Browse Source

添加战斗逻辑

DESKTOP-FB72PO8\Administrator 7 months ago
parent
commit
e8ba7900ca
100 changed files with 10645 additions and 3633 deletions
  1. 4 0
      Assembly-CSharp.csproj
  2. 2 2
      Assets/Art/ArtHero/Guaiwu01.prefab
  3. 2 2
      Assets/Art/ArtHero/Hero01.prefab
  4. 2 2
      Assets/Art/HeroTimeLine/Hero01.playable
  5. 3 0
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/099640d3-b976-4d63-ab6f-0f12576c81bb.png
  6. 147 0
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/099640d3-b976-4d63-ab6f-0f12576c81bb.png.meta
  7. 1 1
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/Materials.meta
  8. 133 0
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/Materials/099640d3-b976-4d63-ab6f-0f12576c81bb.mat
  9. 8 0
      Assets/Art/Monsters Ultimate Pack 02 Cute Series/Materials/099640d3-b976-4d63-ab6f-0f12576c81bb.mat.meta
  10. 1 1
      Assets/Art/RPGTinyHeroWavePBR/HDRP_URP/Material/Stage.mat
  11. 2 2
      Assets/Bundles/BuildConfig.prefab
  12. 2 2
      Assets/Res/CombatHero/Guaiwu01.prefab
  13. 2 2
      Assets/Res/CombatHero/Hero01.prefab
  14. 2 2
      Assets/Res/CombatScenes/TestCombatScenes.prefab
  15. 1 1
      Assets/Res/Config.meta
  16. 8794 0
      Assets/Res/Config/BuffConfig.json
  17. 1 1
      Assets/Res/Config/BuffConfig.json.meta
  18. 1163 0
      Assets/Res/Config/BuffPoolConfig.json
  19. 2 3
      Assets/Res/Config/BuffPoolConfig.json.meta
  20. 18 0
      Assets/Res/Config/HeroModelConfig.json
  21. 7 0
      Assets/Res/Config/HeroModelConfig.json.meta
  22. 12 0
      Assets/Res/Config/SkillConfig.json
  23. 7 0
      Assets/Res/Config/SkillConfig.json.meta
  24. 2 2
      Assets/Res/HeroAnimtion/Hero01.asset
  25. 2 2
      Assets/Res/HeroAnimtion/gw_001.asset
  26. 0 1
      Assets/Res/TimeLineAssets/Guaiwu01_TD.txt
  27. 0 1
      Assets/Res/TimeLineAssets/Hero01_TD.txt
  28. 1 1
      Assets/Res/UI/Canvas/Canvas.prefab
  29. 3 0
      Assets/Res/UI/CombatHPPanel.prefab
  30. 7 0
      Assets/Res/UI/CombatHPPanel.prefab.meta
  31. 311 1
      Assets/Scenes/testCombat.scene
  32. 0 1
      Assets/Scripts/Core/Editor/BuildEtitor/BuildEditor.cs
  33. 2 1
      Assets/Scripts/Core/Editor/FortRectTransformInspector.cs
  34. 0 39
      Assets/Scripts/Core/Event/Event/CustomEventData_UI.cs
  35. 1 751
      Assets/Scripts/Core/Event/Event/CustomEventType.cs
  36. 0 83
      Assets/Scripts/Core/Event/Event/DefaultEventData.cs
  37. 0 12
      Assets/Scripts/Core/Event/Event/HeroItemData.cs
  38. 0 13
      Assets/Scripts/Core/GameData/Attribute/ConfigAttribute.cs
  39. 0 1
      Assets/Scripts/Core/GameData/DLL说明.txt
  40. 0 50
      Assets/Scripts/Core/GameData/ExcelConfig/AbyssConfig.cs
  41. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/AbyssConfig.cs.meta
  42. 0 56
      Assets/Scripts/Core/GameData/ExcelConfig/AccumulateRechargeConfig.cs
  43. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/AccumulateRechargeConfig.cs.meta
  44. 0 92
      Assets/Scripts/Core/GameData/ExcelConfig/AchievementConfig.cs
  45. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/AchievementConfig.cs.meta
  46. 0 122
      Assets/Scripts/Core/GameData/ExcelConfig/ActivityConfig.cs
  47. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ActivityConfig.cs.meta
  48. 0 32
      Assets/Scripts/Core/GameData/ExcelConfig/ActivityPortalConfig.cs
  49. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ActivityPortalConfig.cs.meta
  50. 0 50
      Assets/Scripts/Core/GameData/ExcelConfig/ActivityRushConfig.cs
  51. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ActivityRushConfig.cs.meta
  52. 0 56
      Assets/Scripts/Core/GameData/ExcelConfig/ActivityRushConstant.cs
  53. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ActivityRushConstant.cs.meta
  54. 0 38
      Assets/Scripts/Core/GameData/ExcelConfig/AdvTagConfig.cs
  55. 0 11
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  56. 0 98
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  57. 0 11
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  58. 0 56
      Assets/Scripts/Core/GameData/ExcelConfig/AreaConfig.cs
  59. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/AreaConfig.cs.meta
  60. 0 74
      Assets/Scripts/Core/GameData/ExcelConfig/AttConfig.cs
  61. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/AttConfig.cs.meta
  62. 0 50
      Assets/Scripts/Core/GameData/ExcelConfig/AudioConfig.cs
  63. 0 11
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  64. 0 38
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  65. 0 11
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  66. 0 38
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  67. 0 11
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  68. 0 98
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  69. 0 11
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  70. 0 122
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  71. 0 11
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  72. 0 38
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  73. 0 11
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  74. 0 68
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  75. 0 11
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  76. 0 50
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  77. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/BluePrintPositionConfig.cs.meta
  78. 0 152
      Assets/Scripts/Core/GameData/ExcelConfig/BlueprintConfig.cs
  79. 0 11
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  80. 0 50
      Assets/Scripts/Core/GameData/ExcelConfig/BuffScConfig.cs
  81. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/BuffScConfig.cs.meta
  82. 0 134
      Assets/Scripts/Core/GameData/ExcelConfig/ChallengeResourceConfig.cs
  83. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ChallengeResourceConfig.cs.meta
  84. 0 110
      Assets/Scripts/Core/GameData/ExcelConfig/ChallengeTypeConfig.cs
  85. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ChallengeTypeConfig.cs.meta
  86. 0 92
      Assets/Scripts/Core/GameData/ExcelConfig/ChapterConfig.cs
  87. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ChapterConfig.cs.meta
  88. 0 50
      Assets/Scripts/Core/GameData/ExcelConfig/ChapterRewardConfig.cs
  89. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ChapterRewardConfig.cs.meta
  90. 0 122
      Assets/Scripts/Core/GameData/ExcelConfig/CircularGiftCardConfig.cs
  91. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/CircularGiftCardConfig.cs.meta
  92. 0 122
      Assets/Scripts/Core/GameData/ExcelConfig/ConstrConfig.cs
  93. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ConstrConfig.cs.meta
  94. 0 92
      Assets/Scripts/Core/GameData/ExcelConfig/ConstrUpgradeConfig.cs
  95. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ConstrUpgradeConfig.cs.meta
  96. 0 116
      Assets/Scripts/Core/GameData/ExcelConfig/ContractConfig.cs
  97. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ContractConfig.cs.meta
  98. 0 68
      Assets/Scripts/Core/GameData/ExcelConfig/ContractContentConfig.cs
  99. 0 11
      Assets/Scripts/Core/GameData/ExcelConfig/ContractContentConfig.cs.meta
  100. 0 39
      Assets/Scripts/Core/GameData/ExcelConfig/DropConfig.cs

+ 4 - 0
Assembly-CSharp.csproj

@@ -53,6 +53,7 @@
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     <None Include="Assets\Art\UIAssets\TextrueJson\judianxinxi.txt" />
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     <None Include="Assets\Art\UIAssets\TextrueJson\qianghuazhuangbei.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\qianghuazhuangbei.txt" />
+    <None Include="Assets\Res\Config\BuffConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\c2m1.txt" />
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     <None Include="Assets\Art\UIAssets\TextrueJson\ywzb.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\ywzb.txt" />
@@ -65,6 +66,7 @@
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     <None Include="Assets\Art\UIAssets\TextrueJson\gfchilun.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\gfchilun.txt" />
+    <None Include="Assets\Res\Config\SkillConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\mishiyufuwen.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\mishiyufuwen.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\dcsq.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\dcsq.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\tanxianshibai.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\tanxianshibai.txt" />
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     <None Include="Assets\Art\UIAssets\TextrueJson\yaoganjiemian.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\decorate.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\decorate.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\c1m1.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\c1m1.txt" />
+    <None Include="Assets\Res\Config\HeroModelConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\weituozhandou.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\weituozhandou.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\shangcheng.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\shangcheng.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\richangfuben.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\richangfuben.txt" />
@@ -121,6 +124,7 @@
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     <None Include="Assets\Art\UIAssets\TextrueJson\yxxx.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\yiwuxianshi.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\yiwuxianshi.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\hd3.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\hd3.txt" />
+    <None Include="Assets\Res\Config\BuffPoolConfig.json" />
     <None Include="Assets\Art\UIAssets\TextrueJson\tongyong_btn.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\tongyong_btn.txt" />
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     <None Include="Assets\Art\UIAssets\TextrueJson\yj.txt" />
     <None Include="Assets\Art\UIAssets\TextrueJson\Button.txt" />
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+ 2 - 2
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+      "abyssBuffType": 5,
+      "scriptsName": "gb4229"
+    }
+  ]
+}

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Assets/Scripts/Core/GameData/DLL说明.txt.meta → Assets/Res/Config/BuffConfig.json.meta

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+ 1163 - 0
Assets/Res/Config/BuffPoolConfig.json

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+{
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+      "BuffsID": [
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+        400017,
+        400018,
+        400019,
+        400020,
+        400021
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+      "BuffType": [
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+        97
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+      "PoolType": 11,
+      "CostCount": 30,
+      "BuffProb": 1000,
+      "MaxCount": 1,
+      "Chance": [
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+    },
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+      "PoolType": 11,
+      "CostCount": 60,
+      "BuffProb": 500,
+      "MaxCount": 1,
+      "Chance": [
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+      "BuffsID": [
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+      "CostItem": 108027,
+      "PoolType": 11,
+      "CostCount": 100,
+      "BuffProb": 50,
+      "MaxCount": 1,
+      "Chance": [
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+      "BuffsID": [
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+        420010
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+        97
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+      "PoolType": 11,
+      "CostCount": 30,
+      "BuffProb": 1000,
+      "MaxCount": 1,
+      "Chance": [
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+      ]
+    },
+    {
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+      "BuffsID": [
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+        420004,
+        420005,
+        420007
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+      "BuffProb": 500,
+      "MaxCount": 1,
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+      "BuffsID": [
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+        420002,
+        400054
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+        99
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+      "PoolType": 11,
+      "CostCount": 100,
+      "BuffProb": 50,
+      "MaxCount": 1,
+      "Chance": [
+        0
+      ]
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+}

+ 2 - 3
Assets/Scripts/Core/GameData.meta → Assets/Res/Config/BuffPoolConfig.json.meta

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+ 18 - 0
Assets/Res/Config/HeroModelConfig.json

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+      "modelName": "",
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+      "hp": null,
+      "speed": 0
+    },
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+      "modelName": "",
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+ 7 - 0
Assets/Res/Config/HeroModelConfig.json.meta

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+guid: DXMc4C/5WnOBrxNcJiToUyjmfi94io7gC4rR2SS2Z2PCx3N2c2fP+cI=
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
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+ 12 - 0
Assets/Res/Config/SkillConfig.json

@@ -0,0 +1,12 @@
+{
+  "configList": [
+    {
+      "ID": 10011,
+      "scriptName": "NormalSkill",
+      "IDGroup": 1001,
+      "SkillType": 1,
+      "level": 1,
+      "name": 405077
+    }
+  ]
+}

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Assets/Res/Config/SkillConfig.json.meta

@@ -0,0 +1,7 @@
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+TextScriptImporter:
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Assets/Res/HeroAnimtion/Hero01.asset

@@ -1,3 +1,3 @@
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 version https://git-lfs.github.com/spec/v1
-oid sha256:035eda2d90812e0f047b3b2b055fd647cd31814954cef671a9df986c951c94bf
-size 7184
+oid sha256:bc5642f1cbcd1679ab3584b2a8d98df0b5e6d8aee787e6da30d24f58c0e7a9ad
+size 7224

+ 2 - 2
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@@ -1,3 +1,3 @@
 version https://git-lfs.github.com/spec/v1
 version https://git-lfs.github.com/spec/v1
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-size 5240
+oid sha256:fe76decdcd90bd618cb22a9a46f769cc454e809c1dc341052c7e511674d62ec7
+size 5280

File diff suppressed because it is too large
+ 0 - 1
Assets/Res/TimeLineAssets/Guaiwu01_TD.txt


File diff suppressed because it is too large
+ 0 - 1
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+ 1 - 1
Assets/Res/UI/Canvas/Canvas.prefab

@@ -1,3 +1,3 @@
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 version https://git-lfs.github.com/spec/v1
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+oid sha256:d355003bf8ff134d8027a108b413c598b6e27d4838678e8417ff578ca219bcb6
 size 12797
 size 12797

+ 3 - 0
Assets/Res/UI/CombatHPPanel.prefab

@@ -0,0 +1,3 @@
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+oid sha256:4ba113a44694ba34c5d3c1a6992e96e6d79d136d74c4d949b74336576d77d0c2
+size 7806

+ 7 - 0
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+guid: CStNsXj8BX+6vwG1XXrN9RrH+CUj0EJRzFopzkYIgXzxqHUwtUEOcrw=
+PrefabImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
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+ 311 - 1
Assets/Scenes/testCombat.scene

@@ -124,6 +124,171 @@ NavMeshSettings:
     debug:
     debug:
       m_Flags: 0
       m_Flags: 0
   m_NavMeshData: {fileID: 0}
   m_NavMeshData: {fileID: 0}
+--- !u!1001 &1281728256
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+      value: 0
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+      value: Canvas
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+      value: 0
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+      insertIndex: -1
+      addedObject: {fileID: 7497788999464418809}
+    m_AddedComponents: []
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 --- !u!1 &1421949364
 --- !u!1 &1421949364
 GameObject:
 GameObject:
   m_ObjectHideFlags: 0
   m_ObjectHideFlags: 0
@@ -203,8 +368,44 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   m_EditorClassIdentifier: 
   myHeroInfo:
   myHeroInfo:
   - modelName: Hero01
   - modelName: Hero01
+    hp: 1000
+    att: 30
+    attSpeed: 1
+    attDis: 2
+    skillId: 1b270000
+  - modelName: Hero01
+    hp: 1000
+    att: 30
+    attSpeed: 1
+    attDis: 2
+    skillId: 1b270000
+  - modelName: Hero01
+    hp: 1000
+    att: 30
+    attSpeed: 1
+    attDis: 2
+    skillId: 1b270000
+  - modelName: Hero01
+    hp: 1000
+    att: 30
+    attSpeed: 1
+    attDis: 2
+    skillId: 1b270000
   enemyHeroInfo:
   enemyHeroInfo:
-  - modelName: Guaiwu01
+  - enemyHeroInfo:
+    - modelName: Guaiwu01
+      hp: 100
+      att: 3
+      attSpeed: 1
+      attDis: 2
+      skillId: 1b270000
+  - enemyHeroInfo:
+    - modelName: Guaiwu01
+      hp: 100
+      att: 3
+      attSpeed: 1
+      attDis: 2
+      skillId: 1b270000
 --- !u!4 &1509080106
 --- !u!4 &1509080106
 Transform:
 Transform:
   m_ObjectHideFlags: 0
   m_ObjectHideFlags: 0
@@ -220,6 +421,113 @@ Transform:
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   m_Children: []
   m_Father: {fileID: 0}
   m_Father: {fileID: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!224 &1699529529 stripped
+RectTransform:
+  m_CorrespondingSourceObject: {fileID: 7091770935250694576, guid: 10046a7863143ad43a1c1c9008538d89, type: 3}
+  m_PrefabInstance: {fileID: 1380983432}
+  m_PrefabAsset: {fileID: 0}
+--- !u!1001 &7497788999464418808
+PrefabInstance:
+  m_ObjectHideFlags: 0
+  serializedVersion: 2
+  m_Modification:
+    serializedVersion: 3
+    m_TransformParent: {fileID: 1699529529}
+    m_Modifications:
+    - target: {fileID: 2338948186607179410, guid: 6ab4baf491e11744cb4b1bd31067a34b, type: 3}
+      propertyPath: m_Name
+      value: CombatHPPanel
+      objectReference: {fileID: 0}
+    - target: {fileID: 4256368909595512735, guid: 6ab4baf491e11744cb4b1bd31067a34b, type: 3}
+      propertyPath: m_Pivot.x
+      value: 0.5
+      objectReference: {fileID: 0}
+    - target: {fileID: 4256368909595512735, guid: 6ab4baf491e11744cb4b1bd31067a34b, type: 3}
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+      value: 0.5
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+      value: 0
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+    - target: {fileID: 4256368909595512735, guid: 6ab4baf491e11744cb4b1bd31067a34b, type: 3}
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+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 4256368909595512735, guid: 6ab4baf491e11744cb4b1bd31067a34b, type: 3}
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+      value: 0
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: 6ab4baf491e11744cb4b1bd31067a34b, type: 3}
+--- !u!224 &7497788999464418809 stripped
+RectTransform:
+  m_CorrespondingSourceObject: {fileID: 4256368909595512735, guid: 6ab4baf491e11744cb4b1bd31067a34b, type: 3}
+  m_PrefabInstance: {fileID: 7497788999464418808}
+  m_PrefabAsset: {fileID: 0}
 --- !u!1001 &8218180460964304501
 --- !u!1001 &8218180460964304501
 PrefabInstance:
 PrefabInstance:
   m_ObjectHideFlags: 0
   m_ObjectHideFlags: 0
@@ -288,3 +596,5 @@ SceneRoots:
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   - {fileID: 1421949366}
   - {fileID: 1509080106}
   - {fileID: 1509080106}
   - {fileID: 8218180460964304501}
   - {fileID: 8218180460964304501}
+  - {fileID: 1380983432}
+  - {fileID: 1281728256}

+ 0 - 1
Assets/Scripts/Core/Editor/BuildEtitor/BuildEditor.cs

@@ -4,7 +4,6 @@ using System.IO;
 using System.Linq;
 using System.Linq;
 using Fort23.Core;
 using Fort23.Core;
 using Fort23.GameData;
 using Fort23.GameData;
-using Fort23.Mono;
 using Fort23.UTool;
 using Fort23.UTool;
 using hirdParty.DownloadSystem;
 using hirdParty.DownloadSystem;
 using ICSharpCode.SharpZipLib.Checksum;
 using ICSharpCode.SharpZipLib.Checksum;

+ 2 - 1
Assets/Scripts/Core/Editor/FortRectTransformInspector.cs

@@ -58,7 +58,7 @@ public class FortRectTransformInspector : UnityEditor.Editor
 
 
     public static UnityEngine.Object OpenTargetUIScripts(string prefabName, ref Type uiType)
     public static UnityEngine.Object OpenTargetUIScripts(string prefabName, ref Type uiType)
     {
     {
-        string path = "Assets/Scripts/Mono/UI";
+        string path = "Assets/Scripts/GameUI/UI";
         string scriptPath = "";
         string scriptPath = "";
 
 
         ArrayList alst = GetFile(path, ".cs");
         ArrayList alst = GetFile(path, ".cs");
@@ -108,6 +108,7 @@ public class FortRectTransformInspector : UnityEditor.Editor
     public static ArrayList GetFile(string dir, string extension)
     public static ArrayList GetFile(string dir, string extension)
     {
     {
         ArrayList alst = new ArrayList();
         ArrayList alst = new ArrayList();
+        
         string[] files = Directory.GetFiles(dir, ".", SearchOption.AllDirectories);
         string[] files = Directory.GetFiles(dir, ".", SearchOption.AllDirectories);
         foreach (string file in files)
         foreach (string file in files)
         {
         {

+ 0 - 39
Assets/Scripts/Core/Event/Event/CustomEventData_UI.cs

@@ -1,39 +0,0 @@
-
-using Core.Utility.Event;
-using Fort23.Core;
-using Fort23.UTool;
-
-#if !COMBAT_SERVER
-using UnityEngine;
-using UnityEngine.PlayerLoop;
-#endif
-
-
-namespace Fort23.Mono
-{
-
-    
-    /// <summary>
-    /// 队伍布阵选中英雄的事件数据
-    /// </summary>
-    public class TeamEditSelectHeroEventData : EventDataBasic<TeamEditSelectHeroEventData>
-    {
-      
-        public int HeroShowEntityID;
-        public Vector3 UIItemPos;
-
-    }
-    
-    
-    /// <summary>
-    /// 队伍布阵选中武器的时间数据
-    /// </summary>
-    public class TeamEditSelectWeaponEventData : EventDataBasic<TeamEditSelectWeaponEventData>
-    {
-        public int WeaponEntityID;
-
-
-    }
-
-
-}

+ 1 - 751
Assets/Scripts/Core/Event/Event/CustomEventType.cs

@@ -2,756 +2,6 @@ namespace Fort23.Core
 {
 {
     public enum CustomEventType
     public enum CustomEventType
     {
     {
-        InitGameApplication = 0,
-        LevelUp = 1, // 升级
-        WindowHide = 2, //关闭界面
-        BrickDetection = 3, //砖块检测
-        UpdateHpWidgetValue = 4, //血条显示更新
-        CreatHUDWidget = 5, //创建血条显示小工具
-        HindHUDWidget = 6,
-        CreatHeroUIStatusCom = 7, //创建英雄ui头像状态组件
-        ClosePanel = 8, //界面关闭
-        HeroChangeState = 9, //英雄的状态切换
-
-
-        /// <summary>
-        /// 开始游戏
-        /// </summary>
-        StartGame = 10,
-
-        /// <summary>
-        /// 结束游戏
-        /// </summary>
-        EndGame = 11,
-
-        /// <summary>
-        /// 交互开始
-        /// </summary>
-        InteractionStart = 12,
-
-        /// <summary>
-        /// 显示交互按钮
-        /// </summary>
-        ShowInteraction = 13,
-
-        /// <summary>
-        /// 隐藏交互按钮
-        /// </summary>
-        HideInteraction = 14,
-
-        /// <summary>
-        /// 交互取消
-        /// </summary>
-        InteractionCancel = 15,
-
-        /// <summary>
-        /// 交互结果
-        /// </summary>
-        InteractionResult = 16,
-
-        /// <summary>
-        /// 在TimeLine中开始一段对话
-        /// </summary>
-        ToDialogue = 17,
-        TimelineEnd = 18,
-
-        /// <summary>
-        /// 机关表现完成
-        /// </summary>
-        TMShowEnd = 19,
-
-        /// <summary>
-        /// 英雄改变
-        /// </summary>
-        HeroUpdate = 20,
-
-        /// <summary>
-        /// 选中英雄
-        /// </summary>
-        UISelectedHero = 21,
-
-        /// <summary>
-        /// 选中武器
-        /// </summary>
-        UISelectedWeapon = 22,
-
-        /// <summary>
-        /// 英雄升级
-        /// </summary>
-        HeroUpgrade = 23,
-        HeroStateChange = 24,
-
-        JoystickMove = 25,
-
-        WeaponIntensify = 26,
-        AddWFRevealer = 27, //增加一个战争迷雾视野
-        RemoveRevealer = 28, //移除一个战争迷雾视野
-        ChangeRevealerViewRange = 29, //改变一个视野体的范围
-        StartWarFog = 30, //开始战争迷雾
-        MakeObstacle = 31, //创建视野障碍
-        EnterDungeon = 32, //进入地下城
-        ExploreBagUpdate = 33, //地下城背包更新
-
-        ItemUpdate = 34, //道具更新
-        ServerItemUpdate = 35,
-        PathfindingComplete = 36, //自动寻路完成
-        InGravityTile = 37, //进入重力块
-        OutGravityTile = 38, // 离开重力快
-
-        /// <summary>
-        /// 退出战斗
-        /// </summary>
-        QuitCombatScene = 39,
-
-
-        /// <summary>
-        /// 更新轨道障碍
-        /// </summary>
-        UpdateTrackBarrier = 40,
-
-        /// <summary>
-        /// 道具选中状态改变
-        /// </summary>
-        ItemCheckedChange = 41,
-        ItemClick = 42,
-
-        /// <summary>
-        /// 羁绊升级
-        /// </summary>
-        FetterUp = 43,
-
-        Null = 44,
-
-        /// <summary>
-        /// 刷新聊天记录
-        /// </summary>
-        AddSpeakInfo = 45,
-        RefreshChatRecording = 46,
-
-        /// <summary>
-        /// 聊天登录
-        /// </summary>
-        ChatLogin = 47,
-        ChatTimeUI = 48,
-        ChatNotLogin = 49,
-        CloaseChat = 50,
-        AddChatChannel = 51,
-        ChatRefresh = 52,
-        TaskGuide = 53, //任务指引
-        TaskGuideCancel = 54, //取消任务指引
-
-        /// <summary>
-        /// 玩家改名
-        /// </summary>
-        PlayerReName = 55,
-
-        /// <summary>
-        /// 玩家经验改变
-        /// </summary>
-        PlayerExChange = 56,
-
-        /// <summary>
-        /// 钻石数量改变
-        /// </summary>
-        DiamondCountChange = 57,
-
-        /// <summary>
-        /// 机关激活
-        /// </summary>
-        ActiveTrap = 58,
-
-        /// <summary>
-        /// 机关完成
-        /// </summary>
-        CompleteTrap = 59,
-
-        /// <summary>
-        /// 改变机关节点得值
-        /// </summary>
-        ChangeTrapNodeValue = 60,
-
-        ChatChannelClick = 61,
-        RefreshTreasureMapRoom = 62,
-        RefreshTreasureMap = 63,
-        AdventureBuffUpdate = 64, //冒险buff更新
-        BuffCardSelected = 65, //buff选择弹出完成
-
-        /// <summary>
-        /// 队伍编辑完成
-        /// </summary>
-        TeamEditComplete = 66,
-
-        /// <summary>
-        /// 选择探索英雄
-        /// </summary>
-        SelectExploreHero = 67,
-
-        /// <summary>
-        /// 卸下探索道具
-        /// </summary>
-        CancelExploreItem = 68,
-
-        // <summary>
-        /// 选择探索道具
-        /// </summary>
-        SelectExploreItem = 69,
-
-        /// <summary>
-        /// 探索任务领取
-        /// </summary>
-        ExploreItemAward = 70,
-
-        /// <summary>
-        /// 商品购买完成
-        /// </summary>
-        BuyShopComplete = 71,
-        RefreshSummon = 72,
-
-        /// <summary>
-        /// 在地下城受伤时
-        /// </summary>
-        DungeonInjured = 73,
-
-        /// <summary>
-        /// 选择心爱英雄完成
-        /// </summary>
-        SelectLikeHeroComplete = 74,
-
-
-        /// <summary>
-        /// 战斗中点击UI
-        /// </summary>
-        BattleClickUI = 75,
-
-        /// <summary>
-        /// 商业建筑点击
-        /// </summary>
-        MallBuildingOnClick = 76,
-
-        /// <summary>
-        /// 武器更新
-        /// </summary>
-        WeaponUpdate = 77,
-
-        /// <summary>
-        /// 队伍预设装备宝石
-        /// </summary>
-        TeamPresetEquipGem = 78,
-
-        /// <summary>
-        /// 解锁刷新
-        /// </summary>
-        RefreshULock = 79,
-
-        /// <summary>
-        /// 主场景移动
-        /// </summary>
-        MainSceneMove = 80,
-
-        /// <summary>
-        /// 主场景隐藏
-        /// </summary>
-        HideMainScene = 81,
-        ClearList = 82,
-
-        /// <summary>
-        /// 改变武器
-        /// </summary>
-        ChangeWeapon = 83,
-
-        /// <summary>
-        /// 关闭悬赏按钮
-        /// </summary>
-        CloseExploreBtn = 84,
-
-        /// <summary>
-        /// 加入公会后更新信息
-        /// </summary>
-        GuildRefresh = 85,
-
-        /// <summary>
-        /// 退出公会刷新
-        /// </summary>
-        GuildExitRefresh = 86,
-
-        /// <summary>
-        /// 选择神器
-        /// </summary>
-        SelectRelic = 87,
-
-        /// <summary>
-        /// 装备神器
-        /// </summary>
-        EquippedRelic = 88,
-
-        /// <summary>
-        /// 卸下神器
-        /// </summary>
-        UnEquippedRelic = 89,
-
-
-        /// <summary>
-        /// 重新开始机关
-        /// </summary>
-        RestartTrap = 90,
-
-        /// <summary>
-        /// 靠近营地
-        /// </summary>
-        NearByCame = 91,
-
-        /// <summary>
-        /// 更新冒险队伍改变次数
-        /// </summary>
-        UpdateEXTeamChangeTime = 92,
-
-
-        /// <summary>
-        /// 伐树动画播放
-        /// </summary>
-        FaShuPlay = 93,
-
-        /// <summary>
-        /// 挖矿动画播放
-        /// </summary>
-        WaKuangPlay = 94,
-
-        /// <summary>
-        /// 禁用遥感
-        /// </summary>
-        DisableJoystick = 95,
-
-        /// <summary>
-        /// 启用遥感
-        /// </summary>
-        EnableJoystick = 96,
-
-        /// <summary>
-        /// 遗物挖取动画播放
-        /// </summary>
-        YiWuPlay = 97,
-
-        /// <summary>
-        /// 水球开始
-        /// </summary>
-        ShuiQiuPlau = 98,
-
-        /// <summary>
-        /// 刷新任务和收集
-        /// </summary>
-        RefreshTaskAndCollection = 99,
-
-        /// <summary>
-        /// 英雄筛选
-        /// </summary>
-        HeroSaiXuan = 100,
-
-
-        /// <summary>
-        /// 改变遗物槽位
-        /// </summary>
-        ChangeRelicPos = 101,
-
-        /// <summary>
-        /// 冒险中任务完成通知
-        /// </summary>
-        TaskComplete = 102,
-
-        /// <summary>
-        /// 冒险中任务开始通知
-        /// </summary>
-        TaskStart = 103,
-
-        /// <summary>
-        /// 选卡选择界面任务详细信息查看
-        /// </summary>
-        TaskDetail = 104,
-
-        /// <summary>
-        /// 通知上一层
-        /// </summary>
-        LevelInfoComClose = 105,
-
-        /// <summary>
-        /// 铁匠铺研发
-        /// </summary>
-        SmithyResearch = 106,
-
-
-        /// <summary>
-        /// 冒险中任务更新通知
-        /// </summary>
-        TaskUpdate = 107,
-
-
-        /// <summary>
-        /// 关卡名字弹出完毕
-        /// </summary>
-        LevelNameOver = 111,
-
-        /// <summary>
-        /// Boss怪重置
-        /// </summary>
-        TrackBossReset = 112,
-
-        /// <summary>
-        /// 资源本道具更新
-        /// </summary>
-        ResourcesCombatItemUpdate = 113,
-
-        /// <summary>
-        /// 更新探索界面英雄信息。
-        /// </summary>
-        UpdateHeroStatus = 114,
-
-        /// <summary>
-        /// 飞艇等级更新
-        /// </summary>
-        LvUpdate = 115,
-
-        /// <summary>
-        /// 冒险英雄复活
-        /// </summary>
-        HeroResurrection = 116,
-
-        /// <summary>
-        /// 置灰交互按钮
-        /// </summary>
-        SetGrayInteractionBtn = 117,
-
-        /// <summary>
-        /// 取消置灰交互按钮
-        /// </summary>
-        CancelGrayInteractionBtn = 118,
-
-        //选中当前队伍的预设
-        SelectCurTeamPreset = 119,
-
-        /// <summary>
-        /// 冒险中的任务组完成
-        /// </summary>
-        TaskGroupComplete = 120,
-
-        /// <summary>
-        /// 烧毁枯木
-        /// </summary>
-        KumuBurnUp = 121,
-
-        /// <summary>
-        /// 完成其他机关
-        /// </summary>
-        CompleteOtherTrap = 122,
-
-        /// 烧毁枯木2
-        /// </summary>
-        KumuBurnUp2 = 123,
-
-        //203妹子机关移动
-        Chatper203Move = 124,
-
-        /// <summary>
-        /// 遗物上锁
-        /// </summary>
-        RelicLock = 125,
-
-        UpdateRoguelikeBuff = 126,
-        UpdateRoguelikeCoin = 127,
-        UpdateSevenDayScore = 128,
-        UnlockNextPage = 129,
-        UpdateFourteenScore = 130,
-
-        /// <summary>
-        /// 成就领取
-        /// </summary>
-        AchievementReceive,
-        ChangeDarkLight = 132,
-
-        //30Npc移动
-        Chatper303Move = 133,
-
-        /// <summary>
-        /// 更新新手任务入口
-        /// </summary>
-        UpdateNewPlayerEntrance = 134,
-
-        /// <summary>
-        /// 激活称号
-        /// </summary>
-        EnableTitle = 135,
-
-        /// <summary>
-        /// 选择称号
-        /// </summary>
-        SelectTitle = 136,
-
-
-        /// <summary>
-        /// 领取大奖资格
-        /// </summary>
-        UpdateGrandPrize = 137,
-
-        /// <summary>
-        /// 追踪怪死亡
-        /// </summary>
-        DarkTrackMonsterDie = 138,
-
-        /// <summary>
-        /// 机关初始化
-        /// </summary>
-        InitTrap = 139,
-
-        /// <summary>
-        /// 开邮件详情
-        /// </summary>
-        OpenMailDetail = 140,
-
-        /// <summary>
-        /// 更新图鉴信息
-        /// </summary>
-        PicGroupUpdate = 141,
-
-        /// <summary>
-        /// 更新图鉴徽章信息
-        /// </summary>
-        MedalUpdate = 142,
-
-        /// <summary>
-        /// 更新羁绊
-        /// </summary>
-        TrammelsUpdate = 143,
-
-        /// <summary>
-        /// 锁英雄
-        /// </summary>
-        TowerLockHero = 144,
-
-        /// <summary>
-        /// 关卡选择界面展示怪物预览信息
-        /// </summary>
-        ShowMonsterInfo = 145,
-
-        /// <summary>
-        /// 更新头像框
-        /// </summary>
-        UpdateHeadFrame = 146,
-
-        /// <summary>
-        /// 更新商店页限购
-        /// </summary>
-        UpdateShopLimit = 147,
-
-        /// <summary>
-        /// 商店排序
-        /// </summary>
-        UpdateShopSort = 148,
-
-        /// <summary>
-        /// 新手任务当前页领完了的更新
-        /// </summary>
-        UpdateAllGet = 149,
-
-        /// <summary>
-        /// 触发礼包购买后刷新整个列表
-        /// </summary>
-        UpdateShopItem = 150,
-
-        /// <summary>
-        /// 礼包购买成功
-        /// </summary>
-        GiftBuySuccess = 151,
-
-        /// <summary>
-        /// 红点更新
-        /// </summary>
-        RedDotUpdate = 152,
-
-        /// <summary>
-        /// 更新跳转
-        /// </summary>
-        UpdateSkip = 153,
-
-        /// <summary>
-        /// 红点临时关闭
-        /// </summary>
-        RedDotChangeState = 154,
-
-        /// <summary>
-        /// 任务更新来自服务器返回
-        /// </summary>
-        TaskUpdateForSever = 155,
-
-        /// <summary>
-        /// 天改变
-        /// </summary>
-        DayAlter = 156,
-
-        /// <summary>
-        /// 周改变(不能删除,否者机关节点会出问题)
-        /// </summary>
-        WeekAlter = 157,
-
-        /// <summary>
-        /// 新手任务更新任务
-        /// </summary>
-        UpdateAllTask = 158,
-
-        /// <summary>
-        /// 新手任务页小红点更新
-        /// </summary>
-        UpdatePageRedDot = 159,
-        LevelInfoComReset = 160,
-        SDKDataSave = 161,
-
-        /// <summary>
-        /// 游戏区选中
-        /// </summary>
-        GameAreaSelect = 162,
-
-        /// <summary>
-        /// 游戏服务器选中
-        /// </summary>
-        GameSeverSelect = 163,
-
-        /// <summary>
-        /// 活动按钮选中
-        /// </summary>
-        ActivityBtnSelect = 164,
-
-        /// <summary>
-        /// 发射激光
-        /// </summary>
-        Astringentlaser = 165,
-
-        /// <summary>
-        /// 活动展示索引变化
-        /// </summary>
-        ActivityShowIndexChange = 166,
-        EquipLock = 167,
-
-        /// <summary>
-        /// 冲刺活动任务完成
-        /// </summary>
-        ActivityRushTaskComplete = 168,
-
-        /// <summary>
-        /// 自动战斗次数改变
-        /// </summary>
-        AutoCombatCountChange = 169,
-
-        /// <summary>
-        /// 
-        /// </summary>
-        TreasureTaskUpdate = 170,
-
-        /// <summary>
-        /// 藏宝图怪物警戒度升级
-        /// </summary>
-        TreasureMapAlertLevelUp = 171,
-        UpdateTreasureAlert = 172,
-
-        /// <summary>
-        /// 会长改变
-        /// </summary>
-        ManagerInfoAlert = 173,
-
-        /// <summary>
-        /// 公会改变
-        /// </summary>
-        GuildAlert = 174,
-        SponsorAlert = 175,
-
-        /// <summary>
-        /// 世界boss旁行榜刷新
-        /// </summary>
-        WorldBossRankRefence = 176,
-
-        /// <summary>
-        /// 资源本难度切换
-        /// </summary>
-        ResourcesDifficultyChange = 177,
-
-        /// <summary>
-        /// 特殊自定义事件
-        /// </summary>
-        CustomType1 = 178,
-
-        /// <summary>
-        /// 藏宝图Buff商店电
-        /// </summary>
-        BuffShopElectricity = 179,
-
-        /// <summary>
-        /// 藏宝图Buff商店火
-        /// </summary>
-        BuffShopFire = 180,
-
-        /// <summary>
-        /// 藏宝图Buff商店冰
-        /// </summary>
-        BuffShopIce = 181,
-        OpenPanel = 182, //界面打开
-
-        /// <summary>
-        /// 清理战斗
-        /// </summary>
-        ClearCombat = 183,
-
-        /// <summary>
-        /// 聊天历史记录
-        /// </summary>
-        SpeakWordsList = 184,
-
-        /// <summary>
-        /// 冒险界面有一个新的当前任务展示,需要及时更新,添加这个事件
-        /// </summary>
-        TaskUpdateInExplore = 185,
-
-        /// <summary>
-        /// 同步更新活动
-        /// </summary>
-        ActivityAsync = 186,
-
-        //离开机关
-        ExitTrap = 187,
-
-        /// <summary>
-        /// 肉鸽中需要用到的自定义事件
-        /// </summary>
-        CustomEvent2 = 188,
-
-        /// <summary>
-        /// 刷新藏宝图古代物品价值
-        /// </summary>
-        UpdateTreasureMapAnicient = 189,
-
-        /// <summary>
-        /// 执行下一步引导
-        /// </summary>
-        NextGuide = 190,
-
-        /// <summary>
-        /// 更新主线关卡
-        /// </summary>
-        UpdateMainStage = 191,
-
-        /// <summary>
-        /// 连续战斗下一场
-        /// </summary>
-        LXZDNext = 192,
-
-        /// <summary>
-        /// 鼠标点击
-        /// </summary>
-        MouseDown = 193,
-
-        /// <summary>
-        /// 主界面刷新
-        /// </summary>
-        CustomMainRefence = 194,
-
-        /// <summary>
-        /// 更新队伍角色推荐属性判断
-        /// </summary>
-        UpdateTeamRecommendAttr = 194,
+      CreateHeroHp,
     }
     }
 }
 }

+ 0 - 83
Assets/Scripts/Core/Event/Event/DefaultEventData.cs

@@ -1,83 +0,0 @@
-using System.Collections.Generic;
-
-using Core.Utility.Event;
-using Fort23.UTool;
-#if !COMBAT_SERVER
-using UnityEngine;
-
-#endif
-
-namespace Fort23.Core
-{
-    
-    public class MedalUpdateEventData : EventDataBasic<MedalUpdateEventData>
-    {
-        public int id;
-    
-    }
-    
-    public class DefaultFloatEventData : EventDataBasic<DefaultFloatEventData>
-    {
-        public float eventData;
-    }
-
-    public class DefaultLongEventData : EventDataBasic<DefaultLongEventData>
-    {
-        public long eventData;
-    }
-    public class DefaultIntEventData : EventDataBasic<DefaultIntEventData>
-    {
-        public int eventData;
-    }
-   
-
-    public class DefaultIntArrayEventData : EventDataBasic<DefaultIntArrayEventData>
-    {
-        public int[] eventData;
-    }
-
-    public class DefaultIntListEventData : EventDataBasic<DefaultIntListEventData>
-    {
-        public List<int> eventData;
-       
-    }
-
-    public class DefaultBoolEventData : EventDataBasic<DefaultBoolEventData>
-    {
-        public bool eventData;
-    }
-
-    public class DefaultStringEventData : EventDataBasic<DefaultStringEventData>
-    {
-        public string eventData;
-    }
-
-    public class DefaultVector2EventData : EventDataBasic<DefaultVector2EventData>
-    {
-        public Vector2 eventData;
-    }
-
-    public class AddRevealerEventData : EventDataBasic<AddRevealerEventData>
-    {
-        public int RevealerID;
-#if !COMBAT_SERVER
-
-        public Transform Transform;
-#endif
-        public float Radius;
-    }
-
-   
-    public class ChangeNodeValueEventData : EventDataBasic<ChangeNodeValueEventData>
-    {
-        public int guid;
-        public List<object> nodes;
-    }
-
-    public class ItemInfoEventData : EventDataBasic<ItemInfoEventData>
-    {
-        public object eventData;
-    }
-
-
-}

+ 0 - 12
Assets/Scripts/Core/Event/Event/HeroItemData.cs

@@ -1,12 +0,0 @@
-
-
-using Core.Utility.Event;
-
-namespace Fort23.Core
-{
-    public class HeroItemData : EventDataBasic<HeroItemData>
-    {
-        //HeroInfo 
-    
-    }
-}

+ 0 - 13
Assets/Scripts/Core/GameData/Attribute/ConfigAttribute.cs

@@ -1,13 +0,0 @@
-using System;
-
-namespace Fort23.GameData
-{
-    [AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true, Inherited = false)]
-    public class ConfigAttribute : Attribute
-    {
-        /// <summary>
-        /// 资源名字
-        /// </summary>
-        public string prefab { get; set; }
-    }
-}

+ 0 - 1
Assets/Scripts/Core/GameData/DLL说明.txt

@@ -1 +0,0 @@
-这一层的DLL主要游戏数据(包含配置表)

+ 0 - 50
Assets/Scripts/Core/GameData/ExcelConfig/AbyssConfig.cs

@@ -1,50 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Chapter.xlsx. SheetName: AbyssConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AbyssConfig.json")]
-	public partial class AbyssConfigHolder : ConfigHolder<AbyssConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AbyssConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///深渊层数
-		/// </summary>
-public int Abyss;
-
-
-		/// <summary>
-		///背景图
-		/// </summary>
-public string background;
-
-
-		/// <summary>
-		///包含章节
-		/// </summary>
-public int[] chapters;
-
-
-		/// <summary>
-		///章节分布图预制体
-		/// </summary>
-public string chaptersMap;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 56
Assets/Scripts/Core/GameData/ExcelConfig/AccumulateRechargeConfig.cs

@@ -1,56 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\AccumulateRecharge.xlsx. SheetName: AccumulateRechargeConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AccumulateRechargeConfig.json")]
-	public partial class AccumulateRechargeConfigHolder : ConfigHolder<AccumulateRechargeConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AccumulateRechargeConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///累充奖励组
-		/// </summary>
-public int GroupID;
-
-
-		/// <summary>
-		///解锁天数
-		/// </summary>
-public int UnlockDays;
-
-
-		/// <summary>
-		///充值解锁金额
-		/// </summary>
-public int RechargeNum;
-
-
-		/// <summary>
-		///道具ID
-		/// </summary>
-public int[] ItemID;
-
-
-		/// <summary>
-		///道具数量
-		/// </summary>
-public int[] ItemNum;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 92
Assets/Scripts/Core/GameData/ExcelConfig/AchievementConfig.cs

@@ -1,92 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Achievement.xlsx. SheetName: AchievementConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AchievementConfig.json")]
-	public partial class AchievementConfigHolder : ConfigHolder<AchievementConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AchievementConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID 各类别分一万ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///前置成就
-		/// </summary>
-public int ShowCondition;
-
-
-		/// <summary>
-		///成就类型
-		/// </summary>
-public int Type;
-
-
-		/// <summary>
-		///获得成就分
-		/// </summary>
-public int Point;
-
-
-		/// <summary>
-		///成就名
-		/// </summary>
-public int NameID;
-
-
-		/// <summary>
-		///成就描述
-		/// </summary>
-public int DescID;
-
-
-		/// <summary>
-		///1=描述含{0},参数是任务表的次数 0=描述里没有{0}
-		/// </summary>
-public int isDes0;
-
-
-		/// <summary>
-		///相关任务 (如果没有复杂成就,只会填1个任务ID)
-		/// </summary>
-public int[] Tasks;
-
-
-		/// <summary>
-		///奖励道具ID
-		/// </summary>
-public int AwardItem;
-
-
-		/// <summary>
-		///奖励道具数量
-		/// </summary>
-public int AwardNum;
-
-
-		/// <summary>
-		///解锁称号填 道具表里的ID
-		/// </summary>
-public int Title;
-
-
-		/// <summary>
-		///称号是否初始隐藏 1=是 0=否
-		/// </summary>
-public int isHide;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 122
Assets/Scripts/Core/GameData/ExcelConfig/ActivityConfig.cs

@@ -1,122 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Activity.xlsx. SheetName: ActivityConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ActivityConfig.json")]
-	public partial class ActivityConfigHolder : ConfigHolder<ActivityConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ActivityConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///获得类型 1=月卡(礼品卡) 2=契约 3=冲刺活动 101=大型活动藏宝图 4=踢馆活动 9=日常签到 10=跳转活动 11=活动签到
-		/// </summary>
-public int activityType;
-
-
-		/// <summary>
-		///活动名称
-		/// </summary>
-public int activityName;
-
-
-		/// <summary>
-		///活动描述  如果需要在活动页签下面写上描述就保留
-		/// </summary>
-public int activityMessage;
-
-
-		/// <summary>
-		///获得关联的配置文件 当activityType=1时,对应CircularGiftCardConfig的ID 当activityType=2时,对应ContractConfig的ID 当activityType=9或11时,对应QiandaoConfig的ID
-		/// </summary>
-public int activityConfigId;
-
-
-		/// <summary>
-		///是否显示倒计时 0=否 1=是
-		/// </summary>
-public int isCountDown;
-
-
-		/// <summary>
-		///商城礼包中增加道具,礼包ID
-		/// </summary>
-public int[] activityGiftId;
-
-
-		/// <summary>
-		///商城礼包中增加道具,道具ID
-		/// </summary>
-public int[] addGiftItemId;
-
-
-		/// <summary>
-		///商城礼包中增加道具,道具数量
-		/// </summary>
-public int[] addGiftItemCount;
-
-
-		/// <summary>
-		///显示在哪个模块 1活动链接 2主界面独立按钮 3不显示 
-		/// </summary>
-public int whereShown;
-
-
-		/// <summary>
-		///显示条件 1=飞艇等级达到  已废弃
-		/// </summary>
-public int showConditionType;
-
-
-		/// <summary>
-		///显示条件值  疑似已废弃
-		/// </summary>
-public int showConditionValue;
-
-
-		/// <summary>
-		///主页轮播图片  没有配置轮播图片代表不加入轮播
-		/// </summary>
-public string RotateImage;
-
-
-		/// <summary>
-		///点击轮播图后跳转到哪里  读取Skipto表
-		/// </summary>
-public int RotateSkipto;
-
-
-		/// <summary>
-		///使用对应的UnlockconfigID -1表示不使用
-		/// </summary>
-public int ActivityUnlock;
-
-
-		/// <summary>
-		///轮播图使用的 UnlockconfigID  -1表示不适用
-		/// </summary>
-public int RotateUnlock;
-
-
-		/// <summary>
-		///活动显示顺序
-		/// </summary>
-public int showIndex;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 32
Assets/Scripts/Core/GameData/ExcelConfig/ActivityPortalConfig.cs

@@ -1,32 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\ActivityPortal.xlsx. SheetName: ActivityPortalConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ActivityPortalConfig.json")]
-	public partial class ActivityPortalConfigHolder : ConfigHolder<ActivityPortalConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ActivityPortalConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///活动跳转类型  这里读取Skipto表ID
-		/// </summary>
-public int ActivityPortalType;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 50
Assets/Scripts/Core/GameData/ExcelConfig/ActivityRushConfig.cs

@@ -1,50 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\ActivityRush.xlsx. SheetName: ActivityRushConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ActivityRushConfig.json")]
-	public partial class ActivityRushConfigHolder : ConfigHolder<ActivityRushConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ActivityRushConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///任务ID
-		/// </summary>
-public int taskID;
-
-
-		/// <summary>
-		///对应活动ID (弃用)
-		/// </summary>
-public int ActivityID;
-
-
-		/// <summary>
-		///任务限时类型 1.对应活动开启时计算限时天数 2.从开服开始计算限时天数 3.自玩家注册开始计算天数
-		/// </summary>
-public int taskLimitType;
-
-
-		/// <summary>
-		///任务限时值 限时几日内完成
-		/// </summary>
-public int taskLimitValue;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 56
Assets/Scripts/Core/GameData/ExcelConfig/ActivityRushConstant.cs

@@ -1,56 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\ActivityRush.xlsx. SheetName: ActivityRushConstant
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ActivityRushConstant.json")]
-	public partial class ActivityRushConstantHolder : ConfigHolder<ActivityRushConstant>
	{
-	}
-
-
-	[Serializable]
-	public struct ActivityRushConstant : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///选项卡语言表ID 7个子选项卡
-		/// </summary>
-public int[] TabLanguageID;
-
-
-		/// <summary>
-		///冲刺活动语言表ID
-		/// </summary>
-public int ActivityRushLanguageID;
-
-
-		/// <summary>
-		///右侧NPC说话文本
-		/// </summary>
-public int npcTalkingLanguageID;
-
-
-		/// <summary>
-		///右侧NPC立绘
-		/// </summary>
-public string npcPic;
-
-
-		/// <summary>
-		///提示无任务的文本
-		/// </summary>
-public int LanguageID1;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 38
Assets/Scripts/Core/GameData/ExcelConfig/AdvTagConfig.cs

@@ -1,38 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\WorkSkill.xlsx. SheetName: AdvTagConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AdvTagConfig.json")]
-	public partial class AdvTagConfigHolder : ConfigHolder<AdvTagConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AdvTagConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///能力标签的图标
-		/// </summary>
-public string Icon;
-
-
-		/// <summary>
-		///能力标签语言表ID
-		/// </summary>
-public int Name;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 98
Assets/Scripts/Core/GameData/ExcelConfig/AdventureBuffConfig.cs

@@ -1,98 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\AdventureBuff.xlsx. SheetName: AdventureBuffConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AdventureBuffConfig.json")]
-	public partial class AdventureBuffConfigHolder : ConfigHolder<AdventureBuffConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AdventureBuffConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID 冒险BUFF<10000 战斗BUFF>10000
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///buff名称
-		/// </summary>
-public int buffName;
-
-
-		/// <summary>
-		///buff图标
-		/// </summary>
-public string buffIcon;
-
-
-		/// <summary>
-		///buff描述的语言表ID,其中会引用参数{0}
-		/// </summary>
-public int buffDes;
-
-
-		/// <summary>
-		///buff组 详细见buff组说明
-		/// </summary>
-public int buffGroup;
-
-
-		/// <summary>
-		///1=六边形地图上主角队伍冒险用的BUFF 2=怪物信息展示的BUFF
-		/// </summary>
-public int isAdventureBuff;
-
-
-		/// <summary>
-		///叠加个数(超过后不在有新效果)
-		/// </summary>
-public int overlayCount;
-
-
-		/// <summary>
-		///效果值
-		/// </summary>
-public float[] effectValue;
-
-
-		/// <summary>
-		///默认持续时间 -1是永久(技能里可以修改这个值)
-		/// </summary>
-public float buffTime;
-
-
-		/// <summary>
-		///1=buff 2=debuff
-		/// </summary>
-public int buffType;
-
-
-		/// <summary>
-		///驱散类型 1=能驱散 2=不能驱散
-		/// </summary>
-public int dispelType;
-
-
-		/// <summary>
-		///1=怪物的BUFF 0=角色的BUFF
-		/// </summary>
-public int isCombatBuff;
-
-
-		/// <summary>
-		///脚本名字
-		/// </summary>
-public string scriptsName;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 56
Assets/Scripts/Core/GameData/ExcelConfig/AreaConfig.cs

@@ -1,56 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\MainStage.xlsx. SheetName: AreaConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AreaConfig.json")]
-	public partial class AreaConfigHolder : ConfigHolder<AreaConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AreaConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///id
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///章节
-		/// </summary>
-public int ChapterID;
-
-
-		/// <summary>
-		///下属地块
-		/// </summary>
-public int AreaID;
-
-
-		/// <summary>
-		///地块名 (按正式效果图,这一列可以不要,暂时灰掉,可以先不填)
-		/// </summary>
-public int Name;
-
-
-		/// <summary>
-		///显示的重要奖励或解锁来自哪(填第二页ID,如果第二页地块上配有多个额外奖励,则显示第一个。如果还配有解锁信息,则显示解锁信息)
-		/// </summary>
-public int KeyItem;
-
-
-		/// <summary>
-		///区域类型 1=大的 2=小的
-		/// </summary>
-public int AreaType;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 74
Assets/Scripts/Core/GameData/ExcelConfig/AttConfig.cs

@@ -1,74 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\HeroPowerUp.xlsx. SheetName: AttConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AttConfig.json")]
-	public partial class AttConfigHolder : ConfigHolder<AttConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AttConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///属性ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///1主要属性 2次级属性 3特效属性
-		/// </summary>
-public int AttType;
-
-
-		/// <summary>
-		///数值类型 1绝对值 2百分比
-		/// </summary>
-public int ValueType;
-
-
-		/// <summary>
-		///显示类型 1默认显示 2当不为0时显示
-		/// </summary>
-public int ShowType;
-
-
-		/// <summary>
-		///属性名称
-		/// </summary>
-public int AttName;
-
-
-		/// <summary>
-		///属性描述
-		/// </summary>
-public int AttEffectDes;
-
-
-		/// <summary>
-		///最大值 -1为无穷大 如果为绝对值则10=10%
-		/// </summary>
-public int MaxValue;
-
-
-		/// <summary>
-		///战斗中最大值 -1为无穷大 如果为绝对值则10=10%
-		/// </summary>
-public int MaxCombatValue;
-
-
-		/// <summary>
-		///显示时,保留几位小数
-		/// </summary>
-public int PointValue;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 50
Assets/Scripts/Core/GameData/ExcelConfig/AudioConfig.cs

@@ -1,50 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Audio.xlsx. SheetName: AudioConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AudioConfig.json")]
-	public partial class AudioConfigHolder : ConfigHolder<AudioConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AudioConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///音效名字
-		/// </summary>
-public string clipName;
-
-
-		/// <summary>
-		///持续时间(毫秒)
-		/// </summary>
-public long duration;
-
-
-		/// <summary>
-		///是否循环(非0为true)
-		/// </summary>
-public bool loop;
-
-
-		/// <summary>
-		///优先级(超过同时播放数量上限情况下,队列中priority越小越优先播放)
-		/// </summary>
-public int priority;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 38
Assets/Scripts/Core/GameData/ExcelConfig/AvatarConfig.cs

@@ -1,38 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Avatar.xlsx. SheetName: AvatarConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "AvatarConfig.json")]
-	public partial class AvatarConfigHolder : ConfigHolder<AvatarConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct AvatarConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///头像框资源图标
-		/// </summary>
-public string AvatarIcon;
-
-
-		/// <summary>
-		///持续时间,单位天 以获得时计起 -1表示不过期
-		/// </summary>
-public int AvatarTime;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 38
Assets/Scripts/Core/GameData/ExcelConfig/BasicTaskAwardConfig.cs

@@ -1,38 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\BasicTask.xlsx. SheetName: BasicTaskAwardConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "BasicTaskAwardConfig.json")]
-	public partial class BasicTaskAwardConfigHolder : ConfigHolder<BasicTaskAwardConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct BasicTaskAwardConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///奖励道具
-		/// </summary>
-public int[] RewardItem;
-
-
-		/// <summary>
-		///奖励道具数量
-		/// </summary>
-public int[] RewardCount;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 98
Assets/Scripts/Core/GameData/ExcelConfig/BattleConfig.cs

@@ -1,98 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\WorldBoss.xlsx. SheetName: BattleConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "BattleConfig.json")]
-	public partial class BattleConfigHolder : ConfigHolder<BattleConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct BattleConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///
-		/// </summary>
-public int GroupID;
-
-
-		/// <summary>
-		///难度
-		/// </summary>
-public int Difficulty;
-
-
-		/// <summary>
-		///等级范围下限
-		/// </summary>
-public int LevelDown;
-
-
-		/// <summary>
-		///等级范围上限
-		/// </summary>
-public int LevelUp;
-
-
-		/// <summary>
-		///LevelBattle表ID
-		/// </summary>
-public int BattleID;
-
-
-		/// <summary>
-		///难度奖励
-		/// </summary>
-public int[] DifficultyReward;
-
-
-		/// <summary>
-		///难度奖励数量
-		/// </summary>
-public int[] DifficultyRewardCount;
-
-
-		/// <summary>
-		///踢馆分数
-		/// </summary>
-public int RankScore;
-
-
-		/// <summary>
-		///难度系数
-		/// </summary>
-public float DifficultyFactor;
-
-
-		/// <summary>
-		///基础分数
-		/// </summary>
-public int BasicScore;
-
-
-		/// <summary>
-		///挑战者规则 1=剩余时间(s) 2=剩余血量 3=坚持时间(s) 4=击杀boss 5=击杀精英怪 6=击杀普通怪
-		/// </summary>
-public int[] ChallengeRule;
-
-
-		/// <summary>
-		///参数 1秒=10分 10血=1分
-		/// </summary>
-public int[] RuleFactor;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 122
Assets/Scripts/Core/GameData/ExcelConfig/BattlePassConfig.cs

@@ -1,122 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Battlepass.xlsx. SheetName: BattlePassConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "BattlePassConfig.json")]
-	public partial class BattlePassConfigHolder : ConfigHolder<BattlePassConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct BattlePassConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///战令编号,与BattlePassLevelConfig中BattlePassNum一致
-		/// </summary>
-public int PassNum;
-
-
-		/// <summary>
-		///开启时间(毫秒)
-		/// </summary>
-public long PassStartTime;
-
-
-		/// <summary>
-		///结束时间(毫秒)
-		/// </summary>
-public long PassEndTime;
-
-
-		/// <summary>
-		///单个战令总持续时间 单位:小时
-		/// </summary>
-public int BattlePassTime;
-
-
-		/// <summary>
-		///关联的礼包 
-		/// </summary>
-public int ShopItemId;
-
-
-		/// <summary>
-		///战令界面左侧美术资源名
-		/// </summary>
-public string BannerImage;
-
-
-		/// <summary>
-		///左侧展示道具ID
-		/// </summary>
-public int ItemForShow;
-
-
-		/// <summary>
-		///左侧展示道具ID数量
-		/// </summary>
-public int ItemForShowNum;
-
-
-		/// <summary>
-		///用于展示的道具奖励 尝试激活高级战令时用
-		/// </summary>
-public int[] RewardForShow;
-
-
-		/// <summary>
-		///用于展示的道具奖励数量
-		/// </summary>
-public int[] RewardForShowNum;
-
-
-		/// <summary>
-		///购买冒险等级所用代币 通常是魔晶1003
-		/// </summary>
-public int ExpToken;
-
-
-		/// <summary>
-		///购买冒险等级所用代币数量
-		/// </summary>
-public int ExpPrice;
-
-
-		/// <summary>
-		///购买高级战令后附送的等级
-		/// </summary>
-public int LvlReward;
-
-
-		/// <summary>
-		///日常任务
-		/// </summary>
-public int[] DailyTask;
-
-
-		/// <summary>
-		///周常任务
-		/// </summary>
-public int[] WeeklyTask;
-
-
-		/// <summary>
-		///一次性任务
-		/// </summary>
-public int[] OnceTask;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 38
Assets/Scripts/Core/GameData/ExcelConfig/BattlePassExpConfig.cs

@@ -1,38 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Battlepass.xlsx. SheetName: BattlePassExpConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "BattlePassExpConfig.json")]
-	public partial class BattlePassExpConfigHolder : ConfigHolder<BattlePassExpConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct BattlePassExpConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///时间周编号 战令开启的当周为1
-		/// </summary>
-public int WeekNum;
-
-
-		/// <summary>
-		///战令在本周的经验上限
-		/// </summary>
-public int ExpLimit;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 68
Assets/Scripts/Core/GameData/ExcelConfig/BattlePassLevelConfig.cs

@@ -1,68 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Battlepass.xlsx. SheetName: BattlePassLevelConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "BattlePassLevelConfig.json")]
-	public partial class BattlePassLevelConfigHolder : ConfigHolder<BattlePassLevelConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct BattlePassLevelConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///所属战令编号组
-		/// </summary>
-public int BattlePassNum;
-
-
-		/// <summary>
-		///战令等级
-		/// </summary>
-public int BattlePassLvl;
-
-
-		/// <summary>
-		///战令升级到下一级所需经验值
-		/// </summary>
-public int BattlePassExp;
-
-
-		/// <summary>
-		///本等级基础奖励道具ID
-		/// </summary>
-public int BaseReward;
-
-
-		/// <summary>
-		///本等级基础奖励数量
-		/// </summary>
-public int BaseRewardNum;
-
-
-		/// <summary>
-		///本等级额外奖励
-		/// </summary>
-public int[] ExtraReward;
-
-
-		/// <summary>
-		///本等级额外奖励数量
-		/// </summary>
-public int[] ExtraRewardNum;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 50
Assets/Scripts/Core/GameData/ExcelConfig/BluePrintPositionConfig.cs

@@ -1,50 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\BluePrintPosition.xlsx. SheetName: BluePrintPositionConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "BluePrintPositionConfig.json")]
-	public partial class BluePrintPositionConfigHolder : ConfigHolder<BluePrintPositionConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct BluePrintPositionConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID1
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///图纸类型 1=短柄 2=长柄 3=盾牌 4=圣物 5=法器 6=弓箭 7=枪炮
-		/// </summary>
-public int Type;
-
-
-		/// <summary>
-		///蓝图组ID
-		/// </summary>
-public int[] BPGroupID;
-
-
-		/// <summary>
-		///类型图标
-		/// </summary>
-public string TypeIcon;
-
-
-		/// <summary>
-		///类型名称
-		/// </summary>
-public int TypeName;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 152
Assets/Scripts/Core/GameData/ExcelConfig/BlueprintConfig.cs

@@ -1,152 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Blueprint.xlsx. SheetName: BlueprintConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "BlueprintConfig.json")]
-	public partial class BlueprintConfigHolder : ConfigHolder<BlueprintConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct BlueprintConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID1
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///制造物的ItemID
-		/// </summary>
-public int blueprintItem;
-
-
-		/// <summary>
-		///图纸类型 1=短柄 2=长柄 3=盾牌 4=圣物 5=法器 6=弓箭 7=枪炮 11=秘石 12=神器
-		/// </summary>
-public int Type;
-
-
-		/// <summary>
-		///图标  (没用,图标取的配方道具item里的图标)
-		/// </summary>
-public string icon;
-
-
-		/// <summary>
-		///品质 用来读取图纸底色
-		/// </summary>
-public int quality;
-
-
-		/// <summary>
-		///组ID 同组的图纸制造的是同一个武器,只是强化等级不同. 1-1000:武器 1001-2000:秘石 3001-4000:神器 
-		/// </summary>
-public int groupId;
-
-
-		/// <summary>
-		///强化等级 0-5
-		/// </summary>
-public int level;
-
-
-		/// <summary>
-		///是否为起点 0=是 1=否
-		/// </summary>
-public bool isStart;
-
-
-		/// <summary>
-		///下一个图纸 最末尾为 -1
-		/// </summary>
-public int nextBlueprint;
-
-
-		/// <summary>
-		///研究材料item ID
-		/// </summary>
-public int[] researchItem;
-
-
-		/// <summary>
-		///研究材料数量
-		/// </summary>
-public int[] researchCost;
-
-
-		/// <summary>
-		///制造材料ID
-		/// </summary>
-public int[] produceItem;
-
-
-		/// <summary>
-		///制造材料数量
-		/// </summary>
-public int[] produceCost;
-
-
-		/// <summary>
-		///分解获得材料ID
-		/// </summary>
-public int[] hsItemID;
-
-
-		/// <summary>
-		///分解获得材料数量
-		/// </summary>
-public int[] hsItemNum;
-
-
-		/// <summary>
-		///对应的配方道具的ItemID
-		/// </summary>
-public int forulaID;
-
-
-		/// <summary>
-		///飞艇等级多少级后在铁匠铺才显示 不进:-1 5级进:5
-		/// </summary>
-public int WorkShopShowLevel;
-
-
-		/// <summary>
-		///解锁前是否显示 0=不显示 1=要显示
-		/// </summary>
-public int IsShow;
-
-
-		/// <summary>
-		///可能产出的武器chouka表ID
-		/// </summary>
-public int choukaID;
-
-
-		/// <summary>
-		///聚合组ID
-		/// </summary>
-public int juheGroupID;
-
-
-		/// <summary>
-		///下一个等级ID
-		/// </summary>
-public int juheNextID;
-
-
-		/// <summary>
-		///制造属性范围的2把代表武器物品ID
-		/// </summary>
-public int[] PreviewWeaponIDs;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 50
Assets/Scripts/Core/GameData/ExcelConfig/BuffScConfig.cs

@@ -1,50 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\skill.xlsx. SheetName: BuffScConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "BuffScConfig.json")]
-	public partial class BuffScConfigHolder : ConfigHolder<BuffScConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct BuffScConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///效果值
-		/// </summary>
-public float[] effectValue;
-
-
-		/// <summary>
-		///buff效果关键字ID
-		/// </summary>
-public int BuffTitleID;
-
-
-		/// <summary>
-		///buff效果语言表ID
-		/// </summary>
-public int BuffScID;
-
-
-		/// <summary>
-		///buffID
-		/// </summary>
-public int BuffConfigID;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 134
Assets/Scripts/Core/GameData/ExcelConfig/ChallengeResourceConfig.cs

@@ -1,134 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\ChallengeResource.xlsx. SheetName: ChallengeResourceConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ChallengeResourceConfig.json")]
-	public partial class ChallengeResourceConfigHolder : ConfigHolder<ChallengeResourceConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ChallengeResourceConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///类型 1:金币-闹鬼金矿 2:经验-冒险者墓地 3:防具-深渊猎场 >3:遗物-机械废墟
-		/// </summary>
-public int ChallengeType;
-
-
-		/// <summary>
-		///读map表的ID,即对应的地图是哪一张
-		/// </summary>
-public int MapID;
-
-
-		/// <summary>
-		///副本类型说明文本
-		/// </summary>
-public int ChallengeText;
-
-
-		/// <summary>
-		///难度
-		/// </summary>
-public int Difficulty;
-
-
-		/// <summary>
-		///消耗体力
-		/// </summary>
-public int EnergyCost;
-
-
-		/// <summary>
-		///关卡名ID
-		/// </summary>
-public int ChallengeName;
-
-
-		/// <summary>
-		///推荐等级
-		/// </summary>
-public int Level;
-
-
-		/// <summary>
-		///准入等级
-		/// </summary>
-public int UnlockLevel;
-
-
-		/// <summary>
-		///推荐属性 1=火 2=冰 3=雷
-		/// </summary>
-public int[] MonsterType;
-
-
-		/// <summary>
-		///关卡编辑器中的ID (Levelbattle表的ID)
-		/// </summary>
-public int DungeonID;
-
-
-		/// <summary>
-		///关卡奖励道具ID(显示用)
-		/// </summary>
-public int[] ChallengeReward;
-
-
-		/// <summary>
-		///关卡奖励道具数量(显示用)
-		/// </summary>
-public int[] ChallengeRewardCount;
-
-
-		/// <summary>
-		///预览道具tags 1=概率 2=活动 3=up
-		/// </summary>
-public int[] previewIconTag;
-
-
-		/// <summary>
-		///免费次数
-		/// </summary>
-public int FreeTimes;
-
-
-		/// <summary>
-		///前30次 额外掉落抽卡表ID
-		/// </summary>
-public int[] AwardChouka;
-
-
-		/// <summary>
-		///保底次数 仅遗物本用
-		/// </summary>
-public int BenifitTime;
-
-
-		/// <summary>
-		///保底掉落抽卡表ID
-		/// </summary>
-public int[] BenifitChouka;
-
-
-		/// <summary>
-		///掉率展示用
-		/// </summary>
-public float[] OddForShow;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 110
Assets/Scripts/Core/GameData/ExcelConfig/ChallengeTypeConfig.cs

@@ -1,110 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\ChallengeResource.xlsx. SheetName: ChallengeTypeConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ChallengeTypeConfig.json")]
-	public partial class ChallengeTypeConfigHolder : ConfigHolder<ChallengeTypeConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ChallengeTypeConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID (如果这里修改了,要去改任务表的相关条件)
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///1.资源枢纽 2.残响遗迹
-		/// </summary>
-public int ShowType;
-
-
-		/// <summary>
-		///显示类型 1= 固定 2= 随机
-		/// </summary>
-public int Type;
-
-
-		/// <summary>
-		///顺序
-		/// </summary>
-public int Order;
-
-
-		/// <summary>
-		///标题
-		/// </summary>
-public int Name;
-
-
-		/// <summary>
-		///图片
-		/// </summary>
-public string Backg;
-
-
-		/// <summary>
-		///通关一次后,获得额外全局buff
-		/// </summary>
-public int VictoryBuff;
-
-
-		/// <summary>
-		///每日免费次数
-		/// </summary>
-public int FreeTimes;
-
-
-		/// <summary>
-		///活动类型ID 1=奖励增加% 2=体力减少 3=额外产出
-		/// </summary>
-public int ActivityType;
-
-
-		/// <summary>
-		///活动参数1 1百分数 50=50% 2百分数 50=50% 3itemID
-		/// </summary>
-public int[] ActivityFactor1;
-
-
-		/// <summary>
-		///活动参数2  仅针对活动类型3,填item数量
-		/// </summary>
-public int[] ActivityFactor1_1;
-
-
-		/// <summary>
-		///活动开始时间戳
-		/// </summary>
-public int ActivityStart;
-
-
-		/// <summary>
-		///活动结束时间戳
-		/// </summary>
-public int ActivityEnd;
-
-
-		/// <summary>
-		/// 产出提示文本
-		/// </summary>
-public int LanguageID;
-
-
-		/// <summary>
-		///产出提示图
-		/// </summary>
-public string[] IconArray;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 92
Assets/Scripts/Core/GameData/ExcelConfig/ChapterConfig.cs

@@ -1,92 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Chapter.xlsx. SheetName: ChapterConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ChapterConfig.json")]
-	public partial class ChapterConfigHolder : ConfigHolder<ChapterConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ChapterConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///章节序号
-		/// </summary>
-public int chapter;
-
-
-		/// <summary>
-		///章节名字语言表ID
-		/// </summary>
-public int name;
-
-
-		/// <summary>
-		///难度  1=普通 2=困难 3=极难
-		/// </summary>
-public int difficulty;
-
-
-		/// <summary>
-		///关卡分布图预制体
-		/// </summary>
-public string levelsMap;
-
-
-		/// <summary>
-		///章节背景图
-		/// </summary>
-public string backgroudMap;
-
-
-		/// <summary>
-		///主线战斗的战前编队界面顶部的图
-		/// </summary>
-public string topImage;
-
-
-		/// <summary>
-		///章节收集奖励组ID (ChapterReward表)
-		/// </summary>
-public int chapterRewardGroup;
-
-
-		/// <summary>
-		///通关章节后英雄等级上限提升至
-		/// </summary>
-public int HeroLevelLimit;
-
-
-		/// <summary>
-		///通关章节后体力上限增加
-		/// </summary>
-public int PowerLimitUp;
-
-
-		/// <summary>
-		///本章最后一关的Mainstage ID
-		/// </summary>
-public int[] LastStage;
-
-
-		/// <summary>
-		///本章第一关
-		/// </summary>
-public int[] FirstStage;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 50
Assets/Scripts/Core/GameData/ExcelConfig/ChapterRewardConfig.cs

@@ -1,50 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Chapter.xlsx. SheetName: ChapterRewardConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ChapterRewardConfig.json")]
-	public partial class ChapterRewardConfigHolder : ConfigHolder<ChapterRewardConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ChapterRewardConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///组ID 默认每章为1组
-		/// </summary>
-public int groupID;
-
-
-		/// <summary>
-		///需要星星数
-		/// </summary>
-public int starCount;
-
-
-		/// <summary>
-		///奖励道具ID
-		/// </summary>
-public int[] rewardItem;
-
-
-		/// <summary>
-		///奖励道具数量
-		/// </summary>
-public int[] rewardCount;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 122
Assets/Scripts/Core/GameData/ExcelConfig/CircularGiftCardConfig.cs

@@ -1,122 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\CircularGiftCard.xlsx. SheetName: CircularGiftCardConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "CircularGiftCardConfig.json")]
-	public partial class CircularGiftCardConfigHolder : ConfigHolder<CircularGiftCardConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct CircularGiftCardConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///名称
-		/// </summary>
-public int name;
-
-
-		/// <summary>
-		///说明
-		/// </summary>
-public int[] introduction;
-
-
-		/// <summary>
-		///立绘
-		/// </summary>
-public string npcPic;
-
-
-		/// <summary>
-		///开启类型 0=永久 1=跟随活动
-		/// </summary>
-public int openType;
-
-
-		/// <summary>
-		///跟随的活动ID 跟随活动的补给卡会在该活动下次出现时重置
-		/// </summary>
-public int relatedActivityID;
-
-
-		/// <summary>
-		///持续天数
-		/// </summary>
-public int lastingDays;
-
-
-		/// <summary>
-		///持续类型 1=按服务器计算 2=按玩家登录计算
-		/// </summary>
-public int lastingType;
-
-
-		/// <summary>
-		///可叠加购买次数
-		/// </summary>
-public int buyMaxtimes;
-
-
-		/// <summary>
-		///购买次数提示
-		/// </summary>
-public int buyTimesTip;
-
-
-		/// <summary>
-		///买满提示 用来替换购买按钮
-		/// </summary>
-public int maxbuyTip;
-
-
-		/// <summary>
-		///购买时立刻获得的道具ID
-		/// </summary>
-public int[] immediatePrizeID;
-
-
-		/// <summary>
-		///购买时立刻获得的道具数量
-		/// </summary>
-public int[] immediatePrizeCount;
-
-
-		/// <summary>
-		///每日获得的道具ID
-		/// </summary>
-public int[] dailyPrizeID;
-
-
-		/// <summary>
-		///每日获得的道具数量
-		/// </summary>
-public int[] dailyPrizeCount;
-
-
-		/// <summary>
-		///每日领取的语言文本
-		/// </summary>
-public int dailyPrizeLanguage;
-
-
-		/// <summary>
-		///礼品卡在商店内的商品id
-		/// </summary>
-public int shopItemId;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 122
Assets/Scripts/Core/GameData/ExcelConfig/ConstrConfig.cs

@@ -1,122 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\ShopStreet.xlsx. SheetName: ConstrConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ConstrConfig.json")]
-	public partial class ConstrConfigHolder : ConfigHolder<ConstrConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ConstrConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///建筑等级
-		/// </summary>
-public int ConstrLvl;
-
-
-		/// <summary>
-		///各等级日常悬赏任务刷新数量
-		/// </summary>
-public int DailyTaskNum;
-
-
-		/// <summary>
-		///刷新任务时出现特殊任务几率 1000=100%
-		/// </summary>
-public int SpecialTaskOdds;
-
-
-		/// <summary>
-		///各个等级每日刷新的任务范围 读取ExpoireTask的ID
-		/// </summary>
-public int[] DailyTaskRange;
-
-
-		/// <summary>
-		///各个等级随机任务的任务范围
-		/// </summary>
-public int[] SpecialTaskRange;
-
-
-		/// <summary>
-		///各等级悬赏任务出现权重 按任务等级以;隔开 1000=100%
-		/// </summary>
-public int[] TaskWeight;
-
-
-		/// <summary>
-		///各个等级建筑打工位置的数量
-		/// </summary>
-public int WorkPosition;
-
-
-		/// <summary>
-		///铁匠铺解锁配方ID
-		/// </summary>
-public int[] FormulaID;
-
-
-		/// <summary>
-		///铁匠铺解锁制造的等级
-		/// </summary>
-public int[] ProduceLvl;
-
-
-		/// <summary>
-		///制造研发时间减少比例 1000=100%
-		/// </summary>
-public int ProduceTimeReduce;
-
-
-		/// <summary>
-		///同时进行研发的数量
-		/// </summary>
-public int MaxResearchNum;
-
-
-		/// <summary>
-		///遗物鉴定抽卡表ID
-		/// </summary>
-public int IdentifyID;
-
-
-		/// <summary>
-		///马车往返时间缩减比例 1000=100%
-		/// </summary>
-public int CarriageTimeReduce;
-
-
-		/// <summary>
-		///单次马车携带的最大遗物数量
-		/// </summary>
-public int MaxCarriageSpace;
-
-
-		/// <summary>
-		///最大遗物出售货架数量
-		/// </summary>
-public int MaxShelvesNum;
-
-
-		/// <summary>
-		///额外出售获得小镇币和点数比例 1000=100%
-		/// </summary>
-public int SellingBonus;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 92
Assets/Scripts/Core/GameData/ExcelConfig/ConstrUpgradeConfig.cs

@@ -1,92 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\ShopStreet.xlsx. SheetName: ConstrUpgradeConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ConstrUpgradeConfig.json")]
-	public partial class ConstrUpgradeConfigHolder : ConfigHolder<ConstrUpgradeConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ConstrUpgradeConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///建筑组ID
-		/// </summary>
-public int GroupID;
-
-
-		/// <summary>
-		///建筑类型 1=铁匠铺 2=酒馆 3=职业介绍所 4=深渊商店
-		/// </summary>
-public int ConstrType;
-
-
-		/// <summary>
-		///建筑等级
-		/// </summary>
-public int ConstrLvl;
-
-
-		/// <summary>
-		///建筑外观图片资源
-		/// </summary>
-public string Icon;
-
-
-		/// <summary>
-		///建筑升级需求飞艇等级
-		/// </summary>
-public int UpgradeLvl;
-
-
-		/// <summary>
-		///建筑升级条件类型 1=制造数量 2=悬赏完成数量 3=打工工时 4=遗物出售数量
-		/// </summary>
-public int UpgradeRequire;
-
-
-		/// <summary>
-		///升级条件数值
-		/// </summary>
-public int UpgradeRequireValue;
-
-
-		/// <summary>
-		///建筑升级消耗道具
-		/// </summary>
-public int[] UpgradeCost;
-
-
-		/// <summary>
-		///建筑升级消耗数量
-		/// </summary>
-public int[] UpgradeCostNum;
-
-
-		/// <summary>
-		///建筑升级时间 单位分钟
-		/// </summary>
-public int UpgradeTime;
-
-
-		/// <summary>
-		///升级提示语言表ID
-		/// </summary>
-public int UpgradeTip;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

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+ 0 - 116
Assets/Scripts/Core/GameData/ExcelConfig/ContractConfig.cs

@@ -1,116 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Contract.xlsx. SheetName: ContractConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ContractConfig.json")]
-	public partial class ContractConfigHolder : ConfigHolder<ContractConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ContractConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///契约名称
-		/// </summary>
-public int name;
-
-
-		/// <summary>
-		///显示顺序
-		/// </summary>
-public int showID;
-
-
-		/// <summary>
-		///从哪个选项卡转进
-		/// </summary>
-public int groupID;
-
-
-		/// <summary>
-		///开启条件 1.飞艇等级到达 2.UnlockID解锁 3.跟随活动解锁
-		/// </summary>
-public int unlockType;
-
-
-		/// <summary>
-		///开启条件值 1.填飞艇等级 2.填unlock表ID 3.填活动ID
-		/// </summary>
-public int unlockValue;
-
-
-		/// <summary>
-		///持续时间 (天) 0=永久
-		/// </summary>
-public int lastingDays;
-
-
-		/// <summary>
-		///是否在契约结束重置 一般用于活动契约,方便下次活动开启时奖励重置
-		/// </summary>
-public int isReset;
-
-
-		/// <summary>
-		///NPC立绘
-		/// </summary>
-public string npcPic;
-
-
-		/// <summary>
-		///说明文本语言表ID
-		/// </summary>
-public int[] des;
-
-
-		/// <summary>
-		///监听条目文本
-		/// </summary>
-public int taskfinishtypeLanguageID;
-
-
-		/// <summary>
-		///展示的道具icon
-		/// </summary>
-public string shownItemPic;
-
-
-		/// <summary>
-		///跳转ID
-		/// </summary>
-public int skiptoID;
-
-
-		/// <summary>
-		///未解锁时选项卡如何显示 0=不显示 非0=灰色显示,点击弹语言表ID
-		/// </summary>
-public int preshowType;
-
-
-		/// <summary>
-		///监听类型文本
-		/// </summary>
-public int finishtypeLanID;
-
-
-		/// <summary>
-		///对应商品ID
-		/// </summary>
-public int shopitemID;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 68
Assets/Scripts/Core/GameData/ExcelConfig/ContractContentConfig.cs

@@ -1,68 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\Contract.xlsx. SheetName: ContractContentConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "ContractContentConfig.json")]
-	public partial class ContractContentConfigHolder : ConfigHolder<ContractContentConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct ContractContentConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///隶属于哪个契约 潜规则:B列和C列的值要一样
-		/// </summary>
-public int ContractID;
-
-
-		/// <summary>
-		///监听类型 1.飞艇等级到达 2.队伍评分到达 3.流明试炼总星星数量达到 4.在深渊道馆中的踢馆次数
-		/// </summary>
-public int finishType;
-
-
-		/// <summary>
-		///监听值
-		/// </summary>
-public int finishValue;
-
-
-		/// <summary>
-		///免费奖励ID
-		/// </summary>
-public int[] freePrizeID;
-
-
-		/// <summary>
-		///免费奖励数量
-		/// </summary>
-public int[] freePrizeCount;
-
-
-		/// <summary>
-		///付费奖励ID
-		/// </summary>
-public int[] paidPrizeID;
-
-
-		/// <summary>
-		///付费奖励数量
-		/// </summary>
-public int[] paidPrizeCount;
-
-
-	}
-
-}
-// End of Auto Generated Code

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

@@ -1,11 +0,0 @@
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+ 0 - 39
Assets/Scripts/Core/GameData/ExcelConfig/DropConfig.cs

@@ -1,39 +0,0 @@
-// Auto Generated Code By excel2json
-// Generate From Excel\ChouKa.xlsx. SheetName: DropConfig
-
-using System;
-using Fort23.GameData;
-
-namespace Excel2Json
-{
-	[Config(prefab = "DropConfig.json")]
-	public partial class DropConfigHolder : ConfigHolder<DropConfig>
	{
-	}
-
-
-	[Serializable]
-	public struct DropConfig : IConfig
	{
-		public int GetID() {return ID;} 
-		/// <summary>
-		///掉落ID
-		/// </summary>
-public int ID;
-
-
-		/// <summary>
-		///掉落组ID
-		/// </summary>
-public int[] dropGroupID;
-
-
-
-		/// <summary>
-		///显示ID -99:通过工厂表决定显示
-		/// </summary>
-public int[] showItemId;
-
-
-	}
-
-}
-// End of Auto Generated Code

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