/ComBatFrontWidget.prefab

@@ -595,8 +595,8 @@ RectTransform:
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   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 1, y: 1}
   m_AnchorMax: {x: 1, y: 1}
-  m_AnchoredPosition: {x: 75.26347, y: -43.400818}
-  m_SizeDelta: {x: -185.763, y: -131.8486}
+  m_AnchoredPosition: {x: 45.6905, y: -41.66256}
+  m_SizeDelta: {x: -151.381, y: -135.32512}
   m_Pivot: {x: 0.5, y: 0.5}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &6875849157855808906
 --- !u!222 &6875849157855808906
 CanvasRenderer:
 CanvasRenderer:
@@ -628,10 +628,10 @@ MonoBehaviour:
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       m_Calls: []
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     m_Font: {fileID: 12800000, guid: e588d93665211944387ec8c03c8726ae, type: 3}
-    m_FontSize: 40
+    m_FontSize: 28
     m_FontStyle: 0
     m_FontStyle: 0
     m_BestFit: 0
     m_BestFit: 0
-    m_MinSize: 4
+    m_MinSize: 2
     m_MaxSize: 40
     m_MaxSize: 40
     m_Alignment: 3
     m_Alignment: 3
     m_AlignByGeometry: 0
     m_AlignByGeometry: 0
@@ -639,7 +639,7 @@ MonoBehaviour:
     m_HorizontalOverflow: 0
     m_HorizontalOverflow: 0
     m_VerticalOverflow: 0
     m_VerticalOverflow: 0
     m_LineSpacing: 1
     m_LineSpacing: 1
-  m_Text: "\u7B51\u57FA\u524D\u671F"
+  m_Text: "\u7B51\u57FA\u524D\u671F.\u7B2C\u4E00\u91CD"
 --- !u!114 &4491841701166917159
 --- !u!114 &4491841701166917159
 MonoBehaviour:
 MonoBehaviour:
   m_ObjectHideFlags: 0
   m_ObjectHideFlags: 0
@@ -652,7 +652,7 @@ MonoBehaviour:
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   m_Script: {fileID: 11500000, guid: d8d4ef1212a480c4286901b11158a0b7, type: 3}
   m_Name: 
   m_Name: 
   m_EditorClassIdentifier: 
   m_EditorClassIdentifier: 
-  effectColor: {r: 0.10196079, g: 0.17254902, b: 0.07450981, a: 1}
+  effectColor: {r: 0, g: 0, b: 0, a: 1}
   effectDistanceX: 2
   effectDistanceX: 2
   effectDistanceY: 2
   effectDistanceY: 2
   samplingRate: 10
   samplingRate: 10
@@ -772,7 +772,7 @@ RectTransform:
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   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 114.32349, y: 22.523483}
+  m_AnchoredPosition: {x: 69.2, y: 22.523483}
   m_SizeDelta: {x: 42.1514, y: 42.1514}
   m_SizeDelta: {x: 42.1514, y: 42.1514}
   m_Pivot: {x: 0, y: 0}
   m_Pivot: {x: 0, y: 0}
 --- !u!222 &2055311934404833937
 --- !u!222 &2055311934404833937

+ 11 - 12
Assets/Res/UI/DivineSence/DivineSenceEventPreviewPanel.prefab

@@ -1304,7 +1304,7 @@ RectTransform:
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Children: []
-  m_Father: {fileID: 7059812866358173867}
+  m_Father: {fileID: 8864025907727301406}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -2417,12 +2417,12 @@ RectTransform:
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Children: []
-  m_Father: {fileID: 7059812866358173867}
+  m_Father: {fileID: 8864025907727301406}
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   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 1, y: 1}
   m_AnchorMax: {x: 1, y: 1}
   m_AnchoredPosition: {x: 0, y: 0}
   m_AnchoredPosition: {x: 0, y: 0}
-  m_SizeDelta: {x: 0, y: 0}
+  m_SizeDelta: {x: 0, y: 0.07791138}
   m_Pivot: {x: 0.5, y: 0.5}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &3522588436894383635
 --- !u!222 &3522588436894383635
 CanvasRenderer:
 CanvasRenderer:
@@ -3497,6 +3497,10 @@ PrefabInstance:
       propertyPath: m_IsActive
       propertyPath: m_IsActive
       value: 1
       value: 1
       objectReference: {fileID: 0}
       objectReference: {fileID: 0}
+    - target: {fileID: 6574649598714536494, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
+      propertyPath: m_IsActive
+      value: 1
+      objectReference: {fileID: 0}
     - target: {fileID: 6730899750744253868, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
     - target: {fileID: 6730899750744253868, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
       propertyPath: m_IsActive
       propertyPath: m_IsActive
       value: 1
       value: 1
@@ -3597,11 +3601,11 @@ PrefabInstance:
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     - {fileID: 102496722109560873, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
     m_RemovedGameObjects: []
     m_RemovedGameObjects: []
     m_AddedGameObjects:
     m_AddedGameObjects:
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-      insertIndex: 0
-      addedObject: {fileID: 826528113821736969}
-    - targetCorrespondingSourceObject: {fileID: 3764721290890148754, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
+    - targetCorrespondingSourceObject: {fileID: 3370061335406075943, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
       insertIndex: 1
       insertIndex: 1
+      addedObject: {fileID: 826528113821736969}
+    - targetCorrespondingSourceObject: {fileID: 3370061335406075943, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
+      insertIndex: 2
       addedObject: {fileID: 891011900833867173}
       addedObject: {fileID: 891011900833867173}
     m_AddedComponents: []
     m_AddedComponents: []
   m_SourcePrefab: {fileID: 100100000, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
   m_SourcePrefab: {fileID: 100100000, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
@@ -3610,11 +3614,6 @@ GameObject:
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   m_CorrespondingSourceObject: {fileID: 5808298135736668641, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}
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   m_PrefabInstance: {fileID: 6181054649854434105}
   m_PrefabAsset: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
---- !u!224 &7059812866358173867 stripped
-RectTransform:
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-  m_PrefabInstance: {fileID: 6181054649854434105}
-  m_PrefabAsset: {fileID: 0}
 --- !u!224 &8864025907727301406 stripped
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 RectTransform:
 RectTransform:
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   m_CorrespondingSourceObject: {fileID: 3370061335406075943, guid: fc3029474cddd344aba5d33d8a0c0a8c, type: 3}

+ 176 - 39
Assets/Res/UI/DivineSence/ShengShiEventWidgetType2.prefab

@@ -32,7 +32,7 @@ RectTransform:
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   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Children: []
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
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   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -143,7 +143,7 @@ RectTransform:
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   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Children: []
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
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   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -224,7 +224,7 @@ RectTransform:
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   m_LocalScale: {x: 0.7, y: 0.7, z: 0.7}
   m_ConstrainProportionsScale: 1
   m_ConstrainProportionsScale: 1
   m_Children: []
   m_Children: []
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@@ -313,7 +313,7 @@ RectTransform:
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   m_ConstrainProportionsScale: 0
   m_Children:
   m_Children:
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   - {fileID: 1357364587688641971}
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@@ -460,7 +460,7 @@ RectTransform:
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   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Children: []
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
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@@ -594,7 +594,7 @@ RectTransform:
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   - {fileID: 9098093879968300551}
-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
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@@ -686,7 +686,7 @@ RectTransform:
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-  m_Father: {fileID: 3764721290890148754}
+  m_Father: {fileID: 4942424813403464864}
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   m_Father: {fileID: 3370061335406075943}
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@@ -973,7 +957,7 @@ RectTransform:
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-  m_FillOrigin: 0
-  m_UseSpriteMesh: 0
-  m_PixelsPerUnitMultiplier: 1
-  _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

+ 114 - 3
Assets/Res/UI/SkillSelectPanel/SkillSelectPanel.prefab

@@ -1443,6 +1443,7 @@ RectTransform:
   m_ConstrainProportionsScale: 0
   m_ConstrainProportionsScale: 0
   m_Children:
   m_Children:
   - {fileID: 7820611370538219087}
   - {fileID: 7820611370538219087}
+  - {fileID: 7203466323980298071}
   m_Father: {fileID: 6870355629153732168}
   m_Father: {fileID: 6870355629153732168}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMin: {x: 0, y: 1}
@@ -2086,7 +2087,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 0
+  m_IsActive: 1
 --- !u!224 &8355865228313168032
 --- !u!224 &8355865228313168032
 RectTransform:
 RectTransform:
   m_ObjectHideFlags: 0
   m_ObjectHideFlags: 0
@@ -2219,7 +2220,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!224 &3727605509090450065
 --- !u!224 &3727605509090450065
 RectTransform:
 RectTransform:
   m_ObjectHideFlags: 0
   m_ObjectHideFlags: 0
@@ -2236,8 +2237,8 @@ RectTransform:
   - {fileID: 5985873034990668332}
   - {fileID: 5985873034990668332}
   - {fileID: 4047916813180227560}
   - {fileID: 4047916813180227560}
   - {fileID: 111880961769183880}
   - {fileID: 111880961769183880}
-  - {fileID: 8355865228313168032}
   - {fileID: 1450357347166671142}
   - {fileID: 1450357347166671142}
+  - {fileID: 8355865228313168032}
   m_Father: {fileID: 6694772361877173011}
   m_Father: {fileID: 6694772361877173011}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMin: {x: 0, y: 0}
@@ -7739,6 +7740,116 @@ RectTransform:
   m_CorrespondingSourceObject: {fileID: 1357477070563130315, guid: b01f0c020781e274baa8e3685f237a9a, type: 3}
   m_CorrespondingSourceObject: {fileID: 1357477070563130315, guid: b01f0c020781e274baa8e3685f237a9a, type: 3}
   m_PrefabInstance: {fileID: 4131293543597701602}
   m_PrefabInstance: {fileID: 4131293543597701602}
   m_PrefabAsset: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
+--- !u!1001 &4794029153667740339
+PrefabInstance:
+  m_ObjectHideFlags: 0
+  serializedVersion: 2
+  m_Modification:
+    serializedVersion: 3
+    m_TransformParent: {fileID: 4487645842108660236}
+    m_Modifications:
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_Pivot.x
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_Pivot.y
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_AnchorMax.x
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_AnchorMax.y
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_AnchorMin.x
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_AnchorMin.y
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_SizeDelta.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_SizeDelta.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalPosition.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalPosition.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalPosition.z
+      value: 3.9634461
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalRotation.w
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalRotation.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalRotation.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalRotation.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_AnchoredPosition.x
+      value: -13.5
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_AnchoredPosition.y
+      value: -6.8
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 2789586574518551789, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 3073202858500431554, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: m_Name
+      value: RedDotCom
+      objectReference: {fileID: 0}
+    - target: {fileID: 4409762847385456447, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+      propertyPath: RedDotConfigId
+      value: 14
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+--- !u!224 &7203466323980298071 stripped
+RectTransform:
+  m_CorrespondingSourceObject: {fileID: 2409437247996614116, guid: a7b4e0b7d50d5e34d98e74c6d3098741, type: 3}
+  m_PrefabInstance: {fileID: 4794029153667740339}
+  m_PrefabAsset: {fileID: 0}
 --- !u!1001 &7547607250917142542
 --- !u!1001 &7547607250917142542
 PrefabInstance:
 PrefabInstance:
   m_ObjectHideFlags: 0
   m_ObjectHideFlags: 0

+ 6 - 6
Assets/Res/UI/TowerPanel/TowerLevelWidget.prefab

@@ -398,14 +398,14 @@ MonoBehaviour:
   m_FillOrigin: 0
   m_FillOrigin: 0
   m_UseSpriteMesh: 0
   m_UseSpriteMesh: 0
   m_PixelsPerUnitMultiplier: 1
   m_PixelsPerUnitMultiplier: 1
-  _icon_name: dec_BubbleFrame01_Hexagon_Bg_Blue
+  _icon_name: 
   isNotLoadDeftIcon: 0
   isNotLoadDeftIcon: 0
-  CurrSpriteAtlas: {fileID: 100100200, guid: 23f1ff3af41427347a63b9cc35608247, type: 3}
+  CurrSpriteAtlas: {fileID: 0}
   packInfo:
   packInfo:
-    packName: all
-    packgJsonPath: /Art/UIAssets/TextrueJson/all.txt
-    packgSpritePath: Assets/Res/UIAtlas/all.spriteatlasv2
-    lasetJsonGUID: ee9f4291814fb15d06fb06b5d297fabf
+    packName: 
+    packgJsonPath: 
+    packgSpritePath: 
+    lasetJsonGUID: 
   imageH: 135.7429
   imageH: 135.7429
   useGradient: 0
   useGradient: 0
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}
   topOrLeftColor: {r: 1, g: 1, b: 1, a: 1}

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

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

+ 10 - 0
Assets/Scripts/GameData/ExcelConfig/TowerInfoConfig.cs

@@ -94,6 +94,16 @@ namespace Excel2Json
 #endif
 #endif
 		
 		
 
 
+		/// <summary>
+		///
+		/// </summary>
+#if !COMBAT_SERVER
+		public int[] rewardCount;
+#else
+		public int[] rewardCount{ set; get; }
+#endif
+		
+
 		/// <summary>
 		/// <summary>
 		///解锁值
 		///解锁值
 		/// </summary>
 		/// </summary>

+ 36 - 4
Assets/Scripts/GameLogic/RedDot/RedDotData.cs

@@ -47,12 +47,14 @@ namespace Fort23.Mono
                 //上阵的功法可以升级显示红点
                 //上阵的功法可以升级显示红点
                 case 1:
                 case 1:
                     isEnable = false;
                     isEnable = false;
-                    switch (EnableId) 
+                    switch (EnableId)
                     {
                     {
                         case 0: //没有自己的红点逻辑根据下层红点来决定
                         case 0: //没有自己的红点逻辑根据下层红点来决定
                             isEnable = RedDotManager.Instance.AllRedDotGroupData[GroupId].TargetLayerIsEnable(Layer);
                             isEnable = RedDotManager.Instance.AllRedDotGroupData[GroupId].TargetLayerIsEnable(Layer);
                             break;
                             break;
                         case 1:
                         case 1:
+
+
                             foreach (var _skillInfo in PlayerManager.Instance.GongFaControl.allSkill)
                             foreach (var _skillInfo in PlayerManager.Instance.GongFaControl.allSkill)
                             {
                             {
                                 if (RedDotManager.Instance.isSkillStar(_skillInfo))
                                 if (RedDotManager.Instance.isSkillStar(_skillInfo))
@@ -62,7 +64,7 @@ namespace Fort23.Mono
                                 }
                                 }
                             }
                             }
 
 
-                         
+
                             foreach (var _skillInfo in PlayerManager.Instance.GongFaControl.allUseSkill)
                             foreach (var _skillInfo in PlayerManager.Instance.GongFaControl.allUseSkill)
                             {
                             {
                                 if (RedDotManager.Instance.isSkillUpgradeDaYu4(_skillInfo))
                                 if (RedDotManager.Instance.isSkillUpgradeDaYu4(_skillInfo))
@@ -75,11 +77,41 @@ namespace Fort23.Mono
                             break;
                             break;
                     }
                     }
 
 
+                    break;
+
+                case 14:
+                    isEnable = false;
+                    switch (EnableId)
+                    {
+                        case 0: //没有自己的红点逻辑根据下层红点来决定
+                            isEnable = RedDotManager.Instance.AllRedDotGroupData[GroupId].TargetLayerIsEnable(Layer);
+                            break;
+                        case 1:
+
+                            int count = 0;
+                            for (var i = 0; i < PlayerManager.Instance.GongFaControl.allUseSkill.Length; i++)
+                            {
+                                if (PlayerManager.Instance.GongFaControl.allUseSkill[i] != null &&
+                                    PlayerManager.Instance.GongFaControl.allUseSkill[i].skillConfig.SkillType == 1)
+                                {
+                                    count++;
+                                }
+                            }
+
+                            if (count < PlayerManager.Instance.myHero.powerUpConfig.MaxActiveGongfaNum)
+                            {
+                                isEnable = true;
+                            }
+
+
+                            break;
+                    }
+
                     break;
                     break;
                 //境界升级
                 //境界升级
-                case 5: 
+                case 5:
                     isEnable = false;
                     isEnable = false;
-                    switch (EnableId) 
+                    switch (EnableId)
                     {
                     {
                         case 0: //没有自己的红点逻辑根据下层红点来决定
                         case 0: //没有自己的红点逻辑根据下层红点来决定
                             isEnable = RedDotManager.Instance.AllRedDotGroupData[GroupId].TargetLayerIsEnable(Layer);
                             isEnable = RedDotManager.Instance.AllRedDotGroupData[GroupId].TargetLayerIsEnable(Layer);

+ 19 - 4
Assets/Scripts/GameUI/EventManager/EventSystemManager.cs

@@ -197,8 +197,11 @@ public class EventSystemManager : Singleton<EventSystemManager>
             }
             }
             else if (AccountFileInfo.Instance.playerData.eventList.Count > 0)
             else if (AccountFileInfo.Instance.playerData.eventList.Count > 0)
             {
             {
-                AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId =
-                    AccountFileInfo.Instance.playerData.eventList[0].guid;
+                AccountFileInfo.EventList eventList1 =
+                    AccountFileInfo.Instance.playerData.eventList.FirstOrDefault(e =>
+                        !e.isCompleted && !e.isCompleted1);
+                if (eventList1 != null)
+                    AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId = eventList1.guid;
             }
             }
         }
         }
     }
     }
@@ -482,6 +485,15 @@ public class EventSystemManager : Singleton<EventSystemManager>
                 continue;
                 continue;
             }
             }
 
 
+            if (itemInfoType1 != null)
+            {
+                PlayerManager.Instance.BagController.DeductItem(itemInfoType1.itemID, 1);
+            }
+
+            if (itemInfoType2 != null)
+            {
+                PlayerManager.Instance.BagController.DeductItem(itemInfoType2.itemID, 1);
+            }
 
 
             int randomValue1 = Random.Range(0, 101);
             int randomValue1 = Random.Range(0, 101);
             // 达到怪率刷新场景特定事件
             // 达到怪率刷新场景特定事件
@@ -691,7 +703,6 @@ public class EventSystemManager : Singleton<EventSystemManager>
                 {
                 {
                     TipMessagePanel tipMessagePanel = await TipMessagePanel.OpenTipMessagePanel(
                     TipMessagePanel tipMessagePanel = await TipMessagePanel.OpenTipMessagePanel(
                         LanguageManager.Instance.Text(10379,
                         LanguageManager.Instance.Text(10379,
-                            LanguageManager.Instance.Text(lastSmallPlacesConfig.placeName),
                             lastSmallPlacesConfig.CompletionEventCount - lastSmallPlacesData?.completionEventCount));
                             lastSmallPlacesConfig.CompletionEventCount - lastSmallPlacesData?.completionEventCount));
                     if (PlayerGuideManager.Instance.GuideIsCanDo(3))
                     if (PlayerGuideManager.Instance.GuideIsCanDo(3))
                     {
                     {
@@ -1071,6 +1082,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                     {
                     {
                         return false;
                         return false;
                     }
                     }
+
                     return PlayerManager.Instance.BagController.GetItemCount(evt.EventValue[i]) >= evt.EventCount[i];
                     return PlayerManager.Instance.BagController.GetItemCount(evt.EventValue[i]) >= evt.EventCount[i];
                 //境界判断
                 //境界判断
                 case 3:
                 case 3:
@@ -1078,6 +1090,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                     {
                     {
                         return false;
                         return false;
                     }
                     }
+
                     return PlayerManager.Instance.myHero.level >= evt.EventValue[i];
                     return PlayerManager.Instance.myHero.level >= evt.EventValue[i];
                 //概率判断
                 //概率判断
                 case 7:
                 case 7:
@@ -1085,6 +1098,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                     {
                     {
                         return false;
                         return false;
                     }
                     }
+
                     int randomValue1 = Random.Range(0, 1001);
                     int randomValue1 = Random.Range(0, 1001);
 
 
                     return randomValue1 <= evt.EventValue[i];
                     return randomValue1 <= evt.EventValue[i];
@@ -1094,6 +1108,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                     {
                     {
                         return false;
                         return false;
                     }
                     }
+
                     AccountFileInfo.EventList eventList =
                     AccountFileInfo.EventList eventList =
                         AccountFileInfo.Instance.playerData.completeEvents.FirstOrDefault(ce =>
                         AccountFileInfo.Instance.playerData.completeEvents.FirstOrDefault(ce =>
                             ce.eventID == evt.EventValue[i]);
                             ce.eventID == evt.EventValue[i]);
@@ -1309,7 +1324,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
             await UIManager.Instance.HideUIUIPanel<DivineSenceEventPreviewPanel>();
             await UIManager.Instance.HideUIUIPanel<DivineSenceEventPreviewPanel>();
             await UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
             await UIManager.Instance.HideUIUIPanel<DivineSenceInfoPanel>();
         }
         }
-        
+
 
 
         if (eventConfig.ID == 10001 && PlayerGuideManager.Instance.GuideIsCanDo(2))
         if (eventConfig.ID == 10001 && PlayerGuideManager.Instance.GuideIsCanDo(2))
         {
         {

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

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

+ 7 - 2
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -165,7 +165,7 @@ namespace Fort23.Mono
                     allKongSkill[i].InitWidget(allKongSkill[i].index, this);
                     allKongSkill[i].InitWidget(allKongSkill[i].index, this);
                 }
                 }
 
 
-                for (var i = 0; i < indexList.Count; i++)
+                for (var i = 0; i < indexList.Count - 1; i++)
                 {
                 {
                     if (skills[i] == null)
                     if (skills[i] == null)
                         continue;
                         continue;
@@ -181,7 +181,10 @@ namespace Fort23.Mono
                 isAlter = true;
                 isAlter = true;
 
 
                 UpdateSkillWidget();
                 UpdateSkillWidget();
+                ChangeFuZhuYingXiang();
                 BaoChun();
                 BaoChun();
+
+                RedDotManager.Instance.TarGetRedDotUpDate(14);
             });
             });
 
 
             Btn_ChangeOk.onClick.AddListener(() =>
             Btn_ChangeOk.onClick.AddListener(() =>
@@ -384,6 +387,7 @@ namespace Fort23.Mono
                 showSkillInfo.Sort(Sort);
                 showSkillInfo.Sort(Sort);
                 Content.Init(this, showSkillInfo.Count);
                 Content.Init(this, showSkillInfo.Count);
                 AudioManager.Instance.PlayAudio("ui_xiazhenggongfa.wav");
                 AudioManager.Instance.PlayAudio("ui_xiazhenggongfa.wav");
+                RedDotManager.Instance.TarGetRedDotUpDate(14);
             });
             });
 
 
             Sv.onValueChanged.AddListener((s) =>
             Sv.onValueChanged.AddListener((s) =>
@@ -845,7 +849,7 @@ namespace Fort23.Mono
                 CloseSelect();
                 CloseSelect();
                 BaoChun();
                 BaoChun();
 
 
-
+                RedDotManager.Instance.TarGetRedDotUpDate(14);
                 showSkillInfo.Sort(Sort);
                 showSkillInfo.Sort(Sort);
                 Content.Init(this, showSkillInfo.Count);
                 Content.Init(this, showSkillInfo.Count);
             }
             }
@@ -1176,6 +1180,7 @@ namespace Fort23.Mono
             }
             }
         }
         }
 
 
+
         List<int> yingxiang = new List<int>();
         List<int> yingxiang = new List<int>();
 
 
         private void CloseSelect()
         private void CloseSelect()

+ 9 - 4
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventPreviewPanel.cs

@@ -131,16 +131,21 @@ namespace Fort23.Mono
                 // Rect_Sv.anchoredPosition = new Vector2(2.61f, -190.52f);
                 // Rect_Sv.anchoredPosition = new Vector2(2.61f, -190.52f);
                 Text_Tips.gameObject.SetActive(false);
                 Text_Tips.gameObject.SetActive(false);
                 AccountFileInfo.EventList eventList = EventSystemManager.Instance.GetMainEventDta();
                 AccountFileInfo.EventList eventList = EventSystemManager.Instance.GetMainEventDta();
+                if (mainShengShiEventWidgetType2 == null)
+                    mainShengShiEventWidgetType2 =
+                        await UIManager.Instance.CreateGComponentForObject<ShengShiEventWidgetType2>(
+                            ShengShiEventWidgetType2Game, null, ShengShiEventWidgetType2Root);
                 if (eventList != null)
                 if (eventList != null)
                 {
                 {
-                    if (mainShengShiEventWidgetType2 == null)
-                        mainShengShiEventWidgetType2 =
-                            await UIManager.Instance.CreateGComponentForObject<ShengShiEventWidgetType2>(
-                                ShengShiEventWidgetType2Game, null, ShengShiEventWidgetType2Root);
                     mainShengShiEventWidgetType2.own.SetActive(true);
                     mainShengShiEventWidgetType2.own.SetActive(true);
                     mainShengShiEventWidgetType2.CustomInit(eventList, GoOnClick);
                     mainShengShiEventWidgetType2.CustomInit(eventList, GoOnClick);
                     mainShengShiEventWidgetType2.OnClick = OnClick;
                     mainShengShiEventWidgetType2.OnClick = OnClick;
                 }
                 }
+                else
+                {
+                    mainShengShiEventWidgetType2.own.SetActive(true);
+                    mainShengShiEventWidgetType2.CustomInit1();
+                }
             }
             }
             //道友
             //道友
             else
             else

+ 1 - 0
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceInfoBtnWidget.cs

@@ -43,6 +43,7 @@ namespace Fort23.Mono
                     ItemInfo = null;
                     ItemInfo = null;
                     Icon_ItemIcon.gameObject.SetActive(false);
                     Icon_ItemIcon.gameObject.SetActive(false);
                     Icon_ShenIcon.gameObject.SetActive(false);
                     Icon_ShenIcon.gameObject.SetActive(false);
+                    Icon_ItemIcon2.gameObject.SetActive(false);
                     Text_ItemCount.text = "";
                     Text_ItemCount.text = "";
                     icon_Jia.gameObject.SetActive(true);
                     icon_Jia.gameObject.SetActive(true);
                 }
                 }

+ 7 - 0
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2.cs

@@ -75,6 +75,8 @@ namespace Fort23.Mono
 
 
         public async void CustomInit(AccountFileInfo.EventList eventList, Action<ItemWidgetBasic> goCallBack)
         public async void CustomInit(AccountFileInfo.EventList eventList, Action<ItemWidgetBasic> goCallBack)
         {
         {
+            Text_Tips.gameObject.SetActive(false);
+            Root.gameObject.SetActive(true);
             foreach (var widgetItem in widgetList)
             foreach (var widgetItem in widgetList)
             {
             {
                 UIManager.Instance.DormancyGComponent(widgetItem);
                 UIManager.Instance.DormancyGComponent(widgetItem);
@@ -265,6 +267,11 @@ namespace Fort23.Mono
             }
             }
         }
         }
 
 
+        public async void CustomInit1()
+        {
+            Text_Tips.gameObject.SetActive(true);
+Root.gameObject.SetActive(false);
+        }
 
 
         public override void DormancyObj()
         public override void DormancyObj()
         {
         {

+ 22 - 0
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType2Data.cs

@@ -173,6 +173,28 @@ namespace Fort23.Mono
 	      return _csc;
 	      return _csc;
 	     }
 	     }
 	   }
 	   }
+	  private GameObject _Root;
+	  public GameObject Root
+	   {
+	   get{
+	      if (_Root == null)
+	       {
+	         _Root  = GetUIUnit<GameObject>("Root"); 
+	       }
+	      return _Root;
+	     }
+	   }
+	  private Text _Text_Tips;
+	  public Text Text_Tips
+	   {
+	   get{
+	      if (_Text_Tips == null)
+	       {
+	         _Text_Tips  = GetUIUnit<Text>("Text_Tips"); 
+	       }
+	      return _Text_Tips;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{
 	{

+ 6 - 1
Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase1.cs

@@ -113,10 +113,15 @@ namespace Fort23.Mono.Phases
         public async CTask OnStep103(UnityEngine.Object obj)
         public async CTask OnStep103(UnityEngine.Object obj)
         {
         {
             pgm.StepInit();
             pgm.StepInit();
+            
+            PlayerGuideManager.Instance.SetOnClickMask(true);
+            await TimerComponent.Instance.WaitAsync(100);
+          
+            
             GameObject gameObject = UIManager.Instance.GetComponent<MainPanel>().Btn_StartEvent.gameObject;
             GameObject gameObject = UIManager.Instance.GetComponent<MainPanel>().Btn_StartEvent.gameObject;
             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
-
+            PlayerGuideManager.Instance.SetOnClickMask(false);
             pgm.SetfxTransVisiable(true);
             pgm.SetfxTransVisiable(true);
             pgm.SetMaskTarget(gameObject);
             pgm.SetMaskTarget(gameObject);
             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);

+ 4 - 1
Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase4.cs

@@ -86,6 +86,9 @@ namespace Fort23.Mono.Phases
         public async CTask OnStep401(UnityEngine.Object obj)
         public async CTask OnStep401(UnityEngine.Object obj)
         {
         {
             pgm.StepInit();
             pgm.StepInit();
+            PlayerGuideManager.Instance.SetOnClickMask(true);
+            await TimerComponent.Instance.WaitAsync(100);
+       
             GameObject gameObject = UIManager.Instance.GetComponent<AppBarPanel>().Btn_GongFa.gameObject;
             GameObject gameObject = UIManager.Instance.GetComponent<AppBarPanel>().Btn_GongFa.gameObject;
             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
             Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
             Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
@@ -94,7 +97,7 @@ namespace Fort23.Mono.Phases
             pgm.SetfxTransVisiable(true);
             pgm.SetfxTransVisiable(true);
             pgm.SetMaskTarget(gameObject);
             pgm.SetMaskTarget(gameObject);
             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
             pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
-
+            PlayerGuideManager.Instance.SetOnClickMask(false);
             await pgm.ConfigLogic(401, delegate() { });
             await pgm.ConfigLogic(401, delegate() { });
 
 
             pgm.SetFingerPos(localPos);
             pgm.SetFingerPos(localPos);

+ 2 - 15
Assets/Scripts/GameUI/UI/GuidePanel/Phases/Phase7.cs

@@ -30,7 +30,7 @@ namespace Fort23.Mono.Phases
             actionList.Add(OnStep703);
             actionList.Add(OnStep703);
             actionList.Add(OnStep704);
             actionList.Add(OnStep704);
             actionList.Add(OnStep705);
             actionList.Add(OnStep705);
-            actionList.Add(OnStep706);
+            // actionList.Add(OnStep706);
             actionList.Add(OnStepEnd);
             actionList.Add(OnStepEnd);
         }
         }
 
 
@@ -181,21 +181,8 @@ namespace Fort23.Mono.Phases
         public async CTask OnStep705(UnityEngine.Object obj)
         public async CTask OnStep705(UnityEngine.Object obj)
         {
         {
             pgm.StepInit();
             pgm.StepInit();
-            await TimerComponent.Instance.WaitAsync(100);
-
-            GameObject gameObject =
-                (UIManager.Instance.GetComponent<ShopPanel>()._shopGroupWidgetType1s[0] as ShopGroupWidgetType1)
-                ._shopItemWidgetType2s[4].own;
-            Vector3 localPos = pgm.WorldPosToLocalPos(gameObject.transform.position);
-            Vector2 size = gameObject.GetComponent<RectTransform>().sizeDelta;
-
-            pgm.SetfxTransVisiable(true);
-            pgm.SetMaskTarget(gameObject);
-            pgm.SetShowFramePosAndSize(localPos, size, 0, gameObject);
-            await pgm.ConfigLogic(705, delegate() { });
 
 
-            pgm.SetFingerPos(localPos);
-            pgm.SetFingerVisiable(true);
+            await pgm.ConfigLogic(705, delegate() { pgm.NextGuide(); });
         }
         }
 
 
 
 

+ 11 - 1
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroAttributeWidget.cs

@@ -16,8 +16,9 @@ namespace Fort23.Mono
     }
     }
     
     
     [UIBinding(prefab = "HeroAttributeWidget")]
     [UIBinding(prefab = "HeroAttributeWidget")]
-    public partial class HeroAttributeWidget : UIComponent
+    public partial class HeroAttributeWidget : ItemWidgetBasic
     {
     {
+        public int lanID;
         private void Init()
         private void Init()
         {
         {
         }
         }
@@ -32,6 +33,7 @@ namespace Fort23.Mono
 
 
         public override void AddButtonEvent()
         public override void AddButtonEvent()
         {
         {
+            base.AddButtonEvent();
         }
         }
 
 
         public void CustomInit(HeroAttributeData data)
         public void CustomInit(HeroAttributeData data)
@@ -40,5 +42,13 @@ namespace Fort23.Mono
             Text_Value.text = data.currentValue;
             Text_Value.text = data.currentValue;
             Text_NextValue.text = data.nextValue;
             Text_NextValue.text = data.nextValue;
         }
         }
+        
+        public void CustomInit1(int lanId ,HeroAttributeData data)
+        {
+            lanID = lanId;
+            Text_Name.text = data.name;
+            Text_Value.text = data.currentValue;
+            Text_NextValue.text = data.nextValue;
+        }
     }
     }
 }
 }

+ 10 - 10
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs

@@ -82,7 +82,7 @@ namespace Fort23.Mono
                     for (var i = 0; i < PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs.Length; i++)
                     for (var i = 0; i < PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs.Length; i++)
                     {
                     {
                         bool isHave = false;
                         bool isHave = false;
-                        for (var i1 = 1; i1 < breakthroughItemWidgets.Count; i1++)
+                        for (var i1 = 0; i1 < breakthroughItemWidgets.Count; i1++)
                         {
                         {
                             if (breakthroughItemWidgets[i1].itemInfo != null &&
                             if (breakthroughItemWidgets[i1].itemInfo != null &&
                                 PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs[i] ==
                                 PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs[i] ==
@@ -141,8 +141,8 @@ namespace Fort23.Mono
 
 
                         if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)
                         if (PlayerManager.Instance.myHero.powerUpConfig.jingjie1 != nextHeroInfo.powerUpConfig.jingjie1)
                         {
                         {
-                            heroInformationPanel.root.SetActive(false);
-                            heroInformationPanel.AttributeBg.SetActive(false);
+                            // heroInformationPanel.root.SetActive(false);
+                            // heroInformationPanel.AttributeBg.SetActive(false);
                             type1 = 4;
                             type1 = 4;
                         }
                         }
 
 
@@ -197,9 +197,9 @@ namespace Fort23.Mono
                         else
                         else
                         {
                         {
                             AudioManager.Instance.PlayAudio("ui_tupo.wav");
                             AudioManager.Instance.PlayAudio("ui_tupo.wav");
-                            heroInformationPanel.RecoverDujie();
-                            heroInformationPanel.root.SetActive(false);
-                            heroInformationPanel.AttributeBg.SetActive(true);
+                            // heroInformationPanel.RecoverDujie();
+                            // heroInformationPanel.root.SetActive(false);
+                            // heroInformationPanel.AttributeBg.SetActive(true);
                             UIManager.Instance.HideUIUIPanel(this);
                             UIManager.Instance.HideUIUIPanel(this);
                             TitlePanel.ClosePanel();
                             TitlePanel.ClosePanel();
                             heroInformationPanel.UpHero(3, nextHeroInfo);
                             heroInformationPanel.UpHero(3, nextHeroInfo);
@@ -432,7 +432,7 @@ namespace Fort23.Mono
                         ? 0
                         ? 0
                         : heroPowerUpConfig.DujieItemIDs.Length;
                         : heroPowerUpConfig.DujieItemIDs.Length;
                     for (int i = 0;
                     for (int i = 0;
-                         i < 1 + heroPowerUpConfig.DujieMustItemIDs.Length + dujieItemCount;
+                         i < heroPowerUpConfig.DujieMustItemIDs.Length + dujieItemCount;
                          i++)
                          i++)
                     {
                     {
                         cTaskAwaitBuffer.AddTask(
                         cTaskAwaitBuffer.AddTask(
@@ -441,19 +441,19 @@ namespace Fort23.Mono
 
 
                     breakthroughItemWidgets = await cTaskAwaitBuffer.WaitAll();
                     breakthroughItemWidgets = await cTaskAwaitBuffer.WaitAll();
 
 
-                    breakthroughItemWidgets[0].CustomInit(1, 0, false);
+                    // breakthroughItemWidgets[0].CustomInit(1, 0, false);
 
 
 
 
                     //必选道具
                     //必选道具
                     for (var i = 0; i < heroPowerUpConfig.DujieMustItemIDs.Length; i++)
                     for (var i = 0; i < heroPowerUpConfig.DujieMustItemIDs.Length; i++)
                     {
                     {
-                        breakthroughItemWidgets[i + 1].CustomInit(2, heroPowerUpConfig.DujieMustItemIDs[i], true);
+                        breakthroughItemWidgets[i ].CustomInit(2, heroPowerUpConfig.DujieMustItemIDs[i], true);
                     }
                     }
 
 
                     //可选道具
                     //可选道具
                     for (var i = 0; i < heroPowerUpConfig.DujieItemIDs?.Length; i++)
                     for (var i = 0; i < heroPowerUpConfig.DujieItemIDs?.Length; i++)
                     {
                     {
-                        breakthroughItemWidgets[i + heroPowerUpConfig.DujieMustItemIDs.Length + 1]
+                        breakthroughItemWidgets[i + heroPowerUpConfig.DujieMustItemIDs.Length ]
                             .CustomInit(2, heroPowerUpConfig.DujieItemIDs[i], false);
                             .CustomInit(2, heroPowerUpConfig.DujieItemIDs[i], false);
                     }
                     }
 
 

+ 26 - 10
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughSuccessPanel.cs

@@ -31,21 +31,35 @@ namespace Fort23.Mono
 
 
         int type;
         int type;
 
 
-        public async static CTask<HeroBreakthroughSuccessPanel> OpenPanel(int type, List<HeroAttributeData> heroAttributes)
+        public async static CTask<HeroBreakthroughSuccessPanel> OpenPanel(int type,
+            List<HeroAttributeData> heroAttributes)
         {
         {
-            HeroBreakthroughSuccessPanel heroBreakthroughSuccessPanel = await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughSuccessPanel>(null, UILayer.Top, isFocus: false,isShowBG:true);
-            heroBreakthroughSuccessPanel.CustomInit(type, heroAttributes);
+            HeroBreakthroughSuccessPanel heroBreakthroughSuccessPanel =
+                await UIManager.Instance.LoadAndOpenPanel<HeroBreakthroughSuccessPanel>(null, UILayer.Top,
+                    uiData: new object[] { type, heroAttributes }, isShowBG: true);
+            // heroBreakthroughSuccessPanel.CustomInit(type, heroAttributes);
             return heroBreakthroughSuccessPanel;
             return heroBreakthroughSuccessPanel;
         }
         }
 
 
-        public async void CustomInit(int type, List<HeroAttributeData> heroAttributes)
+
+        public async override CTask<bool> AsyncInit(object[] uiData)
+        {
+            int type = int.Parse(uiData[0].ToString());
+            List<HeroAttributeData> heroAttributes = uiData[1] as List<HeroAttributeData>;
+            await CustomInit(type, heroAttributes);
+            return await base.AsyncInit(uiData);
+        }
+
+        public async CTask CustomInit(int type, List<HeroAttributeData> heroAttributes)
         {
         {
             // HeroInfo heroInfo = new HeroInfo();
             // HeroInfo heroInfo = new HeroInfo();
             HeroInfo heroInfo = PlayerManager.Instance.myHero.CopyHero();
             HeroInfo heroInfo = PlayerManager.Instance.myHero.CopyHero();
-            heroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId, PlayerManager.Instance.myHero.heroData.heroPowerId - 1);
-            Text_NextJIngjie.text = LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +
-                                                       LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[1]) +
-                                                       LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[2]);
+            heroInfo.InitHero(PlayerManager.Instance.myHero.heroData.heroModelId,
+                PlayerManager.Instance.myHero.heroData.heroPowerId - 1);
+            Text_NextJIngjie.text =
+                LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +
+                LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[1]) +
+                LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[2]);
 
 
             Text_CurretnJIngjie.text = LanguageManager.Instance.Text(heroInfo.powerUpConfig.jingjieLanIDs[0]) +
             Text_CurretnJIngjie.text = LanguageManager.Instance.Text(heroInfo.powerUpConfig.jingjieLanIDs[0]) +
                                        LanguageManager.Instance.Text(heroInfo.powerUpConfig.jingjieLanIDs[1]) +
                                        LanguageManager.Instance.Text(heroInfo.powerUpConfig.jingjieLanIDs[1]) +
@@ -65,13 +79,15 @@ namespace Fort23.Mono
             {
             {
                 if (type == 1)
                 if (type == 1)
                 {
                 {
-                    HeroAttributeWidgetType1 heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidgetType1>(null, AttributeRoot);
+                    HeroAttributeWidgetType1 heroAttributeWidget =
+                        await UIManager.Instance.CreateGComponent<HeroAttributeWidgetType1>(null, AttributeRoot);
                     heroAttributeWidget.CustomInit(heroAttributeData);
                     heroAttributeWidget.CustomInit(heroAttributeData);
                     heroAttributeWidgets.Add(heroAttributeWidget);
                     heroAttributeWidgets.Add(heroAttributeWidget);
                 }
                 }
                 else
                 else
                 {
                 {
-                    HeroAttributeWidgetType2 heroAttributeWidget = await UIManager.Instance.CreateGComponent<HeroAttributeWidgetType2>(null, AttributeRoot);
+                    HeroAttributeWidgetType2 heroAttributeWidget =
+                        await UIManager.Instance.CreateGComponent<HeroAttributeWidgetType2>(null, AttributeRoot);
                     heroAttributeWidget.CustomInit(heroAttributeData);
                     heroAttributeWidget.CustomInit(heroAttributeData);
                     heroAttributeWidgets.Add(heroAttributeWidget);
                     heroAttributeWidgets.Add(heroAttributeWidget);
                 }
                 }

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

@@ -1,6 +1,7 @@
 using System.Collections.Generic;
 using System.Collections.Generic;
 using Fort23.Core;
 using Fort23.Core;
 using GameLogic.Hero;
 using GameLogic.Hero;
+using Utility;
 
 
 namespace Fort23.Mono
 namespace Fort23.Mono
 {
 {
@@ -11,51 +12,62 @@ namespace Fort23.Mono
             List<HeroAttributeData> heroAttributeDataList = new List<HeroAttributeData>();
             List<HeroAttributeData> heroAttributeDataList = new List<HeroAttributeData>();
             if (currentHero.powerUpConfig.ShenshiMax != newHero.powerUpConfig.ShenshiMax)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
 
 
             if (currentHero.hp != newHero.hp)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.attack != newHero.attack)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.defense != newHero.defense)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
@@ -68,51 +80,65 @@ namespace Fort23.Mono
             List<HeroAttributeData> heroAttributeDataList = new List<HeroAttributeData>();
             List<HeroAttributeData> heroAttributeDataList = new List<HeroAttributeData>();
             if (currentHero.powerUpConfig.ShenshiMax != newHero.powerUpConfig.ShenshiMax)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
 
 
             if (currentHero.hp != newHero.hp)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.attack != newHero.attack)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.defense != newHero.defense)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 
             if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)
             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);
                 heroAttributeDataList.Add(heroAttributeData);
             }
             }
 
 

+ 20 - 12
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroInformationPanel.cs

@@ -12,6 +12,7 @@ using GameLogic.Combat.CombatTool;
 using GameLogic.Hero;
 using GameLogic.Hero;
 using UnityEngine;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.UI;
+using Utility;
 using Utility.CTween;
 using Utility.CTween;
 
 
 
 
@@ -253,22 +254,22 @@ namespace Fort23.Mono
             HeroAttributeWidget heroAttributeWidget =
             HeroAttributeWidget heroAttributeWidget =
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
             heroAttributeWidget.CustomInit(new HeroAttributeData("生命",
             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);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
             heroAttributeWidget.CustomInit(new HeroAttributeData("攻击",
             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);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
                 await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
             heroAttributeWidget.CustomInit(new HeroAttributeData("防御",
             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);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
             Slider_Exp.maxValue = PlayerManager.Instance.myHero.powerUpConfig.levelUpExp;
@@ -608,6 +609,7 @@ namespace Fort23.Mono
             DujiePanelAnim.Play("guodu_idle");
             DujiePanelAnim.Play("guodu_idle");
             root.SetActive(true);
             root.SetActive(true);
             AttributeBg.SetActive(true);
             AttributeBg.SetActive(true);
+            fx_ui_tupo2.gameObject.SetActive(false);
         }
         }
 
 
 
 
@@ -635,30 +637,36 @@ namespace Fort23.Mono
                     await HeroBreakthroughSuccessPanel.OpenPanel(type, heroAttributData);
                     await HeroBreakthroughSuccessPanel.OpenPanel(type, heroAttributData);
                 await heroBreakthroughSuccessPanel.UIClosed();
                 await heroBreakthroughSuccessPanel.UIClosed();
                 CustomInit();
                 CustomInit();
+
                 TitlePanel.OpenPanel();
                 TitlePanel.OpenPanel();
             }
             }
             //渡劫
             //渡劫
             else if (type == 3)
             else if (type == 3)
             {
             {
-                // heroAttributData = HeroHerlp.GetHeroChageHeroAttributeData(PlayerManager.Instance.myHero, nextHeroInfo);
+                heroAttributData = HeroHerlp.GetHeroChageHeroAttributeData(PlayerManager.Instance.myHero, nextHeroInfo);
                 PlayerManager.Instance.myHero.heroData.isYuanMan = false;
                 PlayerManager.Instance.myHero.heroData.isYuanMan = false;
                 PlayerManager.Instance.myHero.Upgrade();
                 PlayerManager.Instance.myHero.Upgrade();
-                HeroTuPoSuccessPanel heroTuPoSuccessPanel = await HeroTuPoSuccessPanel.OpenPanel();
+                HeroTuPoSuccessPanel heroTuPoSuccessPanel = await HeroTuPoSuccessPanel.OpenPanel(heroAttributData);
                 await heroTuPoSuccessPanel.UIClosed();
                 await heroTuPoSuccessPanel.UIClosed();
-                heroInformationPanel.root.SetActive(true);
-                heroInformationPanel.AttributeBg.SetActive(true);
+                // heroInformationPanel.root.SetActive(true);
+                // heroInformationPanel.AttributeBg.SetActive(true);
                 CustomInit();
                 CustomInit();
+                heroInformationPanel.RecoverDujie();
                 TitlePanel.OpenPanel();
                 TitlePanel.OpenPanel();
             }
             }
             //圆满
             //圆满
             else if (type == 4)
             else if (type == 4)
             {
             {
                 PlayerManager.Instance.myHero.heroData.isYuanMan = true;
                 PlayerManager.Instance.myHero.heroData.isYuanMan = true;
+                fx_ui_tupo2.gameObject.SetActive(true);
+                await TimerComponent.Instance.WaitAsync(500);
                 HerYuanManSuccessPanel herYuanManSuccessPanel = await HerYuanManSuccessPanel.OpenPanel();
                 HerYuanManSuccessPanel herYuanManSuccessPanel = await HerYuanManSuccessPanel.OpenPanel();
                 await herYuanManSuccessPanel.UIClosed();
                 await herYuanManSuccessPanel.UIClosed();
-                heroInformationPanel.root.SetActive(true);
-                heroInformationPanel.AttributeBg.SetActive(true);
                 CustomInit();
                 CustomInit();
+                heroInformationPanel.RecoverDujie();
+                // heroInformationPanel.root.SetActive(true);
+                // heroInformationPanel.AttributeBg.SetActive(true);
+
                 TitlePanel.OpenPanel();
                 TitlePanel.OpenPanel();
             }
             }
         }
         }

+ 11 - 0
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroInformationPanelData.cs

@@ -406,6 +406,17 @@ namespace Fort23.Mono
 	      return _AttributeBg;
 	      return _AttributeBg;
 	     }
 	     }
 	   }
 	   }
+	  private GameObject _fx_ui_tupo2;
+	  public GameObject fx_ui_tupo2
+	   {
+	   get{
+	      if (_fx_ui_tupo2 == null)
+	       {
+	         _fx_ui_tupo2  = GetUIUnit<GameObject>("fx_ui_tupo2"); 
+	       }
+	      return _fx_ui_tupo2;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{
 	{

+ 40 - 3
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroTuPoSuccessPanel.cs

@@ -10,6 +10,8 @@ namespace Fort23.Mono
     [UIBinding(prefab = "HeroTuPoSuccessPanel")]
     [UIBinding(prefab = "HeroTuPoSuccessPanel")]
     public partial class HeroTuPoSuccessPanel : UIPanel
     public partial class HeroTuPoSuccessPanel : UIPanel
     {
     {
+        List<UIComponent> heroAttributeWidgets = new List<UIComponent>();
+
         private void Init()
         private void Init()
         {
         {
         }
         }
@@ -27,14 +29,37 @@ namespace Fort23.Mono
             Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
             Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
         }
         }
 
 
-        public async static CTask<HeroTuPoSuccessPanel> OpenPanel()
+        public async static CTask<HeroTuPoSuccessPanel> OpenPanel(List<HeroAttributeData> heroAttributeDatas)
         {
         {
             HeroTuPoSuccessPanel heroBreakthroughSuccessPanel =
             HeroTuPoSuccessPanel heroBreakthroughSuccessPanel =
-                await UIManager.Instance.LoadAndOpenPanel<HeroTuPoSuccessPanel>(null, UILayer.Top);
-            heroBreakthroughSuccessPanel.CustomInit();
+                await UIManager.Instance.LoadAndOpenPanel<HeroTuPoSuccessPanel>(null, UILayer.Top,
+                    uiData: new object[] { heroAttributeDatas });
             return heroBreakthroughSuccessPanel;
             return heroBreakthroughSuccessPanel;
         }
         }
 
 
+        public async override CTask<bool> AsyncInit(object[] uiData)
+        {
+            foreach (var heroAttributeWidget in heroAttributeWidgets)
+            {
+                UIManager.Instance.DormancyGComponent(heroAttributeWidget);
+            }
+
+            heroAttributeWidgets.Clear();
+
+            List<HeroAttributeData> heroAttributeDatas = uiData[0] as List<HeroAttributeData>;
+
+            foreach (var heroAttributeData in heroAttributeDatas)
+            {
+                HeroAttributeWidget heroAttributeWidget =
+                    await UIManager.Instance.CreateGComponent<HeroAttributeWidget>(null, AttributeRoot);
+                heroAttributeWidget.CustomInit(heroAttributeData);
+                heroAttributeWidgets.Add(heroAttributeWidget);
+            }
+
+            CustomInit();
+            return await base.AsyncInit(uiData);
+        }
+
         public async void CustomInit()
         public async void CustomInit()
         {
         {
             // HeroInfo heroInfo = new HeroInfo();
             // HeroInfo heroInfo = new HeroInfo();
@@ -48,5 +73,17 @@ namespace Fort23.Mono
             Text_CurretnJIngjie.text = LanguageManager.Instance.Text(heroInfo.powerUpConfig.jingjieLanIDs[0]) +
             Text_CurretnJIngjie.text = LanguageManager.Instance.Text(heroInfo.powerUpConfig.jingjieLanIDs[0]) +
                                        LanguageManager.Instance.Text(heroInfo.powerUpConfig.jingjieLanIDs[1]);
                                        LanguageManager.Instance.Text(heroInfo.powerUpConfig.jingjieLanIDs[1]);
         }
         }
+
+        public override CTask Close()
+        {
+            foreach (var heroAttributeWidget in heroAttributeWidgets)
+            {
+                UIManager.Instance.DormancyGComponent(heroAttributeWidget);
+            }
+
+            heroAttributeWidgets.Clear();
+
+            return base.Close();
+        }
     }
     }
 }
 }

+ 11 - 0
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroTuPoSuccessPanelData.cs

@@ -63,6 +63,17 @@ namespace Fort23.Mono
 	      return _Icon_Dj;
 	      return _Icon_Dj;
 	     }
 	     }
 	   }
 	   }
+	  private RectTransform _AttributeRoot;
+	  public RectTransform AttributeRoot
+	   {
+	   get{
+	      if (_AttributeRoot == null)
+	       {
+	         _AttributeRoot  = GetUIUnit<RectTransform>("AttributeRoot"); 
+	       }
+	      return _AttributeRoot;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{
 	{

+ 13 - 9
Assets/Scripts/GameUI/UI/HeroInformationPanel/SelectBreakthroughItemPanel.cs

@@ -31,7 +31,7 @@ namespace Fort23.Mono
 
 
         private void ItemUpdateEvent(IEventData e)
         private void ItemUpdateEvent(IEventData e)
         {
         {
-            CustomInit(breakthrough, callBack);
+            CustomInit();
         }
         }
 
 
         protected override void DelEvent()
         protected override void DelEvent()
@@ -53,14 +53,20 @@ namespace Fort23.Mono
             Btn_Source.onClick.AddListener(() => { ItemSourcePanel.OpenPanel(itemConfig.ID); });
             Btn_Source.onClick.AddListener(() => { ItemSourcePanel.OpenPanel(itemConfig.ID); });
         }
         }
 
 
-        public void CustomInit(BreakthroughItemWidget breakthroughItemWidget, Action callBack)
+        public override CTask<bool> AsyncInit(object[] uiData)
         {
         {
-            this.callBack = callBack;
-            breakthrough = breakthroughItemWidget;
+            breakthrough = uiData[0] as BreakthroughItemWidget;
+            this.callBack = uiData[1] as Action;
             weidgetFater = breakthrough.transform.parent;
             weidgetFater = breakthrough.transform.parent;
             breakthrough.transform.SetParent(this.transform);
             breakthrough.transform.SetParent(this.transform);
             breakthrough.Icon_Select.gameObject.SetActive(true);
             breakthrough.Icon_Select.gameObject.SetActive(true);
-            itemConfig = ConfigComponent.Instance.Get<ItemConfig>(breakthroughItemWidget.itemId);
+            CustomInit();
+            return base.AsyncInit(uiData);
+        }
+
+        public void CustomInit()
+        {
+            itemConfig = ConfigComponent.Instance.Get<ItemConfig>(breakthrough.itemId);
 
 
             Text_ItemName.text = LanguageManager.Instance.Text(itemConfig.itemName);
             Text_ItemName.text = LanguageManager.Instance.Text(itemConfig.itemName);
             Text_ItemDesc.text = LanguageManager.Instance.Text(itemConfig.itemDesc);
             Text_ItemDesc.text = LanguageManager.Instance.Text(itemConfig.itemDesc);
@@ -68,7 +74,6 @@ namespace Fort23.Mono
             if (itemConfig.itemTag == 3)
             if (itemConfig.itemTag == 3)
             {
             {
                 Text_SucceedDesc.text = $"+{itemConfig.associateVlaue[2]}%";
                 Text_SucceedDesc.text = $"+{itemConfig.associateVlaue[2]}%";
-                // Text_FailDesc.text = $"-{itemConfig.associateVlaue[3]}%";
             }
             }
             else
             else
             {
             {
@@ -77,7 +82,7 @@ namespace Fort23.Mono
 
 
             if (breakthrough.itemInfo == null)
             if (breakthrough.itemInfo == null)
             {
             {
-                if (PlayerManager.Instance.BagController.IsEnough(breakthroughItemWidget.itemId, 1))
+                if (PlayerManager.Instance.BagController.IsEnough(breakthrough.itemId, 1))
                 {
                 {
                     Text_Affirm.text = "使用";
                     Text_Affirm.text = "使用";
                     Btn_Affirm.gameObject.SetActive(true);
                     Btn_Affirm.gameObject.SetActive(true);
@@ -115,9 +120,8 @@ namespace Fort23.Mono
         {
         {
             SelectBreakthroughItemPanel selectBreakthroughItemPanel =
             SelectBreakthroughItemPanel selectBreakthroughItemPanel =
                 await UIManager.Instance.LoadAndOpenPanel<SelectBreakthroughItemPanel>(null, UILayer.Middle,
                 await UIManager.Instance.LoadAndOpenPanel<SelectBreakthroughItemPanel>(null, UILayer.Middle,
+                    uiData: new object[] { breakthroughItemWidget, callBack },
                     isFocus: false);
                     isFocus: false);
-
-            selectBreakthroughItemPanel.CustomInit(breakthroughItemWidget, callBack);
             return selectBreakthroughItemPanel;
             return selectBreakthroughItemPanel;
         }
         }
     }
     }

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

@@ -1,5 +1,6 @@
 using GameLogic.Hero;
 using GameLogic.Hero;
 using UnityEngine;
 using UnityEngine;
+using Utility;
 
 
 namespace Fort23.Mono
 namespace Fort23.Mono
 {
 {
@@ -30,13 +31,13 @@ namespace Fort23.Mono
             this.faBaoInfo = faBaoInfo;
             this.faBaoInfo = faBaoInfo;
             this.key = key;
             this.key = key;
             Text_AttributeName.text = GetAttributeName(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);
             Text_NextAttributeValue.gameObject.SetActive(false);
         }
         }
 
 
         public void StartUpGrad(FaBaoInfo nextFabaoInfo)
         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.gameObject.SetActive(true);
             Text_NextAttributeValue.color = new Color32(15,241,150,255);
             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;
                 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.gameObject.SetActive(true);
                 Text_NextAttributeValue.color = new Color32(15,241,150,255);
                 Text_NextAttributeValue.color = new Color32(15,241,150,255);
                 // Icon_Bj.gameObject.SetActive(true);
                 // Icon_Bj.gameObject.SetActive(true);
@@ -64,11 +65,11 @@ namespace Fort23.Mono
                 long nextValue = nextFabaoInfo.attriButedIC.ContainsKey(key) ? nextFabaoInfo.attriButedIC[key] : 0;
                 long nextValue = nextFabaoInfo.attriButedIC.ContainsKey(key) ? nextFabaoInfo.attriButedIC[key] : 0;
                 if (nextValue == 0)
                 if (nextValue == 0)
                 {
                 {
-                    Text_NextAttributeValue.text = $"{nextValue - faBaoInfo.attriButedIC[key]}";
+                    Text_NextAttributeValue.text = $"{(nextValue - faBaoInfo.attriButedIC[key]).ToStringEx()}";
                 }
                 }
                 else
                 else
                 {
                 {
-                    Text_NextAttributeValue.text = $"-{nextValue - faBaoInfo.attriButedIC[key]}";
+                    Text_NextAttributeValue.text = $"-{(nextValue - faBaoInfo.attriButedIC[key]).ToStringEx()}";
                 }
                 }
                
                
                 Text_NextAttributeValue.gameObject.SetActive(true);
                 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))
             if (count > PlayerManager.Instance.BagController.GetItemCount(id))
             {
             {
                 Text_Count.text =
                 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
             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>());
             LayoutRebuilder.ForceRebuildLayoutImmediate(Text_Count.GetComponent<RectTransform>());

+ 24 - 9
Assets/Scripts/GameUI/UI/MainHeroPnael/MainHeroPanel.cs

@@ -122,28 +122,32 @@ namespace Fort23.Mono
             HeroAttributeWidget heroAttributeWidget =
             HeroAttributeWidget heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("生命", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10712, new HeroAttributeData("生命", "",
                 PlayerManager.Instance.myHero.hp.Value.ToStringEx()));
                 PlayerManager.Instance.myHero.hp.Value.ToStringEx()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("攻击", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10713, new HeroAttributeData("攻击", "",
                 PlayerManager.Instance.myHero.attack.Value.ToStringEx()));
                 PlayerManager.Instance.myHero.attack.Value.ToStringEx()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("防御", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10714, new HeroAttributeData("防御", "",
                 PlayerManager.Instance.myHero.defense.Value.ToStringEx()));
                 PlayerManager.Instance.myHero.defense.Value.ToStringEx()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("攻击速度", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10715, new HeroAttributeData("攻击速度", "",
                 PlayerManager.Instance.myHero.attSpeed.Value.ToString()));
                 PlayerManager.Instance.myHero.attSpeed.Value.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
@@ -151,39 +155,50 @@ namespace Fort23.Mono
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("金灵根", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10716, new HeroAttributeData("金灵根", "",
                 PlayerManager.Instance.myHero.Metal.ToString()));
                 PlayerManager.Instance.myHero.Metal.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("木灵根", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10717, new HeroAttributeData("木灵根", "",
                 PlayerManager.Instance.myHero.Wood.ToString()));
                 PlayerManager.Instance.myHero.Wood.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("水灵根", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10718, new HeroAttributeData("水灵根", "",
                 PlayerManager.Instance.myHero.Water.ToString()));
                 PlayerManager.Instance.myHero.Water.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("火灵根", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10719, new HeroAttributeData("火灵根", "",
                 PlayerManager.Instance.myHero.Fire.ToString()));
                 PlayerManager.Instance.myHero.Fire.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
 
 
             heroAttributeWidget =
             heroAttributeWidget =
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                 await UIManager.Instance.CreateGComponentForObject<HeroAttributeWidget>(HeroAttributeWidgetGam, null,
                     Content, isInstance: true);
                     Content, isInstance: true);
-            heroAttributeWidget.CustomInit(new HeroAttributeData("土灵根", "",
+            heroAttributeWidget.OnClick = heroAttributeWidgetOnClick;
+            heroAttributeWidget.CustomInit1(10720, new HeroAttributeData("土灵根", "",
                 PlayerManager.Instance.myHero.Earth.ToString()));
                 PlayerManager.Instance.myHero.Earth.ToString()));
             HeroAttributeWidgets.Add(heroAttributeWidget);
             HeroAttributeWidgets.Add(heroAttributeWidget);
         }
         }
 
 
+        private void heroAttributeWidgetOnClick(ItemWidgetBasic obj)
+        {
+            HeroAttributeWidget heroAttributeWidget = obj as HeroAttributeWidget;
+            TipMessagePanel.OpenTipMessagePanel(heroAttributeWidget.lanID);
+        }
+
         private async void OnClick(ItemWidgetBasic obj)
         private async void OnClick(ItemWidgetBasic obj)
         {
         {
             BtnFaBaoWidget btnFaBaoWidget = obj as BtnFaBaoWidget;
             BtnFaBaoWidget btnFaBaoWidget = obj as BtnFaBaoWidget;

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

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

+ 8 - 1
Assets/Scripts/GameUI/UI/MainPanel/MainPanel.cs

@@ -158,7 +158,7 @@ namespace Fort23.Mono
 
 
         private void ChagneShenshiBtnActive()
         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()
         protected override void DelEvent()
@@ -223,8 +223,14 @@ namespace Fort23.Mono
 
 
                 AccountFileInfo.EventList eventList = AccountFileInfo.Instance.playerData.eventList.FirstOrDefault(e =>
                 AccountFileInfo.EventList eventList = AccountFileInfo.Instance.playerData.eventList.FirstOrDefault(e =>
                     e.guid == AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId);
                     e.guid == AccountFileInfo.Instance.playerData.CurrentZuiZhongEventListId);
+                if (eventList == null)
+                {
+                    return;
+                }
 
 
                 EventConfig eventConfig = ConfigComponent.Instance.Get<EventConfig>(eventList.eventID);
                 EventConfig eventConfig = ConfigComponent.Instance.Get<EventConfig>(eventList.eventID);
+
+
                 if (eventConfig.EventTriggerType == 4)
                 if (eventConfig.EventTriggerType == 4)
                 {
                 {
                     if (eventList.isCompleted1)
                     if (eventList.isCompleted1)
@@ -313,6 +319,7 @@ namespace Fort23.Mono
 
 
 
 
             int bl = (int)((heroAllexp / allexp) * 100);
             int bl = (int)((heroAllexp / allexp) * 100);
+            bl = bl > 100 ? 100 : bl;
 
 
             Text_jingjie.text =
             Text_jingjie.text =
                 LanguageManager.Instance.Text(PlayerManager.Instance.myHero.powerUpConfig.jingjieLanIDs[0]) +
                 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 Fort23.UTool;
 using GameLogic.Bag;
 using GameLogic.Bag;
 using UnityEngine;
 using UnityEngine;
+using UnityEngine.UI;
 using Utility;
 using Utility;
 
 
 namespace Fort23.Mono
 namespace Fort23.Mono
@@ -67,6 +68,8 @@ namespace Fort23.Mono
             _itemConfig = ConfigComponent.Instance.Get<ItemConfig>(id);
             _itemConfig = ConfigComponent.Instance.Get<ItemConfig>(id);
             Icon_Energy.icon_name = _itemConfig.icon;
             Icon_Energy.icon_name = _itemConfig.icon;
             Text_Count.text = PlayerManager.Instance.BagController.GetItemCount(id).ToStringEx();
             Text_Count.text = PlayerManager.Instance.BagController.GetItemCount(id).ToStringEx();
+            LayoutRebuilder.ForceRebuildLayoutImmediate(Text_Count.GetComponent<RectTransform>());
+            LayoutRebuilder.ForceRebuildLayoutImmediate(transform.GetComponent<RectTransform>());
         }
         }
     }
     }
 }
 }

+ 6 - 2
Assets/Scripts/GameUI/UI/TowerPanel/TowerLevelWidget.cs

@@ -40,8 +40,12 @@ namespace Fort23.Mono
                 }
                 }
 
 
                 List<ItemInfo> itemInfos = new List<ItemInfo>();
                 List<ItemInfo> itemInfos = new List<ItemInfo>();
-                ItemInfo itemInfo = new ItemInfo(_towerInfoConfig.reward[0], 1);
-                itemInfos.Add(itemInfo);
+                for (var i = 0; i < _towerInfoConfig.reward.Length; i++)
+                {
+                    ItemInfo itemInfo = new ItemInfo(_towerInfoConfig.reward[i], 1);
+                    itemInfos.Add(itemInfo);
+                }
+             
                 towerLevelData.reward = true;
                 towerLevelData.reward = true;
                 AccountFileInfo.Instance.SavePlayerData();
                 AccountFileInfo.Instance.SavePlayerData();
                 RewardsPanel rewardsPanel = await RewardsPanel.OpenPanel(itemInfos);
                 RewardsPanel rewardsPanel = await RewardsPanel.OpenPanel(itemInfos);

Datei-Diff unterdrückt, da er zu groß ist
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


BIN
Excel2Json/Excel/Buff.xlsx


BIN
Excel2Json/Excel/EventConfig.xlsx


BIN
Excel2Json/Excel/HeroModel.xlsx


BIN
Excel2Json/Excel/HeroPowerUp.xlsx


BIN
Excel2Json/Excel/Item.xlsx


BIN
Excel2Json/Excel/Language.xlsx


BIN
Excel2Json/Excel/Language_skill.xlsx


BIN
Excel2Json/Excel/PlayerGuide.xlsx


BIN
Excel2Json/Excel/Reddot.xlsx


BIN
Excel2Json/Excel/Tower.xlsx


BIN
Excel2Json/Excel/skill.xlsx


Datei-Diff unterdrückt, da er zu groß ist
+ 0 - 0
UGUIPack/uguiconfig.db


Datei-Diff unterdrückt, da er zu groß ist
+ 499 - 282
UserSettings/Layouts/default-2022.dwlt


+ 1 - 0
XiuXianGame.sln.DotSettings.user

@@ -20,6 +20,7 @@
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ACompareFunction_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F5c4a01f363eb46748231fc41bd9bdd8517e000_003F84_003Ff4158f3a_003FCompareFunction_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ACompareFunction_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F5c4a01f363eb46748231fc41bd9bdd8517e000_003F84_003Ff4158f3a_003FCompareFunction_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AComponent_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F5c4a01f363eb46748231fc41bd9bdd8517e000_003F23_003Fdf7b38e0_003FComponent_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
 	<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AComponent_002Ecs_002Fl_003AC_0021_003FUsers_003FAdministrator_003FAppData_003FRoaming_003FJetBrains_003FRider2024_002E3_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F5c4a01f363eb46748231fc41bd9bdd8517e000_003F23_003Fdf7b38e0_003FComponent_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
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美术/unity_use_ui/TextrueJson/mainUI.txt


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Einige Dateien werden nicht angezeigt, da zu viele Dateien in diesem Diff geändert wurden.