DESKTOP-FB72PO8\Administrator 1 روز پیش
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fd24eb1212

+ 1 - 1
Assets/Res/Config/EventConfig.json

@@ -4428,7 +4428,7 @@
       "EventType": 1,
       "Score": 0,
       "EventQuality": 3,
-      "RefreshProbability": 30,
+      "RefreshProbability": 100,
       "RefreshCount": 1,
       "placeID": 1,
       "SmallPlacesId": 1,

+ 2 - 2
Assets/Res/Config/EventLinkConfig.json

@@ -2051,7 +2051,7 @@
       "EventConditionMessage": 5175,
       "PreShow": 0,
       "PreShowPar": 0,
-      "NPCID": 101,
+      "NPCID": 0,
       "LanID": [
         5176
       ],
@@ -2075,7 +2075,7 @@
       "EventConditionMessage": 5175,
       "PreShow": 0,
       "PreShowPar": 0,
-      "NPCID": 102,
+      "NPCID": 100,
       "LanID": [
         5178
       ],

+ 1 - 1
Assets/Res/Config/HeroModelConfig.json

@@ -1050,7 +1050,7 @@
       "model": "Boss_fenghuang",
       "isUseGpu": false,
       "heroType": 4,
-      "attack": 105,
+      "attack": 150,
       "hp": 300,
       "def": 100,
       "shield": 300,

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

@@ -584,7 +584,7 @@
       "FingerType": 1,
       "dialogPos": [
         -182,
-        -517
+        53
       ],
       "NpcPos": [
         422,
@@ -656,7 +656,7 @@
       "FingerType": -1,
       "dialogPos": [
         -182,
-        -517
+        177
       ],
       "NpcPos": [
         422,
@@ -692,7 +692,7 @@
       "FingerType": 1,
       "dialogPos": [
         -182,
-        -517
+        177
       ],
       "NpcPos": [
         422,
@@ -743,7 +743,7 @@
       "SpeakerImage": 3,
       "desc": 10149,
       "Highlighting": 1,
-      "blackAlpha": 0.55,
+      "blackAlpha": 0.1,
       "Handle": 1,
       "IsSkip": 0,
       "TextSize": [

+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -1,5 +1,5 @@
 // Auto Generated Code By excel2json
-// Generate From Excel\skill.xlsx. SheetName: SkillConfig
+// Generate From Excel\Skill.xlsx. SheetName: SkillConfig
 
 using System;
 using Fort23.GameData;

+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/SkillConstant.cs

@@ -1,5 +1,5 @@
 // Auto Generated Code By excel2json
-// Generate From Excel\skill.xlsx. SheetName: SkillConstant
+// Generate From Excel\Skill.xlsx. SheetName: SkillConstant
 
 using System;
 using Fort23.GameData;

+ 1 - 1
Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs

@@ -1,5 +1,5 @@
 // Auto Generated Code By excel2json
-// Generate From Excel\skill.xlsx. SheetName: SkillPowerupConfig
+// Generate From Excel\Skill.xlsx. SheetName: SkillPowerupConfig
 
 using System;
 using Fort23.GameData;

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs

@@ -62,7 +62,7 @@ namespace GameLogic.Combat.CombatState
             {
                 float add = 0.1f;
                 Vector3 pos = playerHeroEntity.dotPos;
-                Vector3 dir = CombatController.currActiveCombat.CombatHeroController.moveDir;
+                Vector3 dir = CombatController.currActiveCombat.CombatSenceController.moveDir;
                 float fx = 1;
 
                 pos += dir.normalized * CombatController.currActiveCombat.CombatHeroController.moveSpeed * t;

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatSceneSwitchState.cs

@@ -81,7 +81,7 @@ namespace GameLogic.Combat.CombatState
 
             playerHeroEntity.combatHeroGameObject.SetPosition(pos);
             playerHeroEntity.GameObject.transform.rotation =
-                Quaternion.LookRotation(new Vector3(currDir.x, 0, currDir.z));
+                Quaternion.LookRotation(new Vector3(currDir.x, 0, currDir.z).normalized);
         }
 
         private async void InitScenes()

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

@@ -79,7 +79,7 @@ namespace GameLogic.Combat.CombatState
 
             float add = 0.1f;
             Vector3 pos = playerHeroEntity.dotPos;
-            Vector3 dir =  CombatController.currActiveCombat.CombatHeroController.moveDir;
+            Vector3 dir =  CombatController.currActiveCombat.CombatSenceController.moveDir;
             float fx = 1;
             
             pos += dir.normalized * CombatController.currActiveCombat.CombatHeroController.moveSpeed * t;

+ 9 - 4
Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs

@@ -7,6 +7,7 @@ using Core.State;
 using Core.Utility;
 using Excel2Json;
 using Fort23.Core;
+using Fort23.UTool;
 using GameLogic.Combat.CombatGuide;
 using GameLogic.Combat.CombatState;
 using GameLogic.Combat.CombatTool.CombatReport;
@@ -16,6 +17,7 @@ using GameLogic.Combat.Hero.HeroGPU;
 using GameLogic.CombatScenesTool;
 using UnityEngine;
 using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
+using Utility.UITool;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic;
 
@@ -59,8 +61,7 @@ namespace GameLogic.Combat.CombatTool
 
         public CombatHeroEntity playerHeroEntity;
         public bool isWin;
-
-
+     
         public CombatStateBasic CurrState
         {
             get { return stateControl.CurrIState as CombatStateBasic; }
@@ -140,7 +141,7 @@ namespace GameLogic.Combat.CombatTool
         {
             stateControl.ChangeState(name);
         }
-
+      
         public void Update(float t)
         {
             CombatGestureController.Instance.Update();
@@ -154,7 +155,10 @@ namespace GameLogic.Combat.CombatTool
             {
                ChangeState("sceneSwitch");
             }
-
+            if (Input.GetKeyDown(KeyCode.D))
+            {
+               CombatSenceController.Flight(2, -90, 10);
+            }
          
             
             t *= speed;
@@ -189,6 +193,7 @@ namespace GameLogic.Combat.CombatTool
                     }
                 }
             }
+          
            
         }
 

+ 4 - 66
Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs

@@ -26,7 +26,7 @@ namespace GameLogic.Combat.CombatTool
         private BetterList<CombatHeroEntity> heroDispose = new BetterList<CombatHeroEntity>();
 
         // public CombatHeroEntity playerHeroEntity;
-        public Vector3 moveDir = Vector3.forward;
+        
         public float moveSpeed = 2f;
         public bool isFlight;
         private bool _isFlightCameraFinish;
@@ -117,15 +117,7 @@ namespace GameLogic.Combat.CombatTool
             combatHeroEntity.HeroResurrection();
         }
 
-        public Vector3 GetTarget(float d)
-        {
-            if (CombatController.currActiveCombat.playerHeroEntity == null)
-            {
-                return new Vector3(0, 20, 0);
-            }
-
-            return CombatController.currActiveCombat.playerHeroEntity.dotPos + moveDir * d;
-        }
+      
 
         public void Update(float t)
         {
@@ -147,30 +139,7 @@ namespace GameLogic.Combat.CombatTool
                 heroDie[i].Update(t);
             }
 
-            if (isFlight)
-            {
-                _flightCurrTime += t * _flightAddTime;
-                moveDir = Vector3.Lerp(_flightStartDir, _flightDir, _flightCurrTime);
-                float flightSpeedCur =
-                    AnimationCurveManager.Instance.AnimationCurveLibrary.flightSpeedCurve.Evaluate(_flightCurrTime);
-                moveSpeed = Mathf.Lerp(_flightStartSpeed, _flightSpeed, flightSpeedCur);
-                if (_flightCurrTime > 0.95f&&!_isFlightCameraFinish)
-                {
-                    _isFlightCameraFinish= true;
-                    CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70, 1);
-                }
-
-                if (_flightCurrTime >= 1)
-                {
-                    moveDir = _flightDir;
-                    isFlight = false;
-                    moveSpeed = 2;
-                    GObjectPool.Instance.Recycle(_flightFx1);
-                    GObjectPool.Instance.Recycle(_flightFx2);
-                    
-                    CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle", true, 0, false, 1);
-                }
-            }
+         
         }
 
         public void LateUpdate(float t)
@@ -189,38 +158,7 @@ namespace GameLogic.Combat.CombatTool
             }
         }
 
-        public async CTask Flight(float time, float jiaoDu, float speed)
-        {
-            _flightCurrTime = 0;
-            _flightTime = time;
-            _flightAddTime = 1.0f / time;
-            isFlight = true;
-            _isFlightCameraFinish = false;
-            Quaternion quaternion = Quaternion.Euler(0, jiaoDu, 0);
-            _flightDir = quaternion * moveDir;
-            _flightStartDir = moveDir;
-            _flightStartSpeed = moveSpeed;
-            _flightSpeed = speed;
-            CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle2", true, 0, false, 1);
-            CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(90, 0.5f);
-            GObjectPool.Instance.Recycle(_flightFx1);
-            GObjectPool.Instance.Recycle(_flightFx2);
-            GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx fly qi", delegate(ParticleSystemPool pool)
-            {
-                _flightFx1 = pool;
-                SpecialDotInfo specialDotInfo =
-                    CombatController.currActiveCombat.playerHeroEntity.GetSpecialDotInfo("hitpos");
-                pool.own.transform.SetParent(specialDotInfo.targetTran);
-                pool.own.transform.localPosition = Vector3.zero;
-            });
-            GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx zq jian loop", delegate(ParticleSystemPool pool)
-            {
-                _flightFx2 = pool;
-
-                pool.own.transform.SetParent(CombatController.currActiveCombat.playerHeroEntity.GameObject.transform);
-                pool.own.transform.localPosition = Vector3.zero;
-            });
-        }
+     
 
         public void AddHeroDie(CombatHeroEntity hero)
         {

+ 83 - 1
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -8,6 +8,7 @@ using Fort23.UTool;
 using GameLogic.Combat.CombatTool.SceneTool;
 using GameLogic.CombatScenesTool;
 using UnityEngine;
+using Utility.UITool;
 using Random = UnityEngine.Random;
 
 namespace GameLogic.Combat.CombatTool
@@ -46,6 +47,21 @@ namespace GameLogic.Combat.CombatTool
 
         private float shengShiRan;
 
+        
+        public float moveSpeed = 2f;
+        public bool isFlight;
+        private bool _isFlightCameraFinish;
+        private float _flightTime;
+        private float _flightAddTime;
+        private float _flightCurrTime;
+        private Vector3 _flightDir;
+        private Vector3 _flightStartDir;
+        private float _flightStartSpeed;
+        private float _flightSpeed;
+        private ParticleSystemPool _flightFx1;
+        private ParticleSystemPool _flightFx2;
+        public Vector3 moveDir = Vector3.forward;
+
         // private List
         public async CTask InitScenes(string sceneName)
         {
@@ -103,6 +119,49 @@ namespace GameLogic.Combat.CombatTool
             SceneMonoConfig.UpdateScene();
         }
 
+        
+        public Vector3 GetTarget(float d)
+        {
+            if (CombatController.currActiveCombat.playerHeroEntity == null)
+            {
+                return new Vector3(0, 20, 0);
+            }
+
+            return CombatController.currActiveCombat.playerHeroEntity.dotPos + moveDir * d;
+        }
+        public async CTask Flight(float time, float jiaoDu, float speed)
+        {
+            _flightCurrTime = 0;
+            _flightTime = time;
+            _flightAddTime = 1.0f / time;
+            isFlight = true;
+            _isFlightCameraFinish = false;
+            Quaternion quaternion = Quaternion.Euler(0, jiaoDu, 0);
+            _flightDir = quaternion * moveDir;
+            _flightStartDir = moveDir;
+            _flightStartSpeed = moveSpeed;
+            _flightSpeed = speed;
+            CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle2", true, 0, false, 1);
+            CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(90, 0.5f);
+            GObjectPool.Instance.Recycle(_flightFx1);
+            GObjectPool.Instance.Recycle(_flightFx2);
+            GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx fly qi", delegate(ParticleSystemPool pool)
+            {
+                _flightFx1 = pool;
+                SpecialDotInfo specialDotInfo =
+                    CombatController.currActiveCombat.playerHeroEntity.GetSpecialDotInfo("hitpos");
+                pool.own.transform.SetParent(specialDotInfo.targetTran);
+                pool.own.transform.localPosition = Vector3.zero;
+            });
+            GObjectPool.Instance.FetchAsync<ParticleSystemPool>("fx zq jian loop", delegate(ParticleSystemPool pool)
+            {
+                _flightFx2 = pool;
+
+                pool.own.transform.SetParent(CombatController.currActiveCombat.playerHeroEntity.GameObject.transform);
+                pool.own.transform.localPosition = Vector3.zero;
+            });
+        }
+        
         private async CTask<SceneDecoration> GetSceneDecoration(SceneObjectConfig sceneObjectConfig)
         {
             GameObjectPool gameObjectPool = await sceneObjectConfig.GetNewPrefab();
@@ -130,7 +189,7 @@ namespace GameLogic.Combat.CombatTool
 
         public void Update(float t)
         {
-            moveRoot.transform.position = CombatController.currActiveCombat.CombatHeroController.GetTarget(0);
+            moveRoot.transform.position = GetTarget(0);
             SceneMonoConfig?.UpdateScene();
      
 
@@ -149,7 +208,30 @@ namespace GameLogic.Combat.CombatTool
                     _isUpdateShengShi = false;
                 }
             }
+            if (isFlight)
+            {
+                _flightCurrTime += t * _flightAddTime;
+                moveDir = Vector3.Lerp(_flightStartDir, _flightDir, _flightCurrTime);
+                float flightSpeedCur =
+                    AnimationCurveManager.Instance.AnimationCurveLibrary.flightSpeedCurve.Evaluate(_flightCurrTime);
+                moveSpeed = Mathf.Lerp(_flightStartSpeed, _flightSpeed, flightSpeedCur);
+                if (_flightCurrTime > 0.95f&&!_isFlightCameraFinish)
+                {
+                    _isFlightCameraFinish= true;
+                    CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(70, 1);
+                }
 
+                if (_flightCurrTime >= 1)
+                {
+                    moveDir = _flightDir;
+                    isFlight = false;
+                    moveSpeed = 2;
+                    GObjectPool.Instance.Recycle(_flightFx1);
+                    GObjectPool.Instance.Recycle(_flightFx2);
+                    
+                    CombatController.currActiveCombat.playerHeroEntity.PlayAnim("idle", true, 0, false, 1);
+                }
+            }
        
         }
 

+ 3 - 3
Assets/Scripts/GameLogic/Combat/CombatType/LevelBattleCombatType.cs

@@ -142,9 +142,9 @@ namespace GameLogic.Combat.CombatType
             _currBoChi += 1;
 
             Vector3 startPos =
-                CombatController.currActiveCombat.CombatHeroController.GetTarget(20) + new Vector3(0, 1, 0);
+                CombatController.currActiveCombat.CombatSenceController.GetTarget(20) + new Vector3(0, 1, 0);
             Vector3 startPos2 =
-                CombatController.currActiveCombat.CombatHeroController.GetTarget(21) + new Vector3(0, 1, 0);
+                CombatController.currActiveCombat.CombatSenceController.GetTarget(21) + new Vector3(0, 1, 0);
             Vector3 dir = startPos2 - startPos;
             Quaternion quaternion = Quaternion.LookRotation(dir);
 
@@ -204,7 +204,7 @@ namespace GameLogic.Combat.CombatType
             {
                 
 
-                Vector3 heroPoint = CombatController.currActiveCombat.CombatHeroController.GetTarget(0);
+                Vector3 heroPoint = CombatController.currActiveCombat.CombatSenceController.GetTarget(0);
                 CombatController.currActiveCombat.MagicWeaponCombatSence.SetMagicWeaponCombatSence(heroPoint,
                     Vector3.forward);
                 Vector3 pos = heroPoint;

+ 5 - 5
Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs

@@ -96,9 +96,9 @@ namespace GameLogic.Combat.CombatType
 
 
             Vector3 startPos =
-                CombatController.currActiveCombat.CombatHeroController.GetTarget(20) + new Vector3(0, 1, 0);
+                CombatController.currActiveCombat.CombatSenceController.GetTarget(20) + new Vector3(0, 1, 0);
             Vector3 startPos2 =
-                CombatController.currActiveCombat.CombatHeroController.GetTarget(21) + new Vector3(0, 1, 0);
+                CombatController.currActiveCombat.CombatSenceController.GetTarget(21) + new Vector3(0, 1, 0);
             Vector3 dir = startPos2 - startPos;
             Quaternion quaternion = Quaternion.LookRotation(dir);
 
@@ -177,9 +177,9 @@ namespace GameLogic.Combat.CombatType
             _currBoChi += 1;
 
             Vector3 startPos =
-                CombatController.currActiveCombat.CombatHeroController.GetTarget(20) + new Vector3(0, 1, 0);
+                CombatController.currActiveCombat.CombatSenceController.GetTarget(20) + new Vector3(0, 1, 0);
             Vector3 startPos2 =
-                CombatController.currActiveCombat.CombatHeroController.GetTarget(21) + new Vector3(0, 1, 0);
+                CombatController.currActiveCombat.CombatSenceController.GetTarget(21) + new Vector3(0, 1, 0);
             Vector3 dir = startPos2 - startPos;
             Quaternion quaternion = Quaternion.LookRotation(dir);
             for (int i = 0; i < enemyHeroInfo.Count; i++)
@@ -217,7 +217,7 @@ namespace GameLogic.Combat.CombatType
 
         private async CTask TestCombat(CTaskAwaitBuffer cTaskAwaitBuffer)
         {
-            Vector3 heroPoint = CombatController.currActiveCombat.CombatHeroController.GetTarget(0);
+            Vector3 heroPoint = CombatController.currActiveCombat.CombatSenceController.GetTarget(0);
             CombatController.currActiveCombat.MagicWeaponCombatSence.SetMagicWeaponCombatSence(heroPoint,
                 Vector3.forward);
             testCombatHeroConfig = GameObject.FindObjectOfType<TestCombatHeroConfig>();

+ 1 - 1
Assets/Scripts/GameUI/EventManager/DialogueManager.cs

@@ -119,7 +119,7 @@ public class DialogueManager : Singleton<DialogueManager>
         {
             UIManager.Instance.HindCurrAllShowPanel();
             CombatDrive.Instance.CombatController.ChangeState(CombatController.update);
-            CombatController.currActiveCombat.CombatHeroController.Flight(dialogueConfig.PreShowPar, -90, 10);
+            CombatController.currActiveCombat.CombatSenceController.Flight(dialogueConfig.PreShowPar, -90, 10);
             UIManager.Instance.SetEventSystemEnable(false);
             await TimerComponent.Instance.WaitAsync(dialogueConfig.PreShowPar * 1000 + 1200);
             CombatDrive.Instance.CombatController.ChangeState(CombatController.idle);

BIN
Excel2Json/Excel/EventConfig.xlsx


BIN
Excel2Json/Excel/HeroModel.xlsx