Преглед изворни кода

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

# Conflicts:
#	Assets/Scenes/testCombat.scene   resolved by origin/master(远端) version
#	UserSettings/Layouts/default-2022.dwlt   resolved by master version
lzx пре 2 дана
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ec4e167e0a
37 измењених фајлова са 1075 додато и 180 уклоњено
  1. 9 0
      Assets/Res/Config/HeroModelConfig.json
  2. 338 91
      Assets/Res/Config/SkillConfig.json
  3. 111 2
      Assets/Res/UI/CombatPanel.prefab
  4. 151 0
      Assets/Res/UIAnimRes/TweenAssetInfoPlayerGf_widget.asset
  5. 8 0
      Assets/Res/UIAnimRes/TweenAssetInfoPlayerGf_widget.asset.meta
  6. 133 0
      Assets/Res/UIAnimRes/TweenAssetInfoPlayerGf_widget_1.asset
  7. 8 0
      Assets/Res/UIAnimRes/TweenAssetInfoPlayerGf_widget_1.asset.meta
  8. 79 0
      Assets/Res/UIAnimRes/TweenAssetInfoPlayerGf_widget_1_2.asset
  9. 8 0
      Assets/Res/UIAnimRes/TweenAssetInfoPlayerGf_widget_1_2.asset.meta
  10. 13 45
      Assets/Scenes/testCombat.scene
  11. 4 0
      Assets/Scripts/Core/Utility/BesselPathMono.cs
  12. 6 0
      Assets/Scripts/GameData/ExcelConfig/HeroModelConfig.cs
  13. 5 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  14. 16 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/HuangDaoAlterSlotsEventData.cs
  15. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/HuangDaoAlterSlotsEventData.cs.meta
  16. 12 5
      Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCollisionInfo.cs
  17. 5 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  18. 14 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  19. 4 0
      Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs
  20. 12 3
      Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs
  21. 6 0
      Assets/Scripts/GameLogic/Combat/Skill/DS60103.cs
  22. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S1001.cs
  23. 2 2
      Assets/Scripts/GameLogic/Combat/Skill/S1101.cs
  24. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S1201.cs
  25. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S1301.cs
  26. 1 1
      Assets/Scripts/GameLogic/Combat/Skill/S2001.cs
  27. 13 11
      Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs
  28. 1 1
      Assets/Scripts/GameLogic/Hero/FaBaoInfo.cs
  29. 18 1
      Assets/Scripts/GameLogic/Hero/SkillInfo.cs
  30. 1 1
      Assets/Scripts/GameUI/UI/CombatPanel/BossHpWidget.cs
  31. 9 3
      Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidget.cs
  32. 6 2
      Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs
  33. 62 6
      Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs
  34. 13 0
      Assets/Scripts/GameUI/UI/CombatPanel/gf_widgetData.cs
  35. BIN
      Excel2Json/Excel/FabaoConfig.xlsx
  36. BIN
      Excel2Json/Excel/HeroModel.xlsx
  37. BIN
      Excel2Json/Excel/skill.xlsx

+ 9 - 0
Assets/Res/Config/HeroModelConfig.json

@@ -51,6 +51,9 @@
         84001,
         85001
       ],
+      "fa_bao_id": [
+        10001
+      ],
       "heroStory": null
     },
     {
@@ -75,6 +78,9 @@
         82001,
         83001
       ],
+      "fa_bao_id": [
+        10001
+      ],
       "heroStory": null
     },
     {
@@ -98,6 +104,9 @@
         81001,
         82001
       ],
+      "fa_bao_id": [
+        10001
+      ],
       "heroStory": null
     }
   ]

+ 338 - 91
Assets/Res/Config/SkillConfig.json

@@ -14,13 +14,18 @@
       "SkillType": 1,
       "level": 1,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        1.0
       ]
     },
     {
@@ -37,13 +42,18 @@
       "SkillType": 1,
       "level": 2,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        2.0
       ]
     },
     {
@@ -60,13 +70,18 @@
       "SkillType": 1,
       "level": 3,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        3.0
       ]
     },
     {
@@ -83,13 +98,18 @@
       "SkillType": 1,
       "level": 4,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        4.0
       ]
     },
     {
@@ -106,13 +126,18 @@
       "SkillType": 1,
       "level": 5,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        5.0
       ]
     },
     {
@@ -129,13 +154,18 @@
       "SkillType": 1,
       "level": 6,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        6.0
       ]
     },
     {
@@ -152,13 +182,18 @@
       "SkillType": 1,
       "level": 7,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        7.0
       ]
     },
     {
@@ -175,13 +210,18 @@
       "SkillType": 1,
       "level": 8,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        8.0
       ]
     },
     {
@@ -198,13 +238,18 @@
       "SkillType": 1,
       "level": 9,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        9.0
       ]
     },
     {
@@ -221,17 +266,22 @@
       "SkillType": 1,
       "level": 10,
       "effectValue": [
-        9.0,
-        20.0,
+        6.0,
+        60.0,
         30.0
       ],
       "intensifierIndex": [
-        2,
-        3
+        2
+      ],
+      "addPropertyType": [
+        101
+      ],
+      "addPropertyValue": [
+        10.0
       ]
     },
     {
-      "ID": 20011,
+      "ID": 20010,
       "power": 100.0,
       "name": null,
       "dec": null,
@@ -244,11 +294,200 @@
       "SkillType": 1,
       "level": 1,
       "effectValue": [
-        100.0,
-        10.0
+        360.0,
+        48.0
       ],
       "intensifierIndex": [
-        0
+        2
+      ]
+    },
+    {
+      "ID": 20011,
+      "power": 110.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 2,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
+      ]
+    },
+    {
+      "ID": 20012,
+      "power": 120.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 3,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
+      ]
+    },
+    {
+      "ID": 20013,
+      "power": 130.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 4,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
+      ]
+    },
+    {
+      "ID": 20014,
+      "power": 140.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 5,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
+      ]
+    },
+    {
+      "ID": 20015,
+      "power": 150.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 6,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
+      ]
+    },
+    {
+      "ID": 20016,
+      "power": 160.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 7,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
+      ]
+    },
+    {
+      "ID": 20017,
+      "power": 170.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 8,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
+      ]
+    },
+    {
+      "ID": 20018,
+      "power": 180.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 9,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
+      ]
+    },
+    {
+      "ID": 20019,
+      "power": 190.0,
+      "name": null,
+      "dec": null,
+      "attribute": 2,
+      "icon": "icon_skill_10001",
+      "scriptName": "S2001",
+      "IDGroup": 2001,
+      "timelineName": "lieyanjian_timeline_TD",
+      "cd": 1,
+      "SkillType": 1,
+      "level": 10,
+      "effectValue": [
+        360.0,
+        48.0
+      ],
+      "intensifierIndex": [
+        2
       ]
     },
     {
@@ -266,10 +505,11 @@
       "level": 1,
       "effectValue": [
         2.0,
-        10.0
+        180.0,
+        24.0
       ],
       "intensifierIndex": [
-        0
+        2
       ]
     },
     {
@@ -286,10 +526,12 @@
       "SkillType": 1,
       "level": 1,
       "effectValue": [
-        17.0
+        3.0,
+        120.0,
+        16.0
       ],
       "intensifierIndex": [
-        0
+        2
       ]
     },
     {
@@ -306,10 +548,12 @@
       "SkillType": 1,
       "level": 1,
       "effectValue": [
-        20.0
+        3.0,
+        120.0,
+        16.0
       ],
       "intensifierIndex": [
-        0
+        2
       ]
     },
     {
@@ -326,10 +570,10 @@
       "SkillType": 2,
       "level": 1,
       "effectValue": [
-        0.1
+        15.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -346,10 +590,10 @@
       "SkillType": 2,
       "level": 1,
       "effectValue": [
-        10.0
+        15.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -366,11 +610,11 @@
       "SkillType": 2,
       "level": 1,
       "effectValue": [
-        1.0,
-        20.0
+        10.0,
+        10.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -387,10 +631,10 @@
       "SkillType": 2,
       "level": 1,
       "effectValue": [
-        20.0
+        15.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -407,11 +651,11 @@
       "SkillType": 2,
       "level": 1,
       "effectValue": [
-        10.0,
-        2.0
+        15.0,
+        6.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -428,7 +672,10 @@
       "SkillType": 2,
       "level": 1,
       "effectValue": [
-        5.0
+        30.0
+      ],
+      "intensifierIndex": [
+        1
       ]
     },
     {
@@ -548,7 +795,7 @@
         100.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -566,10 +813,10 @@
       "level": 1,
       "effectValue": [
         50.0,
-        10.0
+        9.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -586,11 +833,10 @@
       "SkillType": 3,
       "level": 1,
       "effectValue": [
-        10.0,
-        10.0
+        30.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -608,10 +854,10 @@
       "level": 1,
       "effectValue": [
         1.0,
-        10.0
+        9.0
       ],
       "intensifierIndex": [
-        0
+        2
       ]
     },
     {
@@ -628,10 +874,10 @@
       "SkillType": 3,
       "level": 1,
       "effectValue": [
-        10.0
+        9.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -648,11 +894,11 @@
       "SkillType": 3,
       "level": 1,
       "effectValue": [
-        200.0,
-        1.0
+        100.0,
+        5.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -669,11 +915,11 @@
       "SkillType": 3,
       "level": 1,
       "effectValue": [
-        200.0,
-        1.0
+        3.0,
+        6.0
       ],
       "intensifierIndex": [
-        0
+        2
       ]
     },
     {
@@ -690,11 +936,11 @@
       "SkillType": 3,
       "level": 1,
       "effectValue": [
-        200.0,
-        1.0
+        6.0,
+        30.0
       ],
       "intensifierIndex": [
-        0
+        1
       ]
     },
     {
@@ -714,7 +960,8 @@
         10.0,
         100.0,
         50.0,
-        3.0
+        50.0,
+        9.0
       ],
       "intensifierIndex": [
         0
@@ -735,14 +982,14 @@
       "level": 1,
       "effectValue": [
         3.0,
+        3.0,
+        30.0,
+        5.0,
         1.0,
-        10.0,
-        2.0,
-        1.0,
-        1.0,
-        10.0,
-        1.0,
-        10.0
+        3.0,
+        30.0,
+        3.0,
+        30.0
       ],
       "intensifierIndex": [
         0
@@ -762,7 +1009,7 @@
       "SkillType": 4,
       "level": 1,
       "effectValue": [
-        50.0,
+        30.0,
         1.0
       ],
       "intensifierIndex": [

+ 111 - 2
Assets/Res/UI/CombatPanel.prefab

@@ -2771,7 +2771,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   m_Material: {fileID: 0}
-  m_Color: {r: 1, g: 1, b: 1, a: 0.12941177}
+  m_Color: {r: 1, g: 1, b: 1, a: 1}
   m_RaycastTarget: 1
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_Maskable: 1
@@ -6981,6 +6981,7 @@ GameObject:
   m_Component:
   - component: {fileID: 4908641481422767167}
   - component: {fileID: 8495898831614672319}
+  - component: {fileID: 7737140206786927853}
   m_Layer: 5
   m_HasEditorInfo: 1
   m_Name: gf_widget
@@ -6996,7 +6997,7 @@ RectTransform:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 9048783764069595547}
-  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
@@ -7039,4 +7040,112 @@ MonoBehaviour:
     isAssetBundle: 0
     isList: 0
     ListCollectorDatas: []
+  - key: PlayerGf_widget
+    gameObject: {fileID: 7737140206786927853}
+    isAssetBundle: 0
+    isList: 0
+    ListCollectorDatas: []
   isAssetBundle: 1
+--- !u!114 &7737140206786927853
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 9048783764069595547}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 6a23dadfaa104ddf929b8c98dd02623c, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  maxDuration: 0
+  isUpdate: 0
+  currTime: 0.5304619
+  GrpupInfos:
+  - Foldout: 1
+    isActive: 0
+    animName: enter
+    isLoop: 0
+    allTargets:
+    - {fileID: 4015181750756248656}
+    TweenAssetInfo: {fileID: 11400000, guid: 761080c128a90744f85dc52a0924cb45, type: 2}
+    TargetFoldout: 1
+    maxDuration: 0.2
+    isUpdate: 1
+    currTime: 0
+  - Foldout: 1
+    isActive: 0
+    animName: huangdao
+    isLoop: 0
+    allTargets:
+    - {fileID: 4015181750756248656}
+    TweenAssetInfo: {fileID: 11400000, guid: 48023464e0993b54592cc1f093e93266, type: 2}
+    TargetFoldout: 1
+    maxDuration: 0.5
+    isUpdate: 1
+    currTime: 0
+  MinMaxGradient:
+    m_Mode: 0
+    m_GradientMin:
+      serializedVersion: 2
+      key0: {r: 1, g: 1, b: 1, a: 1}
+      key1: {r: 1, g: 1, b: 1, a: 1}
+      key2: {r: 0, g: 0, b: 0, a: 0}
+      key3: {r: 0, g: 0, b: 0, a: 0}
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Разлика између датотеке није приказан због своје велике величине
+ 13 - 45
Assets/Scenes/testCombat.scene


+ 4 - 0
Assets/Scripts/Core/Utility/BesselPathMono.cs

@@ -13,6 +13,8 @@ namespace Core.Utility
         public ACurve ACurve;
 
         public bool isRun;
+        public Vector3 strat0ff;
+        public Vector3 endOff;
         private void OnDrawGizmos()
         {
             
@@ -35,6 +37,8 @@ namespace Core.Utility
                 }
 
                 BesselPath.controlPoints = (pos);
+                strat0ff = Transforms[0].InverseTransformPoint(Transforms[1].position);
+                endOff = Transforms[3].InverseTransformPoint(Transforms[2].position);
             }
 
             Gizmos.color = Color.blue;

+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/HeroModelConfig.cs

@@ -116,6 +116,12 @@ public float speed_atk;
 public int[] skillID;
 
 
+		/// <summary>
+		///角色自带的法宝
+		/// </summary>
+public int[] fa_bao_id;
+
+
 		/// <summary>
 		///英雄故事文本
 		/// </summary>

+ 5 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -89,5 +89,10 @@
         /// 补填技能槽位
         /// </summary>
         FillInSkillSlots,
+        /// <summary>
+        /// 黄道改变槽位
+        /// </summary>
+        HuangDaoAlterSlots,
+        
     }
 }

+ 16 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/HuangDaoAlterSlotsEventData.cs

@@ -0,0 +1,16 @@
+using Core.Utility.Event;
+using GameLogic.Player;
+
+namespace Common.Utility.CombatEvent
+{
+    public class HuangDaoAlterSlotsEventData: EventDataBasic<HuangDaoAlterSlotsEventData>
+    {
+        public int  index;
+        public CombatHeroEntity CombatHeroEntity;
+        public WuXingType WuXingType;
+        protected override void ProDispose()
+        {
+            CombatHeroEntity = null;
+        }
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: c3e07934001a40d2a39cb23dcff69982
+timeCreated: 1745568486

+ 12 - 5
Assets/Scripts/GameLogic/Combat/CombatTool/MagicWeaponCollisionInfo.cs

@@ -104,17 +104,24 @@ namespace GameLogic.Combat.CombatTool
             _besselPathA.controlPoints.Add(a.dotPos);
             _besselPathA.controlPoints.Add(a.GameObject.transform.TransformPoint(new Vector3(-9.87f, 4, 2)));
 
-            _besselPathA.controlPoints.Add(b.GameObject.transform.TransformPoint(new Vector3(12.66f, 1, -5)));
+            _besselPathA.controlPoints.Add(b.GameObject.transform.TransformPoint(new Vector3(-12.66f, 1, 5)));
             _besselPathA.controlPoints.Add(b.dotPos);
-
+            GameObject G1 = new GameObject("BesselPathMono22");
+            BesselPathMono besselPathMono1 = G1.AddComponent<BesselPathMono>();
+            besselPathMono1.isRun = true;
+            besselPathMono1.BesselPath = _besselPathA;
             _besselPathB = new BesselPath();
             _besselPathB.controlPoints.Add(b.dotPos);
             _besselPathB.controlPoints.Add(
-                b.GameObject.transform.TransformPoint(new Vector3(-11.89f, -0.29f, 3.28f)));
+                b.GameObject.transform.TransformPoint(new Vector3(11.89f, -0.29f, -3.28f)));
 
             _besselPathB.controlPoints.Add(
                 a.GameObject.transform.TransformPoint(new Vector3(12.67f, -3.03f, -3.5f)));
             _besselPathB.controlPoints.Add(a.dotPos);
+            GameObject G2 = new GameObject("BesselPathMono22");
+            BesselPathMono besselPathMono2 = G2.AddComponent<BesselPathMono>();
+            besselPathMono2.isRun = true;
+            besselPathMono2.BesselPath = _besselPathB;
         }
 
         protected void SetBesselB()
@@ -123,7 +130,7 @@ namespace GameLogic.Combat.CombatTool
             _besselPathA.controlPoints.Add(a.dotPos);
             _besselPathA.controlPoints.Add(a.GameObject.transform.TransformPoint(new Vector3(-3.41f, 4, -7.23f)));
 
-            _besselPathA.controlPoints.Add(b.GameObject.transform.TransformPoint(new Vector3(2.64f, 1, -5)));
+            _besselPathA.controlPoints.Add(b.GameObject.transform.TransformPoint(new Vector3(-2.64f, 1, 5)));
             _besselPathA.controlPoints.Add(b.dotPos);
             GameObject G = new GameObject("BesselPathMono11");
             BesselPathMono besselPathMono = G.AddComponent<BesselPathMono>();
@@ -132,7 +139,7 @@ namespace GameLogic.Combat.CombatTool
             _besselPathB = new BesselPath();
             _besselPathB.controlPoints.Add(b.dotPos);
             _besselPathB.controlPoints.Add(
-                b.GameObject.transform.TransformPoint(new Vector3(-8.5f, -3.93f, 9.58f)));
+                b.GameObject.transform.TransformPoint(new Vector3(8.5f, -3.93f, -9.58f)));
 
             _besselPathB.controlPoints.Add(
                 a.GameObject.transform.TransformPoint(new Vector3(1.45f, -3.03f, 4.6f)));

+ 5 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -341,6 +341,11 @@ public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGet
     public void Recover(HarmReturnInfo harmReturnInfo)
     {
         CurrCombatHeroInfo.hp += harmReturnInfo.att;
+        if (CurrCombatHeroInfo.hp > MaxCombatHeroInfo.hp)
+        {
+            CurrCombatHeroInfo.hp = MaxCombatHeroInfo.hp;
+        }
+
         HarmUpdateEventData harmUpdateEventData = HarmUpdateEventData.Create();
         harmUpdateEventData.HarmReturnInfo = harmReturnInfo;
         CombatEventManager.Instance.Dispatch(CombatEventType.RecoverUpdate, harmUpdateEventData);

+ 14 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -41,6 +41,7 @@ public class CombatHeroInfo
     /// 功法强度的加成 %
     /// </summary>
     public float gongFaStrength;
+
     /// <summary>
     /// 护盾
     /// </summary>
@@ -59,7 +60,7 @@ public class CombatHeroInfo
     /// <summary>
     /// 金
     /// </summary>
-    public float Metal=100;
+    public float Metal = 100;
 
     /// <summary>
     /// 木
@@ -117,6 +118,7 @@ public class CombatHeroInfo
     public bool isMonster;
 
     public int k;
+
     // public int[] skillId;
     // public List<SkillConfig> skillConfigs;
     /// <summary>
@@ -133,6 +135,7 @@ public class CombatHeroInfo
     /// 大道修炼ID
     /// </summary>
     public int TaoismSkillId;
+
     public float GetAttSpeed
     {
         get
@@ -215,7 +218,16 @@ public class CombatHeroInfo
                 }
             }
 
-           
+            if (modelConfig.fa_bao_id != null)
+            {
+                for (int i = 0; i < modelConfig.fa_bao_id.Length; i++)
+                {
+                    int faBaoId = modelConfig.fa_bao_id[i];
+                    FaBaoInfo faBaoInfo = new FaBaoInfo(faBaoId, MonsterPowerUpConfig.FabaoLv,
+                        MonsterPowerUpConfig.FabaoStar);
+                    MagicWeaponID.Add(faBaoInfo);
+                }
+            }
         }
         else
         {

+ 4 - 0
Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs

@@ -21,6 +21,7 @@ namespace GameLogic.Combat.Hero
         {
             get { return _allMagicWeapon.ToArray(true); }
         }
+
         public int MagicWeaponCount
         {
             get { return _allMagicWeapon.Count; }
@@ -64,6 +65,9 @@ namespace GameLogic.Combat.Hero
                 cTaskAwaitBuffer.AddTask(heroEntity.Init(this, MagicWeaponID[i],
                     delegate(CombatMagicWeaponEntity entity) { AddMagicWeapon(entity); }));
             }
+
+            await cTaskAwaitBuffer.WaitAll();
+            cTaskAwaitBuffer.Dispose();
         }
 
         public void UseMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)

+ 12 - 3
Assets/Scripts/GameLogic/Combat/Hero/Turntable/SkillTurntable.cs

@@ -49,8 +49,12 @@ namespace GameLogic.Combat.Hero.Turntable
                 return;
             }
 
-
-            currUseFinishSkill.Add(skillBasic);
+            DS60103 ds60103=  _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
+            if (ds60103 != null)
+            {
+                currUseFinishSkill.Add(skillBasic);
+            }
+          
             UseSkillFinishEventData useSkillFinishEventData = UseSkillFinishEventData.Create();
             useSkillFinishEventData.SkillBasic = skillBasic;
             CombatEventManager.Instance.Dispatch(CombatEventType.UseSkillFinish, useSkillFinishEventData);
@@ -260,7 +264,12 @@ namespace GameLogic.Combat.Hero.Turntable
                 }
             }
 
-            skillSlots.SetSkill(null);
+            DS60103 ds60103=  _combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().taoismSkillBasic as DS60103;
+            if (ds60103 != null)
+            {
+                skillSlots.SetSkill(null);
+            }
+
             skillSlots.useCount++;
             combatHeroSkillControl.AddCommandSkill(skillBasic);
             AddUseGongFaEventData addUseGongFaEventData = AddUseGongFaEventData.Create();

+ 6 - 0
Assets/Scripts/GameLogic/Combat/Skill/DS60103.cs

@@ -49,6 +49,12 @@ namespace GameLogic.Combat.Skill
                         CombatHeroEntity.CurrCombatHeroInfo.Earth_Injury -= v;
                         break;
                 }
+
+                HuangDaoAlterSlotsEventData huangDaoAlterSlotsEventData = HuangDaoAlterSlotsEventData.Create();
+                huangDaoAlterSlotsEventData.WuXingType = addUseGongFaEventData.SkillBasic.wuXingType;
+                huangDaoAlterSlotsEventData.CombatHeroEntity = CombatHeroEntity;
+                huangDaoAlterSlotsEventData.index = addUseGongFaEventData.SkillSlots.index;
+                CombatEventManager.Instance.Dispatch(CombatEventType.HuangDaoAlterSlots, huangDaoAlterSlotsEventData);
             }
         }
 

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S1001.cs

@@ -36,12 +36,12 @@ namespace GameLogic.Combat.Skill
             ITimelineFxLogic timelineFxLogic,
             TriggerData triggerData)
         {
-            float harmBl = SelfSkillConfig.effectValue[0];
+            float harmBl = effectValue[0];
             // CombatC
             int c = targetEntity.combatHeroEntity.BuffControl.GetBuffCountForType(2);
             if (c > 0)
             {
-                harmBl += SelfSkillConfig.effectValue[1];
+                harmBl += effectValue[1];
             }
 
             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Skill/S1101.cs

@@ -61,13 +61,13 @@ namespace GameLogic.Combat.Skill
             TriggerData triggerData)
         {
             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                SelfSkillConfig.effectValue[0]);
+                effectValue[0]);
             CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
                 wuXingType,
                 HarmType.Default);
             
             int odds= Random.Range(0, 100);
-            if (odds < SelfSkillConfig.effectValue[1])
+            if (odds < effectValue[1])
             {
                 BuffInfo buffInfo = BuffInfo.GetBuffInfo(10031, 1);
                 targetEntity.combatHeroEntity.BuffControl.AddBuff(CombatHeroEntity, buffInfo);

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S1201.cs

@@ -55,7 +55,7 @@ namespace GameLogic.Combat.Skill
             else
             {
                 long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                    SelfSkillConfig.effectValue[0]);
+                    effectValue[0]);
                 CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
                     wuXingType,
                     HarmType.Default);

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S1301.cs

@@ -42,7 +42,7 @@ namespace GameLogic.Combat.Skill
             TriggerData triggerData)
         {
             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                SelfSkillConfig.effectValue[0]);
+                effectValue[0]);
             CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,
                 wuXingType,
                 HarmType.Default);

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs

@@ -25,7 +25,7 @@ namespace GameLogic.Combat.Skill
             TriggerData triggerData)
         {
             long v = CombatCalculateTool.Instance.GetVlaueRatioForLong(CombatHeroEntity.CurrCombatHeroInfo.attack.Value,
-                SelfSkillConfig.effectValue[0]);
+                effectValue[0]);
             CombatCalculateTool.Instance.Harm(CombatHeroEntity, targetEntity, v, AttType.Skill, triggerData,wuXingType,
                 HarmType.Default);
             BuffInfo buffInfo = BuffInfo.GetBuffInfo(10051, 1);

+ 13 - 11
Assets/Scripts/GameLogic/Combat/Skill/SkillBasic.cs

@@ -44,6 +44,7 @@ namespace GameLogic.Combat.Skill
         private bool isUse;
 
         public float[] effectValue;
+
         public CombatHeroEntity CombatHeroEntity
         {
             get { return _combatHeroEntity; }
@@ -117,8 +118,8 @@ namespace GameLogic.Combat.Skill
         }
 
         private TriggerData _triggerData;
-
-        protected float[] defaultEffectValue;
+        // public float[] skillEffectValue;
+        // private float[] defaultEffectValue;
 
         /// <summary>
         /// 技能cd
@@ -136,6 +137,7 @@ namespace GameLogic.Combat.Skill
         private CombatParticleSystemPool _earlyWarningFx;
         private CombatHeroEntity _earlyWarningFristHero;
 
+        protected SkillInfo skillInfo;
 
         public T This<T>()
         {
@@ -151,20 +153,18 @@ namespace GameLogic.Combat.Skill
                 return;
             }
 
-            float[] effectValue = SelfSkillConfig.effectValue;
-            float[] newEffectValue = new float[effectValue.Length];
+            float[] basic = skillInfo.effectValue;
+            // float[] newEffectValue = new float[effectValue.Length];
             for (int i = 0; i < SelfSkillConfig.intensifierIndex.Length; i++)
             {
                 int index = SelfSkillConfig.intensifierIndex[i];
-                if (index >= effectValue.Length)
+                if (index >= basic.Length)
                 {
                     continue;
                 }
 
-                newEffectValue[index] = effectValue[index] * (1 + (bl * 0.01f));
+                effectValue[index] = basic[index] * ((bl * 0.01f));
             }
-
-            SelfSkillConfig.effectValue = newEffectValue;
         }
 
         public SkillFeaturesData GetSkillFeaturesData()
@@ -182,8 +182,7 @@ namespace GameLogic.Combat.Skill
 
         public void AddToSkillSlots()
         {
-            SelfSkillConfig.effectValue = defaultEffectValue;
-        
+            Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
         }
 
         /// <summary>
@@ -266,6 +265,7 @@ namespace GameLogic.Combat.Skill
 
         public void InitSkillConfig(CombatHeroEntity combatHeroEntity, SkillInfo skillInfo)
         {
+            this.skillInfo = skillInfo;
             _combatHeroEntity = combatHeroEntity;
             SelfSkillConfig = skillInfo.skillConfig;
             SkillMaxCd = SelfSkillConfig.cd;
@@ -280,7 +280,9 @@ namespace GameLogic.Combat.Skill
 
             UseCount = SelfSkillConfig.SkillType * 100000;
             skillGuid = SelfSkillConfig.ID;
-            defaultEffectValue = SelfSkillConfig.effectValue;
+            effectValue = new float[skillInfo.effectValue.Length];
+            Array.Copy(skillInfo.effectValue, effectValue, skillInfo.effectValue.Length);
+
             // if (SkillIntensifierData == null)
             // {
             //     SkillIntensifierData = new SkillIntensifierData();

+ 1 - 1
Assets/Scripts/GameLogic/Hero/FaBaoInfo.cs

@@ -12,7 +12,7 @@ namespace GameLogic.Hero
         public FabaoConfig FabaoConfig;
         public FabaoPowerupConfig FabaoPowerupConfig;
 
-        public FaBaoInfo(int id,int powerupId)
+        public FaBaoInfo(int id,int powerupId,int start=1)
         {
             FabaoConfig = ConfigComponent.Instance.Get<FabaoConfig>(id);
             FabaoPowerupConfig = ConfigComponent.Instance.Get<FabaoPowerupConfig>(powerupId);

+ 18 - 1
Assets/Scripts/GameLogic/Hero/SkillInfo.cs

@@ -1,3 +1,4 @@
+using System;
 using Core.Utility;
 using Excel2Json;
 using Fort23.UTool;
@@ -11,12 +12,28 @@ namespace GameLogic.Hero
         public SkillPowerupConfig SkillPowerupConfig;
 
         public int index;
+        public float[] effectValue;
 
         public SkillInfo(int skillId, int powerId)
         {
             skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillId);
             SkillPowerupConfig = ConfigComponent.Instance.Get<SkillPowerupConfig>(powerId);
-            qiangDu= (long)(SkillPowerupConfig.MainPower* skillConfig.power);
+            effectValue = new float[skillConfig.effectValue.Length];
+            Array.Copy(skillConfig.effectValue, effectValue, skillConfig.effectValue.Length);
+            if (skillConfig.intensifierIndex != null)
+            {
+                for (int i = 0; i < skillConfig.intensifierIndex.Length; i++)
+                {
+                    int index = skillConfig.intensifierIndex[i]-1;
+                    if(index>=0&&index< effectValue.Length)
+                    {
+                        effectValue[index] = effectValue[index] * SkillPowerupConfig.SkillPower1*0.01f;
+                    }
+                }
+            }
+
+
+            qiangDu = (long)(SkillPowerupConfig.MainPower * skillConfig.power);
             index = 0;
         }
     }

+ 1 - 1
Assets/Scripts/GameUI/UI/CombatPanel/BossHpWidget.cs

@@ -108,7 +108,7 @@ namespace Fort23.Mono
                             this.gf_widget,
                             null,
                             SkillRoot, poolName: "bossWidget", isInstance: true);
-                        gfWidget.InitWidget(minSlots);
+                        gfWidget.InitWidget(minSlots,combatHeroEntity);
                         gfWidget.transform.SetAsLastSibling();
                         currShowGfWidget.Add(gfWidget);
                     }

+ 9 - 3
Assets/Scripts/GameUI/UI/CombatPanel/WuXingGongFaWidget.cs

@@ -17,6 +17,8 @@ namespace Fort23.Mono
 
         // private List<DengDaiSkillWidget> currDengDaiSkill = new List<DengDaiSkillWidget>();
 
+        private WuXingType huangDaoWuXingType;
+
         private void Init()
         {
         }
@@ -28,6 +30,7 @@ namespace Fort23.Mono
             CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);
             CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
             CombatEventManager.Instance.AddEventListener(CombatEventType.FillInSkillSlots, FillInSkillSlots);
+          
         }
 
         public override void DelEvent()
@@ -37,6 +40,7 @@ namespace Fort23.Mono
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkillFinish, UseSkillFinish);
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.FillInSkillSlots, FillInSkillSlots);
+      
         }
 
         public override void AddButtonEvent()
@@ -54,7 +58,7 @@ namespace Fort23.Mono
                     break;
                 case 1:
                     Name.text = "水";
-                 
+
                     myImage.color = new Color(0.19f, 0.51f, 1f);
                     break;
                 case 2:
@@ -72,6 +76,8 @@ namespace Fort23.Mono
             }
         }
 
+      
+
         private void FillInSkillSlots(IEventData iEventData)
         {
             FillInSkillSlotsEventData fillInSkillSlotsEventData = iEventData as FillInSkillSlotsEventData;
@@ -98,14 +104,14 @@ namespace Fort23.Mono
             {
                 return;
             }
-            
+
             SkillBasic skillBasic = combatUseSkillEventData.SkillBasic;
             bool isOk = IsMyWuXing(skillBasic.wuXingType);
             if (!isOk)
             {
                 return;
             }
-            
+
             useSkillIcon.gameObject.SetActive(false);
             // DengDaiSkillWidget dengDaiSkillWidget =
             //     await UIManager.Instance.CreateGComponentForObject<DengDaiSkillWidget>(DengDaiSkillWidget, null,

+ 6 - 2
Assets/Scripts/GameUI/UI/CombatPanel/ZhuanPanPanel.cs

@@ -51,6 +51,8 @@ namespace Fort23.Mono
 
 
             CombatEventManager.Instance.AddEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
+            
+           
         }
 
         public override void DelEvent()
@@ -60,6 +62,7 @@ namespace Fort23.Mono
             // CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddUseGongFa, AddUseGongFa);
 
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.TaoismSkillAlter, TaoismSkillAlter);
+          
         }
 
 
@@ -72,7 +75,7 @@ namespace Fort23.Mono
         {
         }
 
-
+    
         private async void ExercisesAlter(IEventData iEventData)
         {
             _gfWidgets.Clear();
@@ -91,7 +94,8 @@ namespace Fort23.Mono
                 gf_widget gfWidget = await UIManager.Instance.CreateGComponentForObject<gf_widget>(this.gf_widget, null,
                     Gf_root, isInstance: true);
                 gfWidget.SkillSlots = skillBasic;
-                gfWidget.InitWidget(skillBasic);
+                gfWidget.InitWidget(skillBasic,CombatController.currActiveCombat.CombatHeroController
+                    .playerHeroEntity);
                 _gfWidgets.Add(gfWidget);
             }
         }

+ 62 - 6
Assets/Scripts/GameUI/UI/CombatPanel/gf_widget.cs

@@ -2,6 +2,7 @@ using Common.Utility.CombatEvent;
 using Fort23.Core;
 using GameLogic.Combat.Hero.Turntable;
 using GameLogic.Combat.Skill;
+using GameLogic.Player;
 using UnityEngine;
 
 namespace Fort23.Mono
@@ -11,12 +12,12 @@ namespace Fort23.Mono
     {
         public SkillSlots SkillSlots;
         public SkillBasic SkillBasic;
-
-
         public float jd;
 
         public int useCount;
+        public WuXingType HuangDaoWuXingType;
 
+        public CombatHeroEntity combatHeroEntity;
         private void Init()
         {
         }
@@ -24,19 +25,65 @@ namespace Fort23.Mono
         public override void AddEvent()
         {
             CombatEventManager.Instance.AddEventListener(CombatEventType.SkillSlotsAlter, SkillSlotsAlter);
+            CombatEventManager.Instance.AddEventListener(CombatEventType.HuangDaoAlterSlots, HuangDaoAlterSlots);
+           
+            
         }
 
         public override void DelEvent()
         {
             CombatEventManager.Instance.RemoveEventListener(CombatEventType.SkillSlotsAlter, SkillSlotsAlter);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HuangDaoAlterSlots, HuangDaoAlterSlots);
         }
+        private void HuangDaoAlterSlots(IEventData iEventData)
+        {
+            HuangDaoAlterSlotsEventData huangDaoAlterSlotsEventData = iEventData as HuangDaoAlterSlotsEventData;
+            if (huangDaoAlterSlotsEventData.CombatHeroEntity != combatHeroEntity||SkillSlots==null)
+            {
+                return;
+            }
+
+            if (huangDaoAlterSlotsEventData.index != SkillSlots.index)
+            {
+                return;
+            }
+
+            HuangDaoWuXingType= huangDaoAlterSlotsEventData.WuXingType;
+            switch ((int)HuangDaoWuXingType)
+            {
+                case 1:
+                    quan.color = new Color(1f, 0.98f, 0.09f);
+                    break;
+                case 2:
+                    quan.color = new Color(0.19f, 0.51f, 1f);
+                
+                    break;
+                case 4:
+                    quan.color = new Color(0.17f, 1f, 0.35f);
+                    break;
+                case 8:
+                    quan.color = new Color(1f, 0.19f, 0.04f);
+                    break;
+                case 16:
+                    quan.color = new Color(1f, 0.65f, 0.17f);
+                    break;
+            }
 
+        }
         public void SkillSlotsAlter(IEventData eventData)
         {
             SkillSlotsAlterEventData skillSlotsAlterEventData = (SkillSlotsAlterEventData)eventData;
             if (skillSlotsAlterEventData.SkillSlots == SkillSlots)
             {
                 SkillBasic = SkillSlots.SkillBasic;
+                if (SkillBasic != null && HuangDaoWuXingType != WuXingType.Null)//有黄道,播放黄道家成表现
+                {
+                    if (PlayerGf_widget != null)
+                    {
+                        PlayerGf_widget.Play("huangdao",false);
+                    }
+                }
+
                 SetUIInfo();
             }
         }
@@ -51,10 +98,17 @@ namespace Fort23.Mono
             {
                 useSkillIcon.transform.parent.gameObject.SetActive(false);
                 quan.color = new Color(1, 1, 1, 0.2f);
-                
+                // if (PlayerGf_widget != null)
+                // {
+                //     PlayerGf_widget.Play("likai",false);
+                // }
+
                 return;
             }
-
+            if (PlayerGf_widget != null)
+            {
+                PlayerGf_widget.Play("enter",false);
+            }
             useSkillIcon.transform.parent.gameObject.SetActive(true);
             useSkillIcon.icon_name = SkillBasic.SelfSkillConfig.icon;
             cd.fillAmount = 0;
@@ -103,15 +157,17 @@ namespace Fort23.Mono
             cd.fillAmount = bl;
         }
 
-        public void InitSkillWidget(SkillBasic SkillBasic)
+        public void InitSkillWidget(SkillBasic SkillBasic,CombatHeroEntity combatHeroEntity)
         {
+            this.combatHeroEntity = combatHeroEntity;
             this.SkillBasic = SkillBasic;
             this.SkillSlots = null;
             SetUIInfo();
         }
 
-        public void InitWidget(SkillSlots skillSlots)
+        public void InitWidget(SkillSlots skillSlots,CombatHeroEntity combatHeroEntity)
         {
+            this.combatHeroEntity = combatHeroEntity;
             this.SkillSlots = skillSlots;
             SkillBasic = skillSlots.SkillBasic;
             SetUIInfo();

+ 13 - 0
Assets/Scripts/GameUI/UI/CombatPanel/gf_widgetData.cs

@@ -3,6 +3,8 @@ using Fort23.UTool;
 using UnityEngine.UI;
 using UnityEngine;
 using System.Collections.Generic;
+using Core.UI.UTool.UITween;
+
 namespace Fort23.Mono
 {
 	public partial class gf_widget 
@@ -41,6 +43,17 @@ namespace Fort23.Mono
 	      return _cd;
 	     }
 	   }
+	  private UITweenController _PlayerGf_widget;
+	  public UITweenController PlayerGf_widget
+	   {
+	   get{
+	      if (_PlayerGf_widget == null)
+	       {
+	         _PlayerGf_widget  = GetUIUnit<UITweenController>("PlayerGf_widget"); 
+	       }
+	      return _PlayerGf_widget;
+	     }
+	   }
 	  #endregion 自定义数据结束 
 	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
 	{

BIN
Excel2Json/Excel/FabaoConfig.xlsx


BIN
Excel2Json/Excel/HeroModel.xlsx


BIN
Excel2Json/Excel/skill.xlsx


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