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DESKTOP-FB72PO8\Administrator 3 月之前
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共有 60 個文件被更改,包括 12373 次插入429 次删除
  1. 8 0
      Assets/Art/ArtHero/FaBao.meta
  2. 9894 0
      Assets/Art/ArtHero/FaBao/fb_huohulu.prefab
  3. 7 0
      Assets/Art/ArtHero/FaBao/fb_huohulu.prefab.meta
  4. 226 0
      Assets/Art/ArtHero/FaBao/fb_wulonghuan.prefab
  5. 7 0
      Assets/Art/ArtHero/FaBao/fb_wulonghuan.prefab.meta
  6. 412 0
      Assets/Art/HeroTimeLine/fb_huohuluTimeline.playable
  7. 8 0
      Assets/Art/HeroTimeLine/fb_huohuluTimeline.playable.meta
  8. 412 0
      Assets/Art/HeroTimeLine/fb_wulonghuanTimeline.playable
  9. 8 0
      Assets/Art/HeroTimeLine/fb_wulonghuanTimeline.playable.meta
  10. 130 0
      Assets/Art/HeroTimeLine/lieyanjian_timeline.playable
  11. 143 0
      Assets/Art/VFX/FXPrefabs/TestZhiDan2.prefab
  12. 7 0
      Assets/Art/VFX/FXPrefabs/TestZhiDan2.prefab.meta
  13. 30 0
      Assets/Res/Config/MagicWeaponConfig.json
  14. 7 0
      Assets/Res/Config/MagicWeaponConfig.json.meta
  15. 30 0
      Assets/Res/Config/SkillConfig.json
  16. 1 1
      Assets/Res/LevelSecne/LevelBattle1.prefab
  17. 1 1
      Assets/Res/TimeLineAssets/lieyanjian_timeline_TD.txt
  18. 42 0
      Assets/Scripts/Core/Utility/BesselPath.cs
  19. 40 0
      Assets/Scripts/Core/Utility/BesselPathMono.cs
  20. 3 0
      Assets/Scripts/Core/Utility/BesselPathMono.cs.meta
  21. 68 0
      Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs
  22. 11 0
      Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs.meta
  23. 2 2
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  24. 1 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs
  25. 1 1
      Assets/Scripts/GameLogic/Combat/CombatEvent/CombatHeroTargetAlterEventData.cs
  26. 11 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/UseMagicWeaponEventData.cs
  27. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/UseMagicWeaponEventData.cs.meta
  28. 5 5
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs
  29. 1 4
      Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs
  30. 25 163
      Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs
  31. 232 1
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs
  32. 5 19
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs
  33. 20 14
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs
  34. 2 2
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs
  35. 1 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs
  36. 9 4
      Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs
  37. 104 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs
  38. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs.meta
  39. 15 0
      Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponAi.cs
  40. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponAi.cs.meta
  41. 55 0
      Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs
  42. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs.meta
  43. 0 34
      Assets/Scripts/GameLogic/Combat/Hero/PlayerHeroAi.cs
  44. 0 3
      Assets/Scripts/GameLogic/Combat/Hero/PlayerHeroAi.cs.meta
  45. 53 0
      Assets/Scripts/GameLogic/Combat/Hero/ShowBaiscEntity.cs
  46. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/ShowBaiscEntity.cs.meta
  47. 1 17
      Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroXiuMianState.cs
  48. 66 0
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs
  49. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs.meta
  50. 65 0
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponMoveState.cs
  51. 3 0
      Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponMoveState.cs.meta
  52. 2 2
      Assets/Scripts/GameLogic/Combat/Hero/SubStatus/SubStatusBasic.cs
  53. 18 0
      Assets/Scripts/GameLogic/Combat/Skill/S2001.cs
  54. 3 0
      Assets/Scripts/GameLogic/Combat/Skill/S2001.cs.meta
  55. 12 12
      Assets/Scripts/GameTimeLine/SerializationTimeLine/TimeLienData.cs
  56. 0 0
      Assets/StreamingAssets/assetConfig.txt
  57. 146 142
      Assets/xiuxian/cs.scene
  58. 二進制
      Excel2Json/Excel/MagicWeapon.xlsx
  59. 二進制
      Excel2Json/Excel/skill.xlsx
  60. 2 2
      UserSettings/EditorUserSettings.asset

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+ 7 - 0
Assets/Art/VFX/FXPrefabs/TestZhiDan2.prefab.meta

@@ -0,0 +1,7 @@
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+ 30 - 0
Assets/Res/Config/MagicWeaponConfig.json

@@ -0,0 +1,30 @@
+{
+  "configList": [
+    {
+      "ID": 10001,
+      "nickName": -1,
+      "name": 5,
+      "headicon": "icon_tx10001",
+      "model": "fb_wulonghuan",
+      "att": 100,
+      "skillID": [
+        1001,
+        2001
+      ],
+      "heroStory": null
+    },
+    {
+      "ID": 10002,
+      "nickName": -1,
+      "name": 5,
+      "headicon": "icon_tx10002",
+      "model": "fb_huohulu",
+      "att": 100,
+      "skillID": [
+        1001,
+        2001
+      ],
+      "heroStory": null
+    }
+  ]
+}

+ 7 - 0
Assets/Res/Config/MagicWeaponConfig.json.meta

@@ -0,0 +1,7 @@
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+guid: DHoXtHz8AH2kL2nIGYVFfeKLQ3wnfueejAr48RUugDxSbjjzcTJzqc4=
+TextScriptImporter:
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+  userData: 
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+ 30 - 0
Assets/Res/Config/SkillConfig.json

@@ -29,6 +29,36 @@
       "effectValue": [
         100.0
       ]
+    },
+    {
+      "ID": 90110011,
+      "icon": "",
+      "scriptName": "S901001",
+      "IDGroup": 901001,
+      "timelineName": "",
+      "cd": null,
+      "SkillType": 3,
+      "level": 1,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        100.0
+      ]
+    },
+    {
+      "ID": 90120011,
+      "icon": "",
+      "scriptName": "S901002",
+      "IDGroup": 901002,
+      "timelineName": "",
+      "cd": null,
+      "SkillType": 3,
+      "level": 1,
+      "name": null,
+      "desc": null,
+      "effectValue": [
+        100.0
+      ]
     }
   ]
 }

+ 1 - 1
Assets/Res/LevelSecne/LevelBattle1.prefab

@@ -340,7 +340,7 @@ Transform:
   m_GameObject: {fileID: 4650491210985700125}
   serializedVersion: 2
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: 0, y: 5, z: 26.3}
+  m_LocalPosition: {x: 0, y: 5, z: 20}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children: []

+ 1 - 1
Assets/Res/TimeLineAssets/lieyanjian_timeline_TD.txt

@@ -1 +1 @@
-{"timeLineName":"lieyanjian_timeline","key":["TimeLineMaxTimeSerializtion"],"value":["{\"isEquip\":false,\"equipId\":0,\"groupName\":\"lieyanjian\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.6833333,\"continuedTime\":0.6833333,\"targetEntityType\":0,\"totalTime\":0}"],"heroName":"lieyanjian_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}
+{"timeLineName":"lieyanjian_timeline","key":["TimeLinePlayFxSerializtion","TimeLineMaxTimeSerializtion"],"value":["{\"fxName\":\"TestZhiDan2\",\"randomSeed\":2101,\"locationType\":0,\"targetSpecialDotName\":\"\",\"hitPointGroupName\":\"\",\"isGround\":false,\"isFollowTarget\":false,\"isFollowRootTarget\":false,\"isNotRotate\":false,\"isAttSpeed\":false,\"CustomTargetPosIndex\":0,\"isActivityCustomTargetPos\":false,\"isLoop\":false,\"loopAlone\":false,\"intervalTime\":0,\"isEquip\":false,\"equipId\":0,\"groupName\":\"lieyanjian\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.5666667,\"continuedTime\":0.5666667,\"targetEntityType\":2,\"totalTime\":0}","{\"isEquip\":false,\"equipId\":0,\"groupName\":\"lieyanjian\",\"isActivity\":false,\"startTime\":0,\"endTime\":0.6833333,\"continuedTime\":0.6833333,\"targetEntityType\":0,\"totalTime\":0}"],"heroName":"lieyanjian_timeline","allAssetSerializations":{},"allAssetSerializationsKeys":{"Count":0,"tranId":0,"buffer":null,"isNotPool":true,"size":0}}

+ 42 - 0
Assets/Scripts/Core/Utility/BesselPath.cs

@@ -10,9 +10,51 @@ namespace Core.Utility
     {
         public List<Vector3> PosList;
 
+        private List<float> _time = new List<float>();
+
         public void SetPos(List<Vector3> PosList)
         {
             this.PosList = PosList;
+
+            List<float> allbs = new List<float>();
+            float allb = 0;
+            for (int i = 0; i < PosList.Count; i += 3)
+            {
+                if (i + 3 > PosList.Count)
+                {
+                    break;
+                }
+
+                Vector3 p1 = PosList[i];
+                Vector3 p2 = PosList[i + 1];
+                Vector3 p3 = PosList[i + 2];
+                float b = GetPathCount(p1, p2, p3, 100);
+                allb += b;
+                allbs.Add(b);
+            }
+
+            for (int i = 0; i < allbs.Count; i++)
+            {
+                _time.Add(allbs[i] / allb);
+            }
+        }
+
+        private float GetPathCount(Vector3 p1, Vector3 p2, Vector3 p3, int count)
+        {
+            float step = 1f / count;
+            Vector3 startPos = p1;
+            float d = 0;
+            for (int i = 1; i < count; i++)
+            {
+                float t = i * count;
+                Vector3 a = Vector3.Lerp(p1, p2, t);
+                Vector3 b = Vector3.Lerp(a, p3, t);
+                d += Vector3.Distance(startPos, b);
+                startPos = b;
+            }
+
+
+            return d;
         }
 
         public float GetPathCount(int count)

+ 40 - 0
Assets/Scripts/Core/Utility/BesselPathMono.cs

@@ -0,0 +1,40 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Core.Utility
+{
+    public class BesselPathMono : MonoBehaviour
+    {
+        public Transform[] Transforms;
+        public BesselPath BesselPath;
+
+        private void OnDrawGizmos()
+        {
+            if (BesselPath == null)
+            {
+                BesselPath = new BesselPath();
+            }
+
+            if (Transforms == null || Transforms.Length < 2)
+            {
+                return;
+            }
+
+            List<Vector3> pos = new List<Vector3>();
+            for (int i = 0; i < Transforms.Length; i++)
+            {
+                pos.Add(Transforms[i].position);
+            }
+
+            BesselPath.SetPos(pos);
+            float bl = 1.0f / 300;
+            for (float i = 0; i < 300 - 1; i++)
+            {
+                Vector3 pos1 = BesselPath.GetValue(i * bl);
+                Vector3 pos2 = BesselPath.GetValue((i + 1) * bl);
+                Debug.DrawLine(pos1, pos2, Color.red);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Utility/BesselPathMono.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 8b0bd7b63396499eacce1f4c28a706ea
+timeCreated: 1739265798

+ 68 - 0
Assets/Scripts/GameData/ExcelConfig/MagicWeaponConfig.cs

@@ -0,0 +1,68 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\MagicWeapon.xlsx. SheetName: MagicWeaponConfig
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "MagicWeaponConfig.json")]
+	public partial class MagicWeaponConfigHolder : ConfigHolder<MagicWeaponConfig>
	{
+	}
+
+
+	[Serializable]
+	public struct MagicWeaponConfig : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///modelID
+		/// </summary>
+public int ID;
+
+
+		/// <summary>
+		///称号
+		/// </summary>
+public int nickName;
+
+
+		/// <summary>
+		///名字
+		/// </summary>
+public int name;
+
+
+		/// <summary>
+		///头像素材名
+		/// </summary>
+public string headicon;
+
+
+		/// <summary>
+		///模型名称
+		/// </summary>
+public string model;
+
+
+		/// <summary>
+		///法宝攻击力
+		/// </summary>
+public long att;
+
+
+		/// <summary>
+		///技能ID,技能丢列,主角为默认队列
+		/// </summary>
+public int[] skillID;
+
+
+		/// <summary>
+		///英雄故事文本
+		/// </summary>
+public int heroStory;
+
+
+	}
+
+}
+// End of Auto Generated Code

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CikdvH74UnLoRMrp7M3x8Q7CpndoyGtKPamVHzvOAYRRXFf1cI4+4zk=
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 2
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -15,7 +15,7 @@ namespace Excel2Json
 	public struct SkillConfig : IConfig
	{
 		public int GetID() {return ID;} 
 		/// <summary>
-		///技能ID IDGroup+技能等级
+		///技能ID IDGroup+技能等级 901开头是法宝技能
 		/// </summary>
 public int ID;
 
@@ -52,7 +52,7 @@ public int cd;
 
 
 		/// <summary>
-		///技能类型: 1= 基础 2= 小招 3= 大招 4= 被动 5= 简单被动(加属性) 6 =职业被动 7 =觉醒新技能效果|专属遗物效果
+		///技能类型: 1= 基础 2=增强型技能 3=法宝技能 
 		/// </summary>
 public int SkillType;
 

+ 1 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatEventType.cs

@@ -32,5 +32,6 @@
         /// 战斗里的Exp改变
         /// </summary>
         CombatExpAlter,
+        UseMagicWeapon,
     }
 }

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatEvent/CombatHeroTargetAlterEventData.cs

@@ -5,7 +5,7 @@ namespace Common.Utility.CombatEvent
 {
     public class CombatHeroTargetAlterEventData: EventDataBasic<CombatHeroTargetAlterEventData>
     {
-      public CombatHeroEntity combatHeroEntity;
+      public ShowBaiscEntity combatHeroEntity;
       public IHero targetCombatHeroEntity;
       public IHero lasetCombatHeroEntity;
       protected override void ProDispose()

+ 11 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/UseMagicWeaponEventData.cs

@@ -0,0 +1,11 @@
+using Core.Utility.Event;
+using GameLogic.Combat.Hero;
+
+namespace Common.Utility.CombatEvent
+{
+    public class UseMagicWeaponEventData : EventDataBasic<Combat_EquipFallEventData>
+    {
+        public CombatHeroEntity combatHeroEntity;
+        public CombatMagicWeaponEntity combatMagicWeaponEntity;
+    }
+}

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

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 703f9e3e27e34a59aabe53e0a7c38fe1
+timeCreated: 1739265662

+ 5 - 5
Assets/Scripts/GameLogic/Combat/CombatTool/CombatCalculateTool.cs

@@ -75,8 +75,8 @@ namespace GameLogic.Combat.CombatTool
                 return harmReturnInfo;
             }
 
-            long k = target.combatHeroEntity.CurrCombatHeroInfo.defK;
-            float ms = 100 - (k * 100.0f / (k + target.combatHeroEntity.CurrCombatHeroInfo.defense.Value));
+            long k = target.combatHeroEntity.This<CombatHeroEntity>().CurrCombatHeroInfo.defK;
+            float ms = 100 - (k * 100.0f / (k + target.combatHeroEntity.This<CombatHeroEntity>().CurrCombatHeroInfo.defense.Value));
             att = GetVlaueRatioForLong(att, 100 - ms);
             int odd = GetOdd(0, 100);
             if (odd <= source.CurrCombatHeroInfo.crit + 5)
@@ -86,7 +86,7 @@ namespace GameLogic.Combat.CombatTool
             }
 
             harmReturnInfo.att = att;
-            target.combatHeroEntity.HeroHurt(harmReturnInfo);
+            target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
 
 
             return harmReturnInfo;
@@ -108,7 +108,7 @@ namespace GameLogic.Combat.CombatTool
                 return harmReturnInfo;
             }
 
-            target.combatHeroEntity.HeroHurt(harmReturnInfo);
+            target.combatHeroEntity.This<CombatHeroEntity>().HeroHurt(harmReturnInfo);
             return harmReturnInfo;
         }
 
@@ -127,7 +127,7 @@ namespace GameLogic.Combat.CombatTool
                 return harmReturnInfo;
             }
 
-            target.combatHeroEntity.Recover(harmReturnInfo);
+            target.combatHeroEntity.This<CombatHeroEntity>().Recover(harmReturnInfo);
             return harmReturnInfo;
         }
 

+ 1 - 4
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -87,8 +87,7 @@ namespace GameLogic.Combat.CombatType
                 CombatHeroInfo combatHeroInfo = new CombatHeroInfo();
                 testHeroInfoConfig.CopyToCombatHeroInfo((combatHeroInfo));
                 index %= nextConfig.monsterPoint.Length;
-                Vector3 pos = nextConfig.monsterPoint[index].position + new Vector3(
-                    CombatCalculateTool.Instance.GetOdd(-4, 4), 0, CombatCalculateTool.Instance.GetOdd(-4, 4));
+                Vector3 pos = nextConfig.monsterPoint[index].position;
 
                 cTaskAwaitBuffer.AddTask(heroEntity.Init(new CombatAIBasic(), combatHeroInfo,pos,
                     delegate(CombatHeroEntity entity)
@@ -104,8 +103,6 @@ namespace GameLogic.Combat.CombatType
             {
                 return;
             }
-
-           
         }
 
         private void TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)

+ 25 - 163
Assets/Scripts/GameLogic/Combat/Hero/CombatAIBasic.cs

@@ -17,12 +17,11 @@ public class CombatAIBasic : IDisposable
     public StateControl stateControl;
    
 
-    private BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
+    protected BetterList<SubStatusBasic> _subStatusList = new BetterList<SubStatusBasic>();
 
     // public NavMeshObstacle NavMeshObstacle;
-    protected CombatHeroEntity _combatHeroEntity;
-    protected float _r = 5;
-    public bool isAlert;
+  
+    protected CombatHeroEntity _showBaiscEntity;
 
     public CombatHeroStateBasic CurrState
     {
@@ -32,30 +31,25 @@ public class CombatAIBasic : IDisposable
     /// <summary>
     /// 当前聚焦的目标
     /// </summary>
-    public IHero currFocusTarget
+    public virtual IHero currFocusTarget
     {
         get { return _currFocusTarget; }
         set
         {
-            CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
-            combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
-            combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
-            combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
-            CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
+          
             _currFocusTarget = value;
         }
     }
 
     private IHero _currFocusTarget;
 
-    private BetterList<GameObject> _areaList = new BetterList<GameObject>();
-    private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
+ 
     private float _t;
 
-    public void Init(CombatHeroEntity combatHeroEntity)
+    public virtual void Init(CombatHeroEntity combatHeroEntity)
     {
-        CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
-        _combatHeroEntity = combatHeroEntity;
+        
+        _showBaiscEntity = combatHeroEntity;
         stateControl = new StateControl();
      
 
@@ -63,25 +57,22 @@ public class CombatAIBasic : IDisposable
         ProInit();
     }
 
-    public GameObject[] AreaList
-    {
-        get { return _areaList.ToArray(); }
-    }
+
 
     protected virtual void ProInit()
     {
     }
 
-    public void AddSubStatus(SubStatusBasic subStatusBasic)
+    public virtual void AddSubStatus(SubStatusBasic subStatusBasic)
     {
         if (!_subStatusList.Contains(subStatusBasic))
         {
-            subStatusBasic.Init(_combatHeroEntity);
+            subStatusBasic.Init(_showBaiscEntity);
             _subStatusList.Add(subStatusBasic);
         }
     }
 
-    public T GetSubStatus<T>() where T : SubStatusBasic
+    public  virtual T GetSubStatus<T>() where T : SubStatusBasic
     {
         for (int i = 0; i < _subStatusList.Count; i++)
         {
@@ -94,7 +85,7 @@ public class CombatAIBasic : IDisposable
         return null;
     }
 
-    public void RemoveSubStatus(SubStatusBasic subStatusBasic)
+    public virtual void RemoveSubStatus(SubStatusBasic subStatusBasic)
     {
         if (_subStatusList.Contains(subStatusBasic))
         {
@@ -102,43 +93,15 @@ public class CombatAIBasic : IDisposable
         }
     }
 
-    protected void AlertTrigger(IEventData iEventData)
-    {
-        AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
-        if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
-        {
-            if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
-            {
-                _areaList.Add(alertTriggerEventData.triggerObject);
-            }
-            else if (!alertTriggerEventData.isTrigger)
-            {
-                _areaList.Remove(alertTriggerEventData.triggerObject);
-                _HindAreaList.Remove(alertTriggerEventData.triggerObject);
-            }
-        }
-    }
+
 
     protected virtual void ProInitState()
     {
-        stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
-
-        stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
-        stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
+        
         
     }
 
-    public void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
+    public virtual void ChangeState(string name, IStateEnterData iStateEnterData = null, bool isQiangZhi = false)
     {
         stateControl.ChangeState(name, iStateEnterData, isQiangZhi);
     }
@@ -155,16 +118,7 @@ public class CombatAIBasic : IDisposable
             return;
         }
 
-        for (int i = 0; i < _areaList.Count; i++)
-        {
-            if (!_areaList[i].activeSelf)
-            {
-                _HindAreaList.Remove(_areaList[i]);
-                _areaList.RemoveAt(i);
-
-                i--;
-            }
-        }
+     
 
         for (int i = 0; i < _subStatusList.Count; i++)
         {
@@ -178,124 +132,32 @@ public class CombatAIBasic : IDisposable
             _subStatusList[i].Update(t);
         }
 
-        if (currFocusTarget == null || currFocusTarget.isDie ||
-            (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
-            !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
-        {
-            CombatHeroEntity[] allHero =
-                CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
-            IHero minDistanceHero = FindMinDixtance(allHero);
-            currFocusTarget = minDistanceHero;
-            if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
-            {
-                currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
-            }
-        }
-
+      
 
         stateControl.Update(t);
-        if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
-            !_combatHeroEntity.isDie && !isAlert)
-        {
-            Vector3 nextPos = currFocusTarget.dotPos;
-            Vector3 p = nextPos - _combatHeroEntity.dotPos;
-            if (p.sqrMagnitude > 0.00001)
-            {
-                _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
-                    _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
-            }
-        }
+       
 
-        AreaUpdate();
+      
         ProUpdate();
     }
 
-    private void AreaUpdate()
-    {
-        GameObject[] b = AreaList;
-        if (b == null)
-        {
-            return;
-        }
-
-        BetterList<GameObject> currArea = new BetterList<GameObject>();
-        for (int i = 0; i < b.Length; i++)
-        {
-            if (!_HindAreaList.Contains(AreaList[i]))
-            {
-                currArea.Add(AreaList[i]);
-                _HindAreaList.Add(AreaList[i]);
-            }
-        }
-
-        if (currArea != null && currArea.Count > 0)
-        {
-            float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
-            int odds = CombatCalculateTool.Instance.GetOdd();
-            if (odds < dodge)
-            {
-                CombatHeroRollingState.RollingStateData rollingStateData =
-                    CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
-                Vector3 pos = Vector3.zero;
-                for (int i = 0; i < b.Length; i++)
-                {
-                    pos += b[i].transform.position;
-                }
-
-                pos /= b.Length;
-                Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
-                rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
-                _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
-            }
-        }
-    }
+   
 
     protected virtual void ProUpdate()
     {
     }
 
-    protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
-    {
-        IHero minDistanceHero = null;
-        if (allHero == null)
-        {
-            return null;
-        }
-
-        float minDistance = float.MaxValue;
-        for (int i = 0; i < allHero.Length; i++)
-        {
-            CombatHeroEntity hero = allHero[i];
-            if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
-            {
-                continue;
-            }
-
-            float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
-                                                  _combatHeroEntity.combatHeroGameObject.position);
-            if (distance < minDistance)
-            {
-                // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
-                {
-                    minDistance = distance;
-                    minDistanceHero = hero;
-                }
-            }
-        }
-
-        return minDistanceHero;
-    }
-
+  
     public void Dispose()
     {
         ProDispose();
-        _combatHeroEntity = null;
+        _showBaiscEntity = null;
         stateControl.Dispose();
         stateControl = null;
     }
 
     protected virtual void ProDispose()
     {
-        CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
+     
     }
 }

+ 232 - 1
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroAi.cs

@@ -1,12 +1,243 @@
 using Common.Utility.CombatEvent;
+using Core.State;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero.State;
+using GameLogic.Combat.Hero.SubStatus;
+using UnityEngine;
 
 namespace GameLogic.Combat.Hero
 {
     public class CombatHeroAi : CombatAIBasic
     {
+        // public NavMeshObstacle NavMeshObstacle;
+        protected CombatHeroEntity _combatHeroEntity {
+            get { return _showBaiscEntity as CombatHeroEntity;}
+        }
+        protected float _r = 5;
+        public bool isAlert;
+
+
+        /// <summary>
+        /// 当前聚焦的目标
+        /// </summary>
+        public IHero currFocusTarget
+        {
+            get { return _currFocusTarget; }
+            set
+            {
+                CombatHeroTargetAlterEventData combatHeroTargetAlterEventData = CombatHeroTargetAlterEventData.Create();
+                combatHeroTargetAlterEventData.combatHeroEntity = _combatHeroEntity;
+                combatHeroTargetAlterEventData.targetCombatHeroEntity = value;
+                combatHeroTargetAlterEventData.lasetCombatHeroEntity = _currFocusTarget;
+                CombatEventManager.Instance.Dispatch(CombatEventType.TargetAlter, combatHeroTargetAlterEventData);
+                _currFocusTarget = value;
+            }
+        }
+
+        private IHero _currFocusTarget;
+
+        private BetterList<GameObject> _areaList = new BetterList<GameObject>();
+        private BetterList<GameObject> _HindAreaList = new BetterList<GameObject>();
+        private float _t;
+
+
+
+        
+        public GameObject[] AreaList
+        {
+            get { return _areaList.ToArray(); }
+        }
+
         protected override void ProInit()
         {
-          
+            CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
+        }
+
+
+        protected void AlertTrigger(IEventData iEventData)
+        {
+            AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
+            if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
+            {
+                if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
+                {
+                    _areaList.Add(alertTriggerEventData.triggerObject);
+                }
+                else if (!alertTriggerEventData.isTrigger)
+                {
+                    _areaList.Remove(alertTriggerEventData.triggerObject);
+                    _HindAreaList.Remove(alertTriggerEventData.triggerObject);
+                }
+            }
+        }
+
+        protected override void ProInitState()
+        {
+            
+            stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.NullState, new CombatHeroNullState(_combatHeroEntity));
+
+            stateControl.AddState(CombatHeroStateType.Active, new CombatHeroActiveState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.XiuMian, new CombatHeroXiuMianState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.Resurrection, new CombatResurrectionState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.PickUp, new CombatHeroPickUpState(_combatHeroEntity));
+            stateControl.AddState(CombatHeroStateType.Disappear, new CombatHeroDisappearState(_combatHeroEntity));
+        }
+
+      
+
+        public override void Update(float t)
+        {
+            if (CombatController.currActiveCombat.isStopAi)
+            {
+                if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
+                {
+                    stateControl.ChangeState(CombatHeroStateType.idle);
+                }
+
+                return;
+            }
+
+            for (int i = 0; i < _areaList.Count; i++)
+            {
+                if (!_areaList[i].activeSelf)
+                {
+                    _HindAreaList.Remove(_areaList[i]);
+                    _areaList.RemoveAt(i);
+
+                    i--;
+                }
+            }
+
+            for (int i = 0; i < _subStatusList.Count; i++)
+            {
+                SubStatusBasic subStatusBasic = _subStatusList[i];
+                string s = subStatusBasic.IsGetStateName();
+                if (!string.IsNullOrEmpty(s))
+                {
+                    stateControl.ChangeState(s);
+                }
+
+                _subStatusList[i].Update(t);
+            }
+
+            if (currFocusTarget == null || currFocusTarget.isDie ||
+                (currFocusTarget is BannerHero && !_combatHeroEntity.IsEnemy) ||
+                !_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
+            {
+                CombatHeroEntity[] allHero =
+                    CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
+                IHero minDistanceHero = FindMinDixtance(allHero);
+                currFocusTarget = minDistanceHero;
+                if (!_combatHeroEntity.IsEnemy && currFocusTarget == null)
+                {
+                    currFocusTarget = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero;
+                }
+            }
+
+
+            stateControl.Update(t);
+            if (currFocusTarget != null && CurrState != null && CurrState.IsUpdateLockTarget() &&
+                !_combatHeroEntity.isDie && !isAlert)
+            {
+                Vector3 nextPos = currFocusTarget.dotPos;
+                Vector3 p = nextPos - _combatHeroEntity.dotPos;
+                if (p.sqrMagnitude > 0.00001)
+                {
+                    _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
+                        _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
+                }
+            }
+
+            AreaUpdate();
+            ProUpdate();
+        }
+
+        private void AreaUpdate()
+        {
+            GameObject[] b = AreaList;
+            if (b == null)
+            {
+                return;
+            }
+
+            BetterList<GameObject> currArea = new BetterList<GameObject>();
+            for (int i = 0; i < b.Length; i++)
+            {
+                if (!_HindAreaList.Contains(AreaList[i]))
+                {
+                    currArea.Add(AreaList[i]);
+                    _HindAreaList.Add(AreaList[i]);
+                }
+            }
+
+            if (currArea != null && currArea.Count > 0)
+            {
+                float dodge = _combatHeroEntity.CurrCombatHeroInfo.dodge;
+                int odds = CombatCalculateTool.Instance.GetOdd();
+                if (odds < dodge)
+                {
+                    CombatHeroRollingState.RollingStateData rollingStateData =
+                        CObjectPool.Instance.Fetch<CombatHeroRollingState.RollingStateData>();
+                    Vector3 pos = Vector3.zero;
+                    for (int i = 0; i < b.Length; i++)
+                    {
+                        pos += b[i].transform.position;
+                    }
+
+                    pos /= b.Length;
+                    Vector3 dir = pos - _combatHeroEntity.combatHeroGameObject.position;
+                    rollingStateData.dir = new Vector3(dir.x, _combatHeroEntity.dotPos.y, dir.z).normalized;
+                    _combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling, rollingStateData);
+                }
+            }
+        }
+
+ 
+
+        protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
+        {
+            IHero minDistanceHero = null;
+            if (allHero == null)
+            {
+                return null;
+            }
+
+            float minDistance = float.MaxValue;
+            for (int i = 0; i < allHero.Length; i++)
+            {
+                CombatHeroEntity hero = allHero[i];
+                if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
+                {
+                    continue;
+                }
+
+                float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
+                                                      _combatHeroEntity.combatHeroGameObject.position);
+                if (distance < minDistance)
+                {
+                    // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
+                    {
+                        minDistance = distance;
+                        minDistanceHero = hero;
+                    }
+                }
+            }
+
+            return minDistanceHero;
+        }
+
+      
+        protected override void ProDispose()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
         }
     }
 }

+ 5 - 19
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroEntity.cs

@@ -14,7 +14,7 @@ using UnityEngine.AI;
 using UnityEngine.Rendering;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
-public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITimeLineAnimtion, ITimeLineGetAttSpeed,
+public class CombatHeroEntity : ShowBaiscEntity, ITimeLineAnimtion, ITimeLineGetAttSpeed,
     IHero
 {
     /// <summary>
@@ -27,19 +27,8 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
         get { return CurrCombatHeroInfo.modelName; }
     }
 
-    public bool IsEnemy { get; set; }
-    public bool isDie { get; set; }
-    public int number;
-    public CombatAIBasic CombatAIBasic;
-    public CombatHeroGameObject combatHeroGameObject;
-    public CombatHeroInfo CurrCombatHeroInfo;
-    public CombatHeroInfo MaxCombatHeroInfo;
-    public CombatHeroTimeLineControl combatHeroTimeLineControl;
-    public HeroAnimtionBasic combatHeroAnimtion;
-    public CombatHeroSkillControl CombatHeroSkillControl;
-    public BuffControl BuffControl;
     public bool isFollowState;
-    public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
+
     private float _lasetShowHarmTime;
 
 
@@ -78,6 +67,7 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
         get { return combatHeroGameObject.transform.forward; }
     }
 
+    
     public virtual async CTask<CombatHeroEntity> Init(CombatAIBasic combatAIBasic, CombatHeroInfo combatHeroInfo,
         Vector3 pos,
         System.Action<CombatHeroEntity> callBack = null)
@@ -111,7 +101,7 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
         // }
 
         poolInterface.own.SetActive(false);
-           
+
         combatHeroTimeLineControl = new CombatHeroTimeLineControl();
         combatHeroTimeLineControl.Init(this);
         AssetHandle assetHandle =
@@ -128,7 +118,6 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
         combatHeroGameObject = new CombatHeroGameObject();
         combatHeroGameObject.Init(this, poolInterface);
 
-   
 
         BuffControl = new BuffControl();
         BuffControl.Init(this);
@@ -152,13 +141,12 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
 
 
         CombatHeroSkillControl = new CombatHeroSkillControl();
-       await CombatHeroSkillControl.Init(this);
+        await CombatHeroSkillControl.Init(this);
 
         AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
         combatHeroAnimtion = new CombatHeroAnimtion();
         // if (animancerComponent != null)
         {
-            
         }
         // else
         // {
@@ -180,8 +168,6 @@ public class CombatHeroEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle, ITi
 #endif
         return this;
     }
-    
-  
 
 
     public virtual void Update(float t)

+ 20 - 14
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroGameObject.cs

@@ -54,12 +54,12 @@ public class CombatHeroGameObject : IDisposable
         set { GameObjectPool.own.transform.rotation = value; }
     }
 
-    private CombatHeroEntity _combatHeroEntity;
+    private ShowBaiscEntity _combatHeroEntity;
     private CombatHeroHitPoint _combatHeroHitPoints = new CombatHeroHitPoint();
 
     public Transform hpTransform;
 
-    public void Init(CombatHeroEntity combatHeroEntity, GameObjectPool gameObjectPool)
+    public void Init(ShowBaiscEntity combatHeroEntity, GameObjectPool gameObjectPool)
     {
         _combatHeroEntity = combatHeroEntity;
         GameObjectPool = gameObjectPool;
@@ -84,20 +84,26 @@ public class CombatHeroGameObject : IDisposable
         HeroGPUMono = GameObjectPool.own.GetComponent<HeroGPUMono>();
         if (HeroGPUMono != null)
         {
-            if (_combatHeroEntity.CurrCombatHeroInfo.heroType == 3)
+            CombatHeroEntity combatHeroEntity=  _combatHeroEntity as CombatHeroEntity;
+            if (combatHeroEntity != null)
             {
-                HeroGPUMono.edgeStength = 3;
-                HeroGPUMono.edgecolor = new Color(0.8f, 0.44f, 0.02f);
-            }
-            else if (_combatHeroEntity.CurrCombatHeroInfo.heroType == 4)
-            {
-                HeroGPUMono.edgeStength = 3;
-                HeroGPUMono.edgecolor = new Color(0.8f, 0.16f, 0f);
-            }
-            else
-            {
-                HeroGPUMono.edgeStength = 0;
+                if (combatHeroEntity.CurrCombatHeroInfo.heroType == 3)
+                {
+                    HeroGPUMono.edgeStength = 3;
+                    HeroGPUMono.edgecolor = new Color(0.8f, 0.44f, 0.02f);
+                }
+                else if (combatHeroEntity.CurrCombatHeroInfo.heroType == 4)
+                {
+                    HeroGPUMono.edgeStength = 3;
+                    HeroGPUMono.edgecolor = new Color(0.8f, 0.16f, 0f);
+                }
+                else
+                {
+                    HeroGPUMono.edgeStength = 0;
+                }
             }
+
+         
         }
 
         GameObjectPool = gameObjectPool;

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroHitPoint.cs

@@ -9,7 +9,7 @@ namespace GameLogic.Combat.Hero
     {
         public List<SpecialDotInfo> allSpecialDotInfo = new List<SpecialDotInfo>();
 
-        public CombatHeroEntity combatHeroEntity;
+        public ShowBaiscEntity combatHeroEntity;
 
         public SpecialDotInfo MinSpecialDotInfo;
 
@@ -43,7 +43,7 @@ namespace GameLogic.Combat.Hero
             return (T)(object)this;
         }
 
-        public void Init(CombatHeroEntity combatHeroEntity, HitPointMono hitPointMono)
+        public void Init(ShowBaiscEntity combatHeroEntity, HitPointMono hitPointMono)
         {
             this.combatHeroEntity = combatHeroEntity;
             _hitPointMono = hitPointMono;

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroInfo.cs

@@ -93,6 +93,7 @@ public class CombatHeroInfo
     public bool isGpu;
     public string heroName;
 
+    public List<int> MagicWeaponID;
     
     public CombatHeroInfo()
     {

+ 9 - 4
Assets/Scripts/GameLogic/Combat/Hero/CombatHeroTimeLineControl.cs

@@ -10,11 +10,11 @@ namespace GameLogic.Combat.Hero
         private BetterList<TimeLineEventLogicGroupBasic> _currRunEventLogicGroupList =
             new BetterList<TimeLineEventLogicGroupBasic>();
 
-        private CombatHeroEntity combatHeroEntity;
+        private ShowBaiscEntity combatHeroEntity;
 
         private Map<string, TimeLienData> _addTimeLienDatas = new Map<string, TimeLienData>();
 
-        public void Init(CombatHeroEntity combatHeroEntity)
+        public void Init(ShowBaiscEntity combatHeroEntity)
         {
             this.combatHeroEntity = combatHeroEntity;
         }
@@ -50,7 +50,7 @@ namespace GameLogic.Combat.Hero
                 if (timeLineEventLogicGroup != null)
                 {
                     timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
-                    combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
+                    AddEventLogicGroup(timeLineEventLogicGroup);
                 }
 
                 return timeLineEventLogicGroup;
@@ -67,7 +67,12 @@ namespace GameLogic.Combat.Hero
                     _addTimeLienDatas.Value
                         .GetTimeLineEventLogicGroup<T>(groupName, null);
 
-                return timeLineEventLogicGroup;
+                if (timeLineEventLogicGroup != null)
+                {
+                    return timeLineEventLogicGroup;
+                }
+
+              
             }
 
             return null;

+ 104 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs

@@ -0,0 +1,104 @@
+using Animancer;
+using Common.Utility.CombatEvent;
+using Excel2Json;
+using Fort23.Core;
+using Fort23.UTool;
+using GameLogic.Combat.Buff;
+using UnityEngine;
+using UnityEngine.AI;
+
+namespace GameLogic.Combat.Hero
+{
+    /// <summary>
+    /// 法宝对象
+    /// </summary>
+    public class CombatMagicWeaponEntity : CombatHeroEntity
+    {
+        protected MagicWeaponConfig _magicWeaponConfig;
+
+        public float cd = 10;
+
+        private MagicWeaponControl magicWeaponControl;
+        public async CTask<CombatMagicWeaponEntity> Init(MagicWeaponControl magicWeaponControl,MagicWeaponConfig magicWeaponConfig,
+            System.Action<CombatMagicWeaponEntity> callBack = null)
+        {
+            this.magicWeaponControl = magicWeaponControl;
+            string modelName = magicWeaponConfig.model;
+
+
+            // GameTimeLineParticleFactory
+            CombatHeroGameObjectPool poolInterface =
+                await GObjectPool.Instance.FetchAsync<CombatHeroGameObjectPool>(modelName + ".prefab", null);
+#if !COMBAT_SERVER
+            if (poolInterface == null || poolInterface.own == null)
+            {
+                return null;
+            }
+
+            poolInterface.own.transform.position = Vector3.one;
+
+            poolInterface.own.SetActive(false);
+
+            combatHeroTimeLineControl = new CombatHeroTimeLineControl();
+            combatHeroTimeLineControl.Init(this);
+            AssetHandle assetHandle =
+                await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
+                    modelName + "_TD.txt");
+            if (assetHandle != null)
+            {
+                TextAsset textAsset = assetHandle.AssetObject<TextAsset>();
+                TimeLienData timeLienData = JsonManager.FromJson<TimeLienData>(textAsset.text);
+                timeLienData.DeserializeData();
+                assetHandle.Release();
+                combatHeroTimeLineControl.AddTimeLienData(timeLienData);
+            }
+
+            combatHeroGameObject = new CombatHeroGameObject();
+            combatHeroGameObject.Init(this, poolInterface);
+
+
+            if (CombatAIBasic == null)
+            {
+                CombatAIBasic = new MagicWeaponAi();
+            }
+
+            HeroEntityMono heroEntityMono = poolInterface.own.GetComponent<HeroEntityMono>();
+            if (heroEntityMono == null)
+            {
+                heroEntityMono = poolInterface.own.AddComponent<HeroEntityMono>();
+            }
+
+            heroEntityMono.combatHeroEntity = this;
+
+            CombatAIBasic.Init(this);
+
+
+            CombatHeroSkillControl = new CombatHeroSkillControl();
+            await CombatHeroSkillControl.Init(this);
+
+            AnimancerComponent animancerComponent = poolInterface.own.GetComponent<AnimancerComponent>();
+            combatHeroAnimtion = new CombatHeroAnimtion();
+
+            poolInterface.own.SetActive(true);
+            combatHeroAnimtion.Init(this);
+            CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
+#endif
+            callBack?.Invoke(this);
+            return this;
+        }
+
+        public override void Update(float t)
+        {
+            combatHeroTimeLineControl.Update(t);
+
+            if (CombatAIBasic.CurrState.GetType() == typeof(MagicWeaponIdleState))
+            {
+                cd -= t;
+                if (cd <= 0)
+                {
+                    
+                }
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/CombatMagicWeaponEntity.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: dd2fb5179b2946b9ab5bfc1e693eccee
+timeCreated: 1739258781

+ 15 - 0
Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponAi.cs

@@ -0,0 +1,15 @@
+using GameLogic.Combat.Hero.State;
+
+namespace GameLogic.Combat.Hero
+{
+    public class MagicWeaponAi : CombatAIBasic
+    {
+        protected override void ProInitState()
+        {
+
+            stateControl.AddState(CombatHeroStateType.idle, new MagicWeaponIdleState(_showBaiscEntity));
+            stateControl.AddState(CombatHeroStateType.move, new MagicWeaponMoveState(_showBaiscEntity));
+         
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponAi.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 355092de353c42eaa73449dd264b7c26
+timeCreated: 1739263342

+ 55 - 0
Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs

@@ -0,0 +1,55 @@
+using System.Collections.Generic;
+using Common.Utility.CombatEvent;
+using Excel2Json;
+using Fort23.Core;
+using Fort23.UTool;
+
+namespace GameLogic.Combat.Hero
+{
+    /// <summary>
+    /// 法宝的管理
+    /// </summary>
+    public class MagicWeaponControl
+    {
+        private BetterList<CombatMagicWeaponEntity> _allMagicWeapon = new BetterList<CombatMagicWeaponEntity>();
+
+        private CombatMagicWeaponEntity _currUserMagicWeapon;
+
+        public void AddMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
+        {
+            _allMagicWeapon.Add(combatMagicWeaponEntity);
+        }
+
+        public void RemoveMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
+        {
+            _allMagicWeapon.Remove(combatMagicWeaponEntity);
+        }
+
+        public async CTask InitMagicWeapon(CombatHeroEntity combatHeroEntity)
+        {
+            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
+            List<int> MagicWeaponID = combatHeroEntity.CurrCombatHeroInfo.MagicWeaponID;
+            for (int i = 0; i < MagicWeaponID.Count; i++)
+            {
+                CombatMagicWeaponEntity heroEntity = new CombatMagicWeaponEntity();
+                heroEntity.IsEnemy = combatHeroEntity.IsEnemy;
+                heroEntity.number = i;
+
+                MagicWeaponConfig magicWeaponConfig = ConfigComponent.Instance.Get<MagicWeaponConfig>(MagicWeaponID[i]);
+                cTaskAwaitBuffer.AddTask(heroEntity.Init(this, magicWeaponConfig,
+                    delegate(CombatMagicWeaponEntity entity) { AddMagicWeapon(entity); }));
+            }
+        }
+
+        public void UseMagicWeapon(CombatMagicWeaponEntity combatMagicWeaponEntity)
+        {
+            if (_currUserMagicWeapon == null)
+            {
+                return;
+            }
+
+            _currUserMagicWeapon = combatMagicWeaponEntity;
+            CombatEventManager.Instance.Dispatch(CombatEventType.UseMagicWeapon, null);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/MagicWeaponControl.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: e900c61d8b4042d0b32cc679de3309c9
+timeCreated: 1739264171

+ 0 - 34
Assets/Scripts/GameLogic/Combat/Hero/PlayerHeroAi.cs

@@ -1,34 +0,0 @@
-using GameLogic.Combat.CombatTool;
-using GameLogic.Combat.Hero.State;
-using GameLogic.Combat.Hero.SubStatus;
-
-namespace GameLogic.Combat.Hero
-{
-    public class PlayerHeroAi : CombatAIBasic
-    {
-        protected override void ProInitState()
-        {
-            stateControl.AddState(CombatHeroStateType.idle, new PlayerHeroIdleState(_combatHeroEntity));
-            stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
-            stateControl.ChangeState(CombatHeroStateType.idle);
-        }
-
-        public override void Update(float t)
-        {
-            if (CombatController.currActiveCombat.isStopAi)
-            {
-                if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
-                {
-                    stateControl.ChangeState(CombatHeroStateType.idle);
-                }
-
-                return;
-            }
-
-
-            stateControl.Update(t);
-
-            ProUpdate();
-        }
-    }
-}

+ 0 - 3
Assets/Scripts/GameLogic/Combat/Hero/PlayerHeroAi.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 85a17569ea4243c99b531c5ea2060159
-timeCreated: 1735023638

+ 53 - 0
Assets/Scripts/GameLogic/Combat/Hero/ShowBaiscEntity.cs

@@ -0,0 +1,53 @@
+using Fort23.Common;
+using Fort23.Core;
+using GameLogic.Combat.Buff;
+using UnityEngine;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Hero
+{
+    public class ShowBaiscEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle
+    {
+        
+        public bool IsEnemy { get; set; }
+        public bool isDie { get; set; }
+        public int number;
+
+        public CombatHeroInfo CurrCombatHeroInfo;
+        public CombatHeroInfo MaxCombatHeroInfo;
+        public CombatAIBasic CombatAIBasic;
+        public CombatHeroGameObject combatHeroGameObject;
+        public CombatHeroTimeLineControl combatHeroTimeLineControl;
+        public HeroAnimtionBasic combatHeroAnimtion;
+        public CombatHeroSkillControl CombatHeroSkillControl;
+        public BuffControl BuffControl;
+        public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
+        public override void ActiveObj()
+        {
+        }
+
+        public override void DormancyObj()
+        {
+        }
+
+        public virtual Vector3 dotPos { get; }
+        public virtual Vector3 faceDir { get; }
+        public string guidName { get; }
+
+        public T This<T>()
+        {
+            return (T)(object)this;
+        }
+
+        public virtual T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
+            where T : ILifetCycleHitPoint
+        {
+            throw new System.NotImplementedException();
+        }
+
+        public virtual T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
+        {
+            throw new System.NotImplementedException();
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/ShowBaiscEntity.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 2962375d54904b7abd30580d3d99c967
+timeCreated: 1739258935

+ 1 - 17
Assets/Scripts/GameLogic/Combat/Hero/State/CombatHeroXiuMianState.cs

@@ -24,23 +24,7 @@ namespace GameLogic.Combat.Hero.State
                 return;
             // }
 
-            combatHeroEntity.CombatAIBasic.isAlert = true;
-            combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = true;
-            CombatEventManager.Instance.AddEventListener(CombatEventType.ActiveCombat, ActiveCombat);
-            // TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
-            //     combatHeroEntity.combatHeroTimeLineControl.TimeLineData
-            //         .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("xiumian", null);
-            // if (timeLineEventLogicGroup != null)
-            // {
-            //     timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
-            //     timeLineEventLogicGroup.TimeLineUpdateEnd = delegate { FinishTimeLine(); };
-            //     combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
-            // }
-            // else
-            // {
-            //     combatHeroEntity.GameObject.SetActive(false);
-            //     FinishTimeLine();
-            // }
+           
         }
 
         protected void FinishTimeLine()

+ 66 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs

@@ -0,0 +1,66 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+using GameLogic.Combat.Hero.State;
+
+namespace GameLogic.Combat.Hero
+{
+    public class MagicWeaponIdleState: CombatHeroStateBasic
+    {
+        private TimerEntity _timerEntity;
+
+        public MagicWeaponIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+            
+        }
+
+        protected override void ProEnter()
+        {
+            // if (!combatHeroEntity.IsEnemy)
+            // {
+            combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+            return;
+            // }
+        }
+
+        protected void FinishTimeLine()
+        {
+            if (CombatController.currActiveCombat.CombatTypeBasic.isActiveCombat)
+            {
+                ActiveHero();
+            }
+        }
+
+        protected void ActiveHero()
+        {
+            _timerEntity = TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 300),
+                delegate
+                {
+                    combatHeroEntity.GameObject.SetActive(true);
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
+                });
+        }
+
+        private void ActiveCombat(IEventData eventData)
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+            ActiveHero();
+        }
+
+        protected override void ProExit()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+
+        public override bool IsUpdateLockTarget()
+        {
+            return false;
+        }
+
+        protected override void ProDispose()
+        {
+            TimerComponent.Instance.Remove(_timerEntity);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponIdleState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6a5b8c2d70264ad886d246dbfc521908
+timeCreated: 1739263828

+ 65 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponMoveState.cs

@@ -0,0 +1,65 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
+using GameLogic.Combat.CombatTool;
+
+namespace GameLogic.Combat.Hero.State
+{
+    public class MagicWeaponMoveState : CombatHeroStateBasic
+    {
+        private TimerEntity _timerEntity;
+
+        public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
+        {
+            
+        }
+
+        protected override void ProEnter()
+        {
+            // if (!combatHeroEntity.IsEnemy)
+            // {
+            combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
+            return;
+            // }
+        }
+
+        protected void FinishTimeLine()
+        {
+            if (CombatController.currActiveCombat.CombatTypeBasic.isActiveCombat)
+            {
+                ActiveHero();
+            }
+        }
+
+        protected void ActiveHero()
+        {
+            _timerEntity = TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 300),
+                delegate
+                {
+                    combatHeroEntity.GameObject.SetActive(true);
+                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
+                });
+        }
+
+        private void ActiveCombat(IEventData eventData)
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+            ActiveHero();
+        }
+
+        protected override void ProExit()
+        {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+
+        public override bool IsUpdateLockTarget()
+        {
+            return false;
+        }
+
+        protected override void ProDispose()
+        {
+            TimerComponent.Instance.Remove(_timerEntity);
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Hero/State/MagicWeaponMoveState.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 94597b80290c4e11962e5963c471d4a3
+timeCreated: 1739263438

+ 2 - 2
Assets/Scripts/GameLogic/Combat/Hero/SubStatus/SubStatusBasic.cs

@@ -4,9 +4,9 @@ namespace GameLogic.Combat.Hero.SubStatus
 {
     public class SubStatusBasic : IDisposable
     {
-        public CombatHeroEntity CombatHeroEntity;
+        public ShowBaiscEntity CombatHeroEntity;
 
-        public void Init(CombatHeroEntity combatHeroEntity)
+        public void Init(ShowBaiscEntity combatHeroEntity)
         {
             CombatHeroEntity = combatHeroEntity;
         }

+ 18 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs

@@ -0,0 +1,18 @@
+using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
+using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
+
+namespace GameLogic.Combat.Skill
+{
+    public class S2001: SkillBasic
+    {
+        protected override void ProUseSkill()
+        {
+            ActivationTimeLineData("lieyanjian");
+        }
+
+        protected override void ProTimelineFxLogicInit(string groupName, ITimelineFxLogic timelineFxLogic, TriggerData triggerData)
+        {
+          
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Skill/S2001.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: fac1664e9d0c472e9a42eec760c5ee88
+timeCreated: 1739255784

+ 12 - 12
Assets/Scripts/GameTimeLine/SerializationTimeLine/TimeLienData.cs

@@ -80,7 +80,7 @@ public class TimeLienData
 
         List<TimeLineAssetSerialization> timeLineAssetSerializations =
             GetTimeLineAssetSerialization(groupName, filterTimeLine);
-        if (timeLineAssetSerializations.Count <= 0)
+        if (timeLineAssetSerializations==null||timeLineAssetSerializations.Count <= 0)
         {
             // LogTool.Log("没有时间线" + groupName);
             return null;
@@ -186,23 +186,23 @@ public class TimeLienData
     public List<TimeLineAssetSerialization> GetTimeLineAssetSerialization(string groupName,
         IFilterTimeLine filterTimeLine)
     {
-        List<TimeLineAssetSerialization> currTimeLineAssetSerializations = new List<TimeLineAssetSerialization>();
+        // List<TimeLineAssetSerialization> currTimeLineAssetSerializations = new List<TimeLineAssetSerialization>();
         if (allAssetSerializations.TryGetValue(groupName,
                 out List<TimeLineAssetSerialization> allInfo))
         {
-            for (int i = 0; i < allInfo.Count; i++)
-            {
-                TimeLineAssetSerialization fxSerializtion = allInfo[i];
-                if (fxSerializtion.groupName.Equals(groupName) &&
-                    (filterTimeLine == null || filterTimeLine.Filter(fxSerializtion)))
-                {
-                    currTimeLineAssetSerializations.Add(fxSerializtion);
-                }
-            }
+            // for (int i = 0; i < allInfo.Count; i++)
+            // {
+            //     TimeLineAssetSerialization fxSerializtion = allInfo[i];
+            //     if (fxSerializtion.groupName.Equals(groupName) &&
+            //         (filterTimeLine == null || filterTimeLine.Filter(fxSerializtion)))
+            //     {
+            //         currTimeLineAssetSerializations.Add(fxSerializtion);
+            //     }
+            // }
 
             return allInfo;
         }
 
-        return currTimeLineAssetSerializations;
+        return null;
     }
 }

文件差異過大導致無法顯示
+ 0 - 0
Assets/StreamingAssets/assetConfig.txt


+ 146 - 142
Assets/xiuxian/cs.scene

@@ -1362,7 +1362,7 @@ Transform:
   m_LocalScale: {x: 2, y: 2, z: 2}
   m_ConstrainProportionsScale: 1
   m_Children:
-  - {fileID: 543450651894442541}
+  - {fileID: 4650217440859026584}
   m_Father: {fileID: 2006230331}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!1 &358619069
@@ -1618,7 +1618,7 @@ Transform:
   m_LocalScale: {x: 2, y: 2, z: 2}
   m_ConstrainProportionsScale: 1
   m_Children:
-  - {fileID: 543450652075322683}
+  - {fileID: 656208942590863570}
   m_Father: {fileID: 2006230331}
   m_LocalEulerAnglesHint: {x: 0, y: -30.835, z: 0}
 --- !u!1 &429323562
@@ -18087,89 +18087,6 @@ GameObject:
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
   m_IsActive: 1
---- !u!1001 &447165306739397207
-PrefabInstance:
-  m_ObjectHideFlags: 0
-  serializedVersion: 2
-  m_Modification:
-    serializedVersion: 3
-    m_TransformParent: {fileID: 351258944}
-    m_Modifications:
-    - target: {fileID: 3654763787981856151, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_Enabled
-      value: 0
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_LocalPosition.x
-      value: 0.025
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_LocalPosition.y
-      value: 0
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_LocalPosition.z
-      value: -0.02
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_LocalRotation.w
-      value: 0.7071068
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_LocalRotation.x
-      value: -0.7071068
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_LocalRotation.y
-      value: 0
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_LocalRotation.z
-      value: 0
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
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-      value: -90
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
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-      value: 0
-      objectReference: {fileID: 0}
-    - target: {fileID: 5097021883370366671, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
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-      value: 0
-      objectReference: {fileID: 0}
-    - target: {fileID: 5168818155346047988, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: InitialModule.startSize.scalar
-      value: 9.9
-      objectReference: {fileID: 0}
-    - target: {fileID: 5578371600196454303, guid: fa3d9479b9d5f924e89cdfd8239cb4b1, type: 3}
-      propertyPath: m_IsActive
-      value: 1
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二進制
Excel2Json/Excel/MagicWeapon.xlsx


二進制
Excel2Json/Excel/skill.xlsx


+ 2 - 2
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部分文件因文件數量過多而無法顯示