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

# Conflicts:
#	Excel2Json/Excel/EventConfig.xlsx   resolved by origin/master(远端) version
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84 změnil soubory, kde provedl 3096 přidání a 2807 odebrání
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      Assets/Art/UIAssets/TextrueJson/mainUI.txt
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  15. 24 0
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  16. 1 1
      Assets/Res/Config/EventConfig.json
  17. 2 2
      Assets/Res/Config/EventLinkConfig.json
  18. 2 2
      Assets/Res/Config/GroupConfig.json
  19. 1 1
      Assets/Res/Config/HeroModelConfig.json
  20. 1 1
      Assets/Res/Config/LevelbattleConfig.json
  21. 4 4
      Assets/Res/Config/PlayerGuideConfig.json
  22. 153 1
      Assets/Res/UI/AppBarPanel/AppBarPanel.prefab
  23. 1 1
      Assets/Res/UI/DaoYouPanel/DaoYouInfoPanel.prefab
  24. 0 970
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  36. 3 0
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  37. 1 0
      Assets/Scripts/Core/UI/UTool/CTween/AnimationCurveLibrary.cs
  38. 1 1
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  39. 1 1
      Assets/Scripts/GameData/ExcelConfig/SkillConstant.cs
  40. 1 1
      Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs
  41. 1 1
      Assets/Scripts/GameLogic/Combat/CombatState/CombatFightState.cs
  42. 12 6
      Assets/Scripts/GameLogic/Combat/CombatState/CombatSceneSwitchState.cs
  43. 1 1
      Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs
  44. 9 4
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatController.cs
  45. 4 66
      Assets/Scripts/GameLogic/Combat/CombatTool/CombatHeroController.cs
  46. 83 1
      Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs
  47. 3 3
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  48. 5 5
      Assets/Scripts/GameLogic/Combat/CombatType/TestCombatType.cs
  49. 1 1
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  50. 18 6
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  51. 1 1
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  52. 59 34
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  53. 49 17
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  54. 5 3
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  55. 0 155
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  56. 0 11
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  57. 0 73
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  61. 0 62
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  63. 2 2
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  64. 3 1
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  65. 12 21
      Assets/Scripts/GameUI/UI/LevelChoosePanel/PlacesInfoPanel.cs
  66. binární
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  67. binární
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  68. binární
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  69. binární
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  70. 0 0
      UGUIPack/uguiconfig.db
  71. 1 0
      XiuXianGame.sln.DotSettings.user
  72. binární
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  73. binární
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  74. binární
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  75. binární
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  76. 0 0
      美术/unity_use_ui/TextrueJson/mainUI.txt
  77. 0 0
      美术/unity_use_ui/TextrueJson/tongyong.txt
  78. binární
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  79. binární
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  80. binární
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  81. binární
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  82. binární
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  83. binární
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  84. binární
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Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 0 - 0
Assets/Art/UIAssets/TextrueJson/mainUI.txt


Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 0 - 0
Assets/Art/UIAssets/TextrueJson/tongyong.txt


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binární
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binární
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+    maxTextureSize: 2048
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+    textureCompression: 1
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+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Android
+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
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+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
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+    ignorePlatformSupport: 0
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+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: WeixinMiniGame
+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
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+    textureCompression: 1
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+    maxTextureSize: 2048
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+    maxTextureSize: 2048
+    maxPlaceholderSize: 32
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+    textureCompression: 1
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+    outline: []
+    physicsShape: []
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+  mipmapLimitGroupName: 
+  pSDRemoveMatte: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 4 - 0
Assets/Res/UIAtlas/mainUI.spriteatlasv2

@@ -22,8 +22,12 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: ed5c755d642c4154ebee5e36e03b7842, type: 3}
     - {fileID: 2800000, guid: b8fa6983179b3be4783331e63c25e825, type: 3}
     - {fileID: 2800000, guid: a12eb982dbdc0894586e7d39acac50e7, type: 3}
+    - {fileID: 2800000, guid: 12d636aca73b99b4bb5e826f060d4b23, type: 3}
     - {fileID: 2800000, guid: 5473c79ffd6b84e4c9de2b607f6fbb01, type: 3}
     - {fileID: 2800000, guid: caf59be6b62f1ff40b2937ade714bf4d, type: 3}
+    - {fileID: 2800000, guid: 7d4a7a803f84e1845966b3d57df9ebd1, type: 3}
+    - {fileID: 2800000, guid: 94a1e98605bef084cac2665d137cd336, type: 3}
+    - {fileID: 2800000, guid: 6e6bbcb63b5f62e4f903df38b5a4946e, type: 3}
     - {fileID: 2800000, guid: 0b973e74b13091140a3e9ee1c6e106ea, type: 3}
     - {fileID: 2800000, guid: 19448b5e8c48ae748b181fc098a42ebd, type: 3}
     - {fileID: 2800000, guid: 4d4fd799a5a9a7d428a39eb4bbd60b15, type: 3}

+ 3 - 0
Assets/Res/UIAtlas/tongyong.spriteatlasv2

@@ -47,6 +47,7 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: e8252577f847b004fba08b72e220ec54, type: 3}
     - {fileID: 2800000, guid: c1b273efbf5935b44bb183143b5284af, type: 3}
     - {fileID: 2800000, guid: d6021d84335147d4f96768b4cf8e85b6, type: 3}
+    - {fileID: 2800000, guid: a627bf7c838278243b809163867a59f3, type: 3}
     - {fileID: 2800000, guid: 398984150c1ce4a43986a13ec3ca0914, type: 3}
     - {fileID: 2800000, guid: bc21b684e2591474ea6147d9ef997f95, type: 3}
     - {fileID: 2800000, guid: e2c9147f14345e74d80ab86f70f34946, type: 3}
@@ -132,8 +133,10 @@ SpriteAtlasAsset:
     - {fileID: 2800000, guid: 771183074c65e95498415e16fe987c8b, type: 3}
     - {fileID: 2800000, guid: e3741e76b7d6b6f4ea3228376151cb08, type: 3}
     - {fileID: 2800000, guid: 01e2f146052dd844fb8db9bab92b4512, type: 3}
+    - {fileID: 2800000, guid: bbdfacb8598ff2040a4f3ae3027c9721, type: 3}
     - {fileID: 2800000, guid: 1064e5697afcf2e4380fce9ef6f3716c, type: 3}
     - {fileID: 2800000, guid: e8b66ebe511cc1d4e85937a30bccd4a3, type: 3}
+    - {fileID: 2800000, guid: 4292ae6cbd7cbac43a0ccb0a70eb63a8, type: 3}
     - {fileID: 2800000, guid: 7e5ce0d678f92704a9674a80dc521664, type: 3}
     - {fileID: 2800000, guid: aec6227823c7f75498752720902c7876, type: 3}
     - {fileID: 2800000, guid: e8edecac0b831f64e9c6b3c6111ada46, type: 3}

+ 1 - 0
Assets/Scripts/Core/UI/UTool/CTween/AnimationCurveLibrary.cs

@@ -25,4 +25,5 @@ public class AnimationCurveLibrary : ScriptableObject
     [Header("法宝飞上来的速度")]public float fabaoMoveTopSpeed=6f;
     [Header("法宝飞过去打敌人的速度")]public float fabaoMoveTopEnemySpeed=15;
     [Header("加速飞行的加速度曲线")] public AnimationCurve flightSpeedCurve;
+    [Header("切换场景时的飞行曲线")] public AnimationCurve switchSceneCurve;
 }

+ 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;

+ 12 - 6
Assets/Scripts/GameLogic/Combat/CombatState/CombatSceneSwitchState.cs

@@ -4,6 +4,7 @@ using Fort23.UTool;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
 using UnityEngine;
+using Utility.UITool;
 
 namespace GameLogic.Combat.CombatState
 {
@@ -16,6 +17,8 @@ namespace GameLogic.Combat.CombatState
         private int state;
         private Vector3 startPos;
         private Vector3 startEulerAngles;
+        private float speed=0.5f;
+        private float feiXingCurTime;
 
         public CombatSceneSwitchState(CombatController combatController) : base(combatController)
         {
@@ -37,10 +40,12 @@ namespace GameLogic.Combat.CombatState
             startEulerAngles = playerHeroEntity.GameObject.transform.rotation.eulerAngles;
 
             // CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
-            Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(1, 2, 1));
+            Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(2, 2, 1));
             moveTargetDir = (target - playerHeroEntity.GameObject.transform.forward).normalized;
+            dir = playerHeroEntity.GameObject.transform.forward;
             currTime = 0;
             state = 0;
+            feiXingCurTime = 0;
         }
 
         protected override void ProUpdate(float t)
@@ -52,7 +57,7 @@ namespace GameLogic.Combat.CombatState
             }
 
             currTime += t;
-            if (currTime > 3 && state == 0)
+            if (currTime > 2 && state == 0)
             {
                 state = 1;
                 EventManager.Instance.Dispatch(CustomEventType.ShowLoadingUI, null);
@@ -65,21 +70,23 @@ namespace GameLogic.Combat.CombatState
                 return;
             }
 
+            feiXingCurTime += t * speed;
+            float dirT = AnimationCurveManager.Instance.AnimationCurveLibrary.switchSceneCurve.Evaluate(feiXingCurTime);
             Vector3 pos = playerHeroEntity.dotPos;
 
-            Vector3 currDir = Vector3.Lerp(playerHeroEntity.GameObject.transform.forward, moveTargetDir, 0.3f);
+            Vector3 currDir = Vector3.Lerp(dir, moveTargetDir, dirT);
 
 
             pos += currDir.normalized * 15 * t;
 
             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()
         {
-            await TimerComponent.Instance.WaitAsync(600);
+            await TimerComponent.Instance.WaitAsync(2600);
             state = 2;
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
             playerHeroEntity.GameObject.transform.position = startPos;
@@ -90,7 +97,6 @@ namespace GameLogic.Combat.CombatState
             EventManager.Instance.Dispatch(CustomEventType.CloseLoadingUI, null);
             CombatController.CombatCameraControllder.isStop = false;
             CombatController.ChangeState(CombatController.fight);
-         
         }
     }
 }

+ 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/GameLogic/Combat/Skill/S1401.cs

@@ -57,7 +57,7 @@ namespace GameLogic.Combat.Skill
                 }
             }
 
-            if (SelfSkillConfig.level >= 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
+            if (SelfSkillConfig.level > 5) //每个烈焰剑将会对敌人照成爆燃,爆燃额外受到100%伤害
             {
                 long v2 = CombatCalculateTool.Instance.GetVlaueRatioForLong(
                     CombatHeroEntity.CurrCombatHeroInfo.attack.Value,

+ 18 - 6
Assets/Scripts/GameLogic/Player/PlayerManager.cs

@@ -8,6 +8,7 @@ using Fort23.Core;
 using Fort23.Mono;
 using Fort23.UTool;
 using GameLogic.Bag;
+using GameLogic.Combat.CombatTool;
 using GameLogic.CombatScenesTool;
 using GameLogic.Hero;
 using GameLogic.Player;
@@ -46,6 +47,7 @@ public class PlayerManager : Singleton<PlayerManager>
         set { playerName = value; }
     }
 
+    private CTask _cTask;
 
     public long serverTime => TimeHelper.ServerNow();
     private AccountFileInfo.SmallPlacesData currentPlaces;
@@ -313,6 +315,13 @@ public class PlayerManager : Singleton<PlayerManager>
 
         StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
         StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
+        
+        EventManager.Instance.AddEventListener(CustomEventType.CloseLoadingUI,CloseLoadingUI);
+    }
+
+    private void CloseLoadingUI(IEventData e)
+    {
+        _cTask?.SetResult();
     }
 
     private float timer;
@@ -346,11 +355,9 @@ public class PlayerManager : Singleton<PlayerManager>
         }
 
         return (float)Math.Round(((float)placesData.progress / placesConfig.TotalScore) * 100, 1);
-        // AccountFileInfo.Instance.playerData.completeEvents.Where(ce =>placesConfig.MainTaskID.Contains(ce.eventID) || placesConfig.ZhixianID.Contains(ce.eventID) || placesConfig.ZhixianID.Contains(ce.1001
-        // ))
     }
 
-    // List<long> removeKey = new List<long>();
+
 
     private bool isUpdate = false;
 
@@ -453,7 +460,7 @@ public class PlayerManager : Singleton<PlayerManager>
         }
     }
 
-    public async void ChangeMap(int mapId)
+    public async CTask ChangeMap(int mapId)
     {
         SmallPlacesConfig smallPlacesConfig = ConfigComponent.Instance.Get<SmallPlacesConfig>(mapId);
         if (smallPlacesConfig.ID == 0)
@@ -479,7 +486,9 @@ public class PlayerManager : Singleton<PlayerManager>
                 return;
             }
         }
-
+        UIManager.Instance.HindCurrAllShowPanel();
+        _cTask = CTask.Create();
+        
         AccountFileInfo.SmallPlacesData smallPlacesData =
             PlayerManager.Instance.GetSmallPlacesData(smallPlacesConfig.ID);
 
@@ -501,8 +510,11 @@ public class PlayerManager : Singleton<PlayerManager>
 
         PlayerManager.Instance.CurrentsmallPlaces = smallPlacesData;
 
-
+        CombatController.currActiveCombat.ChangeState(CombatController.sceneSwitch);
+        await _cTask;
+        UIManager.Instance.ShowLastHindAllShowPanel();
         EventManager.Instance.Dispatch(CustomEventType.ChangeMap, null);
+
     }
 
     public void QianKunDaiAward()

+ 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);

+ 59 - 34
Assets/Scripts/GameUI/EventManager/EventSystemManager.cs

@@ -303,41 +303,66 @@ public class EventSystemManager : Singleton<EventSystemManager>
 
         List<AccountFileInfo.EventList> eventLists = new List<AccountFileInfo.EventList>();
 
+        //取消根据主线进度刷新啊支线任务
+        //现在改成优先刷新满足条件的支线任务然后判断概率是否刷新
         //找出可以刷新的支线任务
-        if (bigMap.ZhixianActivatedPercentage != null)
+        // if (bigMap.ZhixianActivatedPercentage != null)
+        // {
+        //     List<EventConfig> zhiXianEvents = new List<EventConfig>();
+        //     for (var i = 0; i < bigMap.ZhixianActivatedPercentage.Length; i++)
+        //     {
+        //         if (PlayerManager.Instance.PlacesBl >= bigMap.ZhixianActivatedPercentage[i])
+        //         {
+        //             if (!BagIsEvent(bigMap.ZhixianID[i]) && !IsEventTrigger(bigMap.ZhixianID[i]) &&
+        //                 CanTriggerEvent(bigMap.ZhixianID[i]))
+        //             {
+        //                 zhiXianEvents.Add(ConfigComponent.Instance.Get<EventConfig>(bigMap.ZhixianID[i]));
+        //             }
+        //         }
+        //     }
+        //
+        //     foreach (var c in zhiXianEvents)
+        //     {
+        //         AccountFileInfo.EventList eventList = AddEvent(c.ID);
+        //         if (eventList != null)
+        //         {
+        //             eventLists.Add(eventList);
+        //             eventCount--;
+        //
+        //             if (eventCount == 0)
+        //             {
+        //                 return eventLists;
+        //             }
+        //         }
+        //     }
+        // }
+
+
+        for (int i = 0; i < eventCount; i++)
         {
-            List<EventConfig> zhiXianEvents = new List<EventConfig>();
-            for (var i = 0; i < bigMap.ZhixianActivatedPercentage.Length; i++)
-            {
-                if (PlayerManager.Instance.PlacesBl >= bigMap.ZhixianActivatedPercentage[i])
-                {
-                    if (!BagIsEvent(bigMap.ZhixianID[i]) && !IsEventTrigger(bigMap.ZhixianID[i]) &&
-                        CanTriggerEvent(bigMap.ZhixianID[i]))
-                    {
-                        zhiXianEvents.Add(ConfigComponent.Instance.Get<EventConfig>(bigMap.ZhixianID[i]));
-                    }
-                }
-            }
+            //刷新支线任务
+            List<EventConfig> zhiXianEvents = eventConfigs.Where(e =>
+                e.EventTriggerType == 6 && !BagIsEvent(e.ID) && !IsEventTrigger(e.ID) &&
+                e.SmallPlacesId == smallPlacesConfig.ID &&
+                eventLists.FirstOrDefault(el => el.eventID == e.ID) == null && CanTriggerEvent(e.ID)).ToList();
 
-            foreach (var c in zhiXianEvents)
+            if (zhiXianEvents.Count > 0)
             {
-                AccountFileInfo.EventList eventList = AddEvent(c.ID);
-                if (eventList != null)
+                var zhixianEvnetConfig = zhiXianEvents[0];
+                int randomValueZhiXian = Random.Range(0, 101);
+                if (randomValueZhiXian <= zhixianEvnetConfig.RefreshProbability)
                 {
-                    eventLists.Add(eventList);
-                    eventCount--;
-
-                    if (eventCount == 0)
+                    AccountFileInfo.EventList eventList = AddEvent(zhixianEvnetConfig.ID);
+                    if (eventList != null)
                     {
-                        return eventLists;
+                        eventLists.Add(eventList);
+                        LogTool.Log("刷新支线任务:id:" + zhixianEvnetConfig.ID);
+                        continue;
                     }
                 }
             }
-        }
 
 
-        for (int i = 0; i < eventCount; i++)
-        {
             int randomValue3 = Random.Range(0, 101);
 
             //先刷事件关联的事件
@@ -428,13 +453,6 @@ public class EventSystemManager : Singleton<EventSystemManager>
             int quality = UtilTools.GetRandomByWeight(qualitys, QualityBonusChance);
 
 
-            // // 获取通用事件
-            // List<EventConfig> globalEvents = eventConfigs.Where(e => e.EventTriggerType == 1 && CanTriggerEvent(e.ID) && e.EventQuality == quality && !BagIsEvent(e.ID) && eventLists.FirstOrDefault(el => el.eventID == e.ID) == null).ToList();
-            //
-            //
-            // //场景特定事件
-            // List<EventConfig> candidateEvents = eventConfigs.Where(e => bigMap.SpecialTaskID.Contains(e.ID) && CanTriggerEvent(e.ID) && e.EventQuality == quality && !BagIsEvent(e.ID) && eventLists.FirstOrDefault(el => el.eventID == e.ID) == null).ToList();
-
             // 获取通用事件
             List<EventConfig> globalEvents = eventConfigs.Where(e =>
                 e.EventTriggerType == 1 && e.EventQuality == quality &&
@@ -473,8 +491,15 @@ public class EventSystemManager : Singleton<EventSystemManager>
             }
             else if (globalEvents.Count > 0)
             {
-                int randomValue2 = Random.Range(0, globalEvents.Count);
-                var eventList = AddEvent(globalEvents[randomValue2].ID);
+                List<int> quanzhong = new List<int>();
+                for (var i1 = 0; i1 < globalEvents.Count; i1++)
+                {
+                    quanzhong.Add(globalEvents[i1].RefreshProbability);
+                }
+
+                var eventconfig = UtilTools.GetRandomByWeight(globalEvents, quanzhong.ToArray());
+                // int randomValue2 = Random.Range(0, globalEvents.Count);
+                var eventList = AddEvent(eventconfig.ID);
 
                 if (eventList != null)
                 {
@@ -482,7 +507,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
                 }
                 else
                 {
-                    LogTool.Error("通用事件没有刷新出来 id:" + globalEvents[randomValue2].ID);
+                    LogTool.Error("通用事件没有刷新出来 id:" + eventconfig.ID);
                 }
             }
         }

+ 49 - 17
Assets/Scripts/GameUI/UI/AppBarPanel/AppBarPanel.cs

@@ -50,17 +50,36 @@ namespace Fort23.Mono
 
             Btn_Back.onClick.AddListener(() =>
             {
-                UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
+                CloseMenu();
+
+                if (!(currentOpenUIPanel is MainPanel))
+                    UIManager.Instance.HideUIUIPanel(currentOpenUIPanel);
+                else
+                {
+                    UpdateUitoggleState();
+                }
+
                 AudioManager.Instance.PlayAudio("ui_fanhui.wav");
+
                 // currentOpenUIPanel = null;
             });
             Btn_Menu.onClick.AddListener(async () =>
             {
+                if (MenuRoot.activeSelf)
+                    return;
                 _backgroundCom = await UIManager.Instance.CreateGComponent<BackgroundCom>(null, root: MenuBgRoot);
-
+                Icon_Di.gameObject.SetActive(true);
+                Btn_Back.gameObject.SetActive(true);
+                bnt_shengShi.gameObject.SetActive(false);
+                BtnRoot.gameObject.SetActive(true);
                 MenuRoot.SetActive(true);
+                Toggle_BtnRoot.ShowTargetIndex(4);
+            });
+            Btn_Back1.onClick.AddListener(() =>
+            {
+                CloseMenu();
+                UpdateUitoggleState();
             });
-            Btn_Back1.onClick.AddListener(() => { CloseMenu(); });
 
             Btn_DaoYou.onClick.AddListener(() =>
             {
@@ -89,12 +108,13 @@ namespace Fort23.Mono
 
         public async void Btn_Shop_Click()
         {
+            CloseMenu();
             if (currentOpenUIPanel is ShopPanel)
             {
                 return;
             }
 
-            CloseMenu();
+
             UIPanel uiPanel = currentOpenUIPanel;
 
             CombatDrive.Instance.CombatController.isUpdate = false;
@@ -112,12 +132,12 @@ namespace Fort23.Mono
 
         public async void Btn_GongFa_Click()
         {
+            CloseMenu();
             if (currentOpenUIPanel is SkillSelectPanel)
             {
                 return;
             }
 
-            CloseMenu();
 
             UIPanel uiPanel = currentOpenUIPanel;
             SkillSelectPanel skillSelectPanel = await SkillSelectPanel.OpenSkillSelectPanel();
@@ -130,12 +150,12 @@ namespace Fort23.Mono
 
         public async void Btn_HeroInfomation_Click()
         {
+            CloseMenu();
             if (currentOpenUIPanel is MainHeroPanel)
             {
                 return;
             }
 
-            CloseMenu();
 
             UIPanel uiPanel = currentOpenUIPanel;
             MainHeroPanel mainHeroPanel = await MainHeroPanel.OpenPanel();
@@ -151,12 +171,13 @@ namespace Fort23.Mono
 
         public async void Bne_dongfu_Click()
         {
+            CloseMenu();
             if (currentOpenUIPanel is CaveMainPanel)
             {
                 return;
             }
 
-            CloseMenu();
+
             UIPanel uiPanel = currentOpenUIPanel;
             CombatDrive.Instance.CombatController.isUpdate = false;
             CaveMainPanel heroInformationPanel = await CaveMainPanel.OpenPanel();
@@ -185,6 +206,11 @@ namespace Fort23.Mono
                 return;
             }
 
+            if (count == 0)
+            {
+                TipMessagePanel.OpenTipMessagePanel("背包数量不足!");
+            }
+
             EventSystemManager.Instance.CancelEvent();
             if (EventSystemManager.Instance.isTriggerEvent)
                 return;
@@ -228,22 +254,29 @@ namespace Fort23.Mono
 
         public void CustomInit(UIPanel uiPanel)
         {
-            if (uiPanel is MainPanel)
+            currentOpenUIPanel = uiPanel;
+
+
+            UpdateUitoggleState();
+        }
+
+        private void UpdateUitoggleState()
+        {
+            if (currentOpenUIPanel is MainPanel)
             {
                 Icon_Di.gameObject.SetActive(true);
                 Btn_Back.gameObject.SetActive(false);
                 bnt_shengShi.gameObject.SetActive(true);
                 BtnRoot.gameObject.SetActive(true);
-                currentOpenUIPanel = uiPanel;
             }
-            else if (uiPanel is CaveMainPanel || uiPanel is SkillSelectPanel || uiPanel is ShopPanel ||
-                     uiPanel is MainHeroPanel)
+            else if (currentOpenUIPanel is CaveMainPanel || currentOpenUIPanel is SkillSelectPanel ||
+                     currentOpenUIPanel is ShopPanel ||
+                     currentOpenUIPanel is MainHeroPanel)
             {
                 Icon_Di.gameObject.SetActive(true);
                 Btn_Back.gameObject.SetActive(true);
                 bnt_shengShi.gameObject.SetActive(false);
                 BtnRoot.gameObject.SetActive(true);
-                currentOpenUIPanel = uiPanel;
             }
             else
             {
@@ -251,22 +284,21 @@ namespace Fort23.Mono
                 BtnRoot.gameObject.SetActive(false);
                 Btn_Back.gameObject.SetActive(true);
                 bnt_shengShi.gameObject.SetActive(false);
-                currentOpenUIPanel = uiPanel;
             }
 
-            if (uiPanel is CaveMainPanel)
+            if (currentOpenUIPanel is CaveMainPanel)
             {
                 Toggle_BtnRoot.ShowTargetIndex(2);
             }
-            else if (uiPanel is SkillSelectPanel)
+            else if (currentOpenUIPanel is SkillSelectPanel)
             {
                 Toggle_BtnRoot.ShowTargetIndex(1);
             }
-            else if (uiPanel is ShopPanel)
+            else if (currentOpenUIPanel is ShopPanel)
             {
                 Toggle_BtnRoot.ShowTargetIndex(3);
             }
-            else if (uiPanel is MainHeroPanel)
+            else if (currentOpenUIPanel is MainHeroPanel)
             {
                 Toggle_BtnRoot.ShowTargetIndex(0);
             }

+ 5 - 3
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventPreviewPanel.cs

@@ -146,12 +146,14 @@ namespace Fort23.Mono
                 Text_Tips.gameObject.SetActive(showEventList.Count > 0);
             }
 
-
+            var divineSenseConfig =
+                ConfigComponent.Instance.Get<DivineSenseConfig>(AccountFileInfo.Instance.playerData.divineSenseLevel);
             int maxCount = PlayerManager.Instance.myHero.powerUpConfig.ShenshiMax /
                            PlayerManager.Instance.gameConstantConfig.DetectEventCount;
+            maxCount = maxCount > divineSenseConfig.MaxNum ? divineSenseConfig.MaxNum : maxCount;
+            Text_ShenShiCount.text =
+                LanguageManager.Instance.Text(10239, EventSystemManager.Instance.GetShenShiCount(), maxCount);
 
-            Text_ShenShiCount.text =   LanguageManager.Instance.Text(10239, EventSystemManager.Instance.GetShenShiCount(), maxCount);
-          
             SaiXuan(saixuanType);
             showEventList.Sort(Sort);
             await Content.Init(this, showEventList.Count);

+ 0 - 155
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventResultPanel.cs

@@ -1,155 +0,0 @@
-using System.Collections.Generic;
-using Excel2Json;
-using Fort23.Core;
-using Fort23.UTool;
-using UnityEngine;
-using UnityEngine.Rendering;
-
-namespace Fort23.Mono
-{
-    [UIBinding(prefab = "DivineSenceEventResultPanel")]
-    public partial class DivineSenceEventResultPanel : UIPanel, IScrollListContent
-    {
-        List<AccountFileInfo.EventList> eventList = new List<AccountFileInfo.EventList>();
-
-        private void Init()
-        {
-            // isAddStack = true;
-            // IsShowAppBar = false;
-        }
-
-        protected override void AddEvent()
-        {
-            EventManager.Instance.AddEventListener(CustomEventType.RemoveEvent, RemoveEvent);
-        }
-
-
-        protected override void DelEvent()
-        {
-            EventManager.Instance.RemoveEventListener(CustomEventType.RemoveEvent, RemoveEvent);
-        }
-
-        public override void AddButtonEvent()
-        {
-            Btn_Close.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
-            Btn_Ok.onClick.AddListener(() => { UIManager.Instance.HideUIUIPanel(this); });
-        }
-
-        private void RemoveEvent(IEventData e)
-        {
-            UIManager.Instance.DormancyAllGComponent<ShengShiEventWidgetType2>();
-            Content.Init(this, eventList.Count);
-        }
-
-        public override CTask<bool> AsyncInit(object[] uiData)
-        {
-            eventList = uiData[0] as List<AccountFileInfo.EventList>;
-
-            if (eventList != null && eventList.Count > 0)
-                Content.Init(this, eventList.Count);
-
-
-            return base.AsyncInit(uiData);
-        }
-
-
-        public async CTask<IScorllListWidget> GetIScorllListWidget(int index, RectTransform root)
-        {
-            if (index < 0 || index >= eventList.Count)
-            {
-                return null;
-            }
-
-            EventConfig eventConfig = ConfigComponent.Instance.Get<EventConfig>(eventList[index].eventID);
-            // if (eventConfig.EventType == 2)
-            // {
-            //     ShengShiEventWidgetType3 shengShiEventWidgetType2 = await UIManager.Instance.CreateGComponent<ShengShiEventWidgetType3>(null, ContentRoot);
-            //     shengShiEventWidgetType2.CustomInit(eventList[index]);
-            //     shengShiEventWidgetType2.OnClick = ShengShiEventWidgetType3OnClick;
-            //     return shengShiEventWidgetType2;
-            // }
-            // else
-            {
-                ShengShiEventWidgetType2 shengShiEventWidgetType2 = await UIManager.Instance.CreateGComponent<ShengShiEventWidgetType2>(null, ContentRoot);
-                shengShiEventWidgetType2.CustomInit(eventList[index], GoOnClick);
-                shengShiEventWidgetType2.OnClick = OnClick;
-                return shengShiEventWidgetType2;
-            }
-        }
-
-        private void ShengShiEventWidgetType3OnClick(ItemWidgetBasic obj)
-        {
-            if (EventSystemManager.Instance.isTriggerEvent)
-                return;
-
-            ShengShiEventWidgetType3 shengShiEventWidgetType3 = obj as ShengShiEventWidgetType3;
-            //this.GObjectPoolInterface.SetActive(false);
-            EventSystemManager.Instance.isOpenUi = false;
-            EventSystemManager.Instance.TriggerEvent(shengShiEventWidgetType3.eventList, () =>
-            {
-                eventList.Remove(shengShiEventWidgetType3.eventList);
-                Content.Init(this, eventList.Count);
-                EventSystemManager.Instance.isOpenUi = true;
-                //this.GObjectPoolInterface.SetActive(true);
-            });
-        }
-
-        private void OnClick(ItemWidgetBasic obj)
-        {
-            ShengShiEventWidgetType2 shengShiEventWidgetType2 = obj as ShengShiEventWidgetType2;
-
-            TaskInfoPanel.OpenPanel(shengShiEventWidgetType2.eventList,1);
-
-            // if (EventSystemManager.Instance.isTriggerEvent)
-            //     return;
-            //
-
-            // this.GObjectPoolInterface.SetActive(false);
-            // EventSystemManager.Instance.isOpenUi = false;
-            // EventSystemManager.Instance.TriggerEvent(shengShiEventWidgetType2.eventList, () =>
-            // {
-            //     eventList.Remove(shengShiEventWidgetType2.eventList);
-            //     Content.Init(this, eventList.Count);
-            //     EventSystemManager.Instance.isOpenUi = true;
-            //     this.GObjectPoolInterface.SetActive(true);
-            //
-            // });
-        }
-
-        private void GoOnClick(ItemWidgetBasic obj)
-        {
-            if (EventSystemManager.Instance.isTriggerEvent)
-                return;
-
-            ShengShiEventWidgetType2 shengShiEventWidgetType2 = obj as ShengShiEventWidgetType2;
-            //this.GObjectPoolInterface.SetActive(false);
-            EventSystemManager.Instance.isOpenUi = false;
-            EventSystemManager.Instance.TriggerEvent(shengShiEventWidgetType2.eventList, () =>
-            {
-                eventList.Remove(shengShiEventWidgetType2.eventList);
-                Content.Init(this, eventList.Count);
-                EventSystemManager.Instance.isOpenUi = true;
-                //this.GObjectPoolInterface.SetActive(true);
-            });
-        }
-
-
-        public void HindIScorllListWidget(IScorllListWidget widget)
-        {
-            UIManager.Instance.DormancyGComponent(widget as UIComponent);
-        }
-
-        public async static CTask<DivineSenceEventResultPanel> OpenPanel(List<AccountFileInfo.EventList> eventList)
-        {
-            DivineSenceEventResultPanel divineSenceEventPreviewPanel = await UIManager.Instance.LoadAndOpenPanel<DivineSenceEventResultPanel>(null, uiData: new object[] { eventList });
-            return divineSenceEventPreviewPanel;
-        }
-
-        public override void Close()
-        {
-            UIManager.Instance.DormancyAllGComponent<ShengShiEventWidgetType3>();
-            eventList = null;
-            base.Close();
-        }
-    }
-}

+ 0 - 11
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventResultPanel.cs.meta

@@ -1,11 +0,0 @@
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-guid: B3wbsnysU3p8rIcBzdrKMgBNkzpLPC/88YfMELXgaiM0Ff3Tx/TIMRfQLVIx
-MonoImporter:
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-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 73
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventResultPanelData.cs

@@ -1,73 +0,0 @@
-using Fort23.Core;
-using Fort23.UTool;
-using UnityEngine.UI;
-using UnityEngine;
-using System.Collections.Generic;
-namespace Fort23.Mono
-{
-	public partial class DivineSenceEventResultPanel 
-	{
-	  #region 自定义数据 
-	  private MyImage _bg;
-	  public MyImage bg
-	   {
-	   get{
-	      if (_bg == null)
-	       {
-	         _bg  = GetUIUnit<MyImage>("bg"); 
-	       }
-	      return _bg;
-	     }
-	   }
-	  private ScrollList _Content;
-	  public ScrollList Content
-	   {
-	   get{
-	      if (_Content == null)
-	       {
-	         _Content  = GetUIUnit<ScrollList>("Content"); 
-	       }
-	      return _Content;
-	     }
-	   }
-	  private RectTransform _ContentRoot;
-	  public RectTransform ContentRoot
-	   {
-	   get{
-	      if (_ContentRoot == null)
-	       {
-	         _ContentRoot  = GetUIUnit<RectTransform>("ContentRoot"); 
-	       }
-	      return _ContentRoot;
-	     }
-	   }
-	  private Button _Btn_Close;
-	  public Button Btn_Close
-	   {
-	   get{
-	      if (_Btn_Close == null)
-	       {
-	         _Btn_Close  = GetUIUnit<Button>("Btn_Close"); 
-	       }
-	      return _Btn_Close;
-	     }
-	   }
-	  private Button _Btn_Ok;
-	  public Button Btn_Ok
-	   {
-	   get{
-	      if (_Btn_Ok == null)
-	       {
-	         _Btn_Ok  = GetUIUnit<Button>("Btn_Ok"); 
-	       }
-	      return _Btn_Ok;
-	     }
-	   }
-	  #endregion 自定义数据结束 
-	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
-	{
-	 await base.SetUIGameObject(gObjectPoolInterface);
-	 Init();
-	}
-	}
-}

+ 0 - 11
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceEventResultPanelData.cs.meta

@@ -1,11 +0,0 @@
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-guid: XHoX4375WniDLK5Pewq2FFJ6KMeGt9IGg4pAud93VpxMyA81Zsl7WFdsxgx0
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 95
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType3.cs

@@ -1,95 +0,0 @@
-using System.Collections.Generic;
-using Core.Language;
-using Excel2Json;
-using Fort23.UTool;
-using GameLogic.Bag;
-using GameLogic.Player;
-using UnityEngine;
-
-namespace Fort23.Mono
-{
-    [UIBinding(prefab = "ShengShiEventWidgetType3")]
-    public partial class ShengShiEventWidgetType3 : ItemWidgetBasic
-    {
-        List<WidgetItem> widgetList = new List<WidgetItem>();
-        private void Init()
-        {
-        }
-
-        public override void AddEvent()
-        {
-        }
-
-        public override void DelEvent()
-        {
-        }
-
-        public override void AddButtonEvent()
-        {
-            base.AddButtonEvent();
-        }
-
-        // List<WidgetItem> widgetList = new List<WidgetItem>();
-
-        private void Button_onClick()
-        {
-        }
-
-        private EventConfig randomEventConfig;
-        public AccountFileInfo.EventList eventList;
-
-        public async void CustomInit(AccountFileInfo.EventList eventList)
-        {
-            for (var i = 0; i < widgetList.Count; i++)
-            {
-                UIManager.Instance.DormancyGComponent(widgetList[i]);
-            }
-
-            widgetList.Clear();
-
-            this.eventList = eventList;
-            randomEventConfig = ConfigComponent.Instance.Get<EventConfig>(eventList.eventID);
-            Text_EventName.text = LanguageManager.Instance.Text(randomEventConfig.EventName);
-            EventLinkConfig conditionConfig = ConfigComponent.Instance.Get<EventLinkConfig>(randomEventConfig.EventLinksId[0]);
-            // Text_EventDesc.text = LanguageManager.Instance.Text(conditionConfig.LanID[0]);
-            Text_EventDesc.text = LanguageManager.Instance.Text(randomEventConfig.Description);
-            if (conditionConfig.optionType == 3)
-            {
-                List<ItemInfo> itemInfos = new List<ItemInfo>();
-                for (var i = 0; i < conditionConfig.PrizeIDs.Length; i++)
-                {
-                    DropConfig dropConfig = ConfigComponent.Instance.Get<DropConfig>(conditionConfig.PrizeIDs[i]);
-                    if (dropConfig.dropType == 3)
-                    {
-                        ItemInfo itemInfo = new ItemInfo(dropConfig.dropGroupID[0], conditionConfig.PrizeNums[i]);
-                        itemInfos.Add(itemInfo);
-                    }
-                    else
-                    {
-                        List<ItemInfo> items = DropManager.Instance.DropItem(conditionConfig.PrizeIDs[i]);
-                        itemInfos.AddRange(items);
-                    }
-                }
-
-                for (var i = 0; i < itemInfos.Count; i++)
-                {
-                    WidgetItem widgetItem = await UIManager.Instance.CreateGComponent<WidgetItem>(null, ItemRoot);
-                    widgetItem.InitWidget(itemInfos[i]);
-                    widgetList.Add(widgetItem);
-                }
-            }
-        }
-
-        public override void DormancyObj()
-        {
-            for (var i = 0; i < widgetList.Count; i++)
-            {
-                UIManager.Instance.DormancyGComponent(widgetList[i]);
-            }
-
-            widgetList.Clear();
-
-            base.DormancyObj();
-        }
-    }
-}

+ 0 - 11
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType3.cs.meta

@@ -1,11 +0,0 @@
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-guid: C3gft3n4USkOl8L3/g9yE2Snog0md5Wpk55pkXObyFEWOzKqXZ4w4AX23b+F
-MonoImporter:
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-  assetBundleVariant: 

+ 0 - 62
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType3Data.cs

@@ -1,62 +0,0 @@
-using Fort23.Core;
-using Fort23.UTool;
-using UnityEngine.UI;
-using UnityEngine;
-using System.Collections.Generic;
-namespace Fort23.Mono
-{
-	public partial class ShengShiEventWidgetType3 
-	{
-	  #region 自定义数据 
-	  private Object _myButton;
-	  public Object myButton
-	   {
-	   get{
-	      if (_myButton == null)
-	       {
-	         _myButton  = GetUIUnit<Object>("myButton"); 
-	       }
-	      return _myButton;
-	     }
-	   }
-	  private Text _Text_EventDesc;
-	  public Text Text_EventDesc
-	   {
-	   get{
-	      if (_Text_EventDesc == null)
-	       {
-	         _Text_EventDesc  = GetUIUnit<Text>("Text_EventDesc"); 
-	       }
-	      return _Text_EventDesc;
-	     }
-	   }
-	  private Text _Text_EventName;
-	  public Text Text_EventName
-	   {
-	   get{
-	      if (_Text_EventName == null)
-	       {
-	         _Text_EventName  = GetUIUnit<Text>("Text_EventName"); 
-	       }
-	      return _Text_EventName;
-	     }
-	   }
-	  private RectTransform _ItemRoot;
-	  public RectTransform ItemRoot
-	   {
-	   get{
-	      if (_ItemRoot == null)
-	       {
-	         _ItemRoot  = GetUIUnit<RectTransform>("ItemRoot"); 
-	       }
-	      return _ItemRoot;
-	     }
-	   }
-	  #endregion 自定义数据结束 
-	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
-	{
-	 await base.SetUIGameObject(gObjectPoolInterface);
-	 Init();
-	}
-	}
-}

+ 0 - 11
Assets/Scripts/GameUI/UI/DivineSence/ShengShiEventWidgetType3Data.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: Xi4Y5yilAnlruO9gfKUs8hVCp8GmYprYfHkV0rJNAn5HgV7Tkl/sGjs/3C4u
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
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-  assetBundleVariant: 

+ 2 - 2
Assets/Scripts/GameUI/UI/GuidePanel/PlayerGuideManager.cs

@@ -366,8 +366,8 @@ namespace Fort23.Mono
             }
 
             isForceDone = AccountFileInfo.Instance.playerData.isForceDone;
-            curPhase = AccountFileInfo.Instance.playerData.curPhase;
-            curStep = AccountFileInfo.Instance.playerData.curStep;
+            // curPhase = AccountFileInfo.Instance.playerData.curPhase;
+            // curStep = AccountFileInfo.Instance.playerData.curStep;
 
 
             //完成强制引导

+ 3 - 1
Assets/Scripts/GameUI/UI/HeroInformationPanel/ImmortalBondPanel.cs

@@ -24,6 +24,7 @@ namespace Fort23.Mono
         public override CTask GetFocus()
         {
             AppBarPanel.OpenPanel(this);
+            TitlePanel.ClosePanel();
             return base.GetFocus();
         }
 
@@ -78,7 +79,8 @@ namespace Fort23.Mono
 
             foreach (var i in PlayerManager.Instance.myHero.daolvBl)
             {
-                DaoYouaaFfixWidget daoLvSkillWidget = await UIManager.Instance.CreateGComponent<DaoYouaaFfixWidget>(null, JiachengContent);
+                DaoYouaaFfixWidget daoLvSkillWidget =
+                    await UIManager.Instance.CreateGComponent<DaoYouaaFfixWidget>(null, JiachengContent);
                 daoLvSkillWidget.CustomInit(i);
                 _daoLvSkillWidgets.Add(daoLvSkillWidget);
             }

+ 12 - 21
Assets/Scripts/GameUI/UI/LevelChoosePanel/PlacesInfoPanel.cs

@@ -189,16 +189,16 @@ namespace Fort23.Mono
                 UIManager.Instance.HideUIUIPanel(this);
 
                 //切换下一个地图
-                PlayerManager.Instance.ChangeMap(smallPlacesConfig.ID + 1);
-               
-                UIManager.Instance.HindCurrAllShowPanel();
-                CombatDrive.Instance.CombatController.ChangeState(CombatController.update);
-                CombatController.currActiveCombat.CombatHeroController.Flight(2, -90, 10);
-                UIManager.Instance.SetEventSystemEnable(false);
-                await TimerComponent.Instance.WaitAsync(2 * 1000 + 1200);
-                CombatDrive.Instance.CombatController.ChangeState(CombatController.idle);
-                UIManager.Instance.SetEventSystemEnable(true);
-                UIManager.Instance.ShowLastHindAllShowPanel();
+                await PlayerManager.Instance.ChangeMap(smallPlacesConfig.ID + 1);
+
+
+                // CombatDrive.Instance.CombatController.ChangeState(CombatController.update);
+                // CombatController.currActiveCombat.CombatHeroController.Flight(2, -90, 10);
+                // UIManager.Instance.SetEventSystemEnable(false);
+                // await TimerComponent.Instance.WaitAsync(2 * 1000 + 1200);
+                // CombatDrive.Instance.CombatController.ChangeState(CombatController.idle);
+                // UIManager.Instance.SetEventSystemEnable(true);
+
                 callBack?.Invoke(true);
                 callBack = null;
             }
@@ -242,19 +242,10 @@ namespace Fort23.Mono
                 }
 
                 isChange = true;
-                PlayerManager.Instance.ChangeMap(smallPlacesConfig.ID);
-
                 UIManager.Instance.HideUIUIPanel<LevelChoosePanel>();
                 UIManager.Instance.HideUIUIPanel(this);
-
-                UIManager.Instance.HindCurrAllShowPanel();
-                CombatDrive.Instance.CombatController.ChangeState(CombatController.update);
-                CombatController.currActiveCombat.CombatHeroController.Flight(2, -90, 10);
-                UIManager.Instance.SetEventSystemEnable(false);
-                await TimerComponent.Instance.WaitAsync(2 * 1000 + 1200);
-                CombatDrive.Instance.CombatController.ChangeState(CombatController.idle);
-                UIManager.Instance.SetEventSystemEnable(true);
-                UIManager.Instance.ShowLastHindAllShowPanel();
+                await PlayerManager.Instance.ChangeMap(smallPlacesConfig.ID);
+                
                 callBack?.Invoke(true);
                 callBack = null;
             }

binární
Excel2Json/Excel/EventConfig.xlsx


binární
Excel2Json/Excel/HeroModel.xlsx


binární
Excel2Json/Excel/LevelBattle.xlsx


binární
Excel2Json/Excel/PlayerGuide.xlsx


Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 0 - 0
UGUIPack/uguiconfig.db


+ 1 - 0
XiuXianGame.sln.DotSettings.user

@@ -1,6 +1,7 @@
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binární
美术/art_use_ui/mainUI/dec_map_fg1.png


binární
美术/art_use_ui/mainUI/dec_map_fg2.png


binární
美术/art_use_ui/mainUI/dec_map_suo.png


binární
美术/art_use_ui/tongyong/dec_fengexian1.png


Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 0 - 0
美术/unity_use_ui/TextrueJson/mainUI.txt


Rozdílová data souboru nebyla zobrazena, protože soubor je příliš velký
+ 0 - 0
美术/unity_use_ui/TextrueJson/tongyong.txt


binární
美术/unity_use_ui/decorate/dec_fengexian1.png


binární
美术/unity_use_ui/decorate/dec_map_fg1.png


binární
美术/unity_use_ui/decorate/dec_map_fg2.png


binární
美术/unity_use_ui/decorate/dec_map_suo.png


binární
美术/unity_use_ui/decorate/dec_xuanxiang_mingyunfeng.png


binární
美术/unity_use_ui/decorate/dec_zhandou_biaoji.png


binární
美术/参考/主界面-小地图选择.png


Některé soubory nejsou zobrazeny, neboť je v těchto rozdílových datech změněno mnoho souborů