少年修仙传客户端代码仓库
client_linchunjie
2019-04-19 be78c2592910f8a2d4ab9ae911f3840b82330f94
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
2个文件已添加
10个文件已修改
326 ■■■■ 已修改文件
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/PlayerDatas.cs 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/TelPartialConfig/tagEquipGSParamConfig.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/ProcessManager.cs.cs 59 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/ProcessNode.cs 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/SoProcessNode.cs 129 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/SoProcessNode.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/ItemTip/TipItemBaseInfoWidget.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Role/RolePanel.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Treasure/FairyTreasureCollectPanelPattern3.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/EnumHelper.cs 74 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/UIHelper.cs 20 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs
@@ -61,6 +61,9 @@
    public int NormalHurtPer;
    public int FabaoHurt;
    public int FabaoHurtPer;
    public int reduceCrit;//暴击抗性
    public int reduceHeartHurt;//会心一击伤害固定值减免
    public int reduceFinalHurt;//最终伤害百分比减免
    public long treasurePotentialSp
    {
Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -878,6 +878,15 @@
            case PlayerDataType.CDBPlayerRefresh_FabaoHurtPer:
                baseData.FabaoHurtPer = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SuperHitRateReduce:
                baseData.reduceCrit = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_LuckyHitReduce:
                baseData.reduceHeartHurt = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_FinalHurtReducePer:
                baseData.reduceFinalHurt = (int)value;
                break;
        }
    }
Core/GameEngine/Model/TelPartialConfig/tagEquipGSParamConfig.cs
@@ -27,7 +27,7 @@
        if (gsModel == null)
            return null;
        _tagGsProValueDict.Add(PropertyType.CritHurtPrecent, gsModel.SuperHitPerC);
        _tagGsProValueDict.Add(PropertyType.CritHurtPercent, gsModel.SuperHitPerC);
        _tagGsProValueDict.Add(PropertyType.HeartHit, gsModel.LuckyHitRateC);
        _tagGsProValueDict.Add(PropertyType.EveryLvAddAtk, gsModel.PerLVAtkC);
        _tagGsProValueDict.Add(PropertyType.EveryLvAddHp, gsModel.PerLVMaxHPC);
Fight/Actor/AI/Process/ProcessManager.cs.cs
@@ -1,14 +1,73 @@
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class ProcessManager : Singleton<ProcessManager>
{
    private const string SoProcessNode_Suffix = "SoProcessNode_";
    private Queue<ProcessNode> m_NodeQueue = new Queue<ProcessNode>();
    public void Load(int npcID)
    {
        m_NodeQueue.Clear();
        SoProcessNode _config = null;
        if (AssetSource.refdataFromEditor)
        {
#if UNITY_EDITOR
            string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
                                                         "Refdata/ScriptableObject/SoProcessNode/",
                                                         SoProcessNode_Suffix,
                                                         npcID,
                                                         ".asset");
            _config = AssetDatabase.LoadAssetAtPath<SoProcessNode>(_resourcePath);
#endif
        }
        else
        {
            string _assetName = StringUtility.Contact(SoProcessNode_Suffix, npcID);
            AssetInfo _assetInfo = new AssetInfo(ScriptableObjectLoader.bundleName, _assetName);
            _config = AssetBundleUtility.Instance.Sync_LoadAsset(_assetInfo) as SoProcessNode;
        }
        if (_config == null)
        {
            Debug.LogErrorFormat("ProcessManager.Load() => 加载不到资源: {0}.", npcID);
            return;
        }
        foreach (var _node in _config.nodeList)
        {
            switch (_node.nodeType)
            {
                case ProcessNode.E_ProcessType.AttackCount:
                    break;
                case ProcessNode.E_ProcessType.AutoAI:
                    break;
                case ProcessNode.E_ProcessType.BeAttackCount:
                    break;
                case ProcessNode.E_ProcessType.CastSkill:
                    break;
                case ProcessNode.E_ProcessType.CommonAttack:
                    break;
                case ProcessNode.E_ProcessType.Die:
                    break;
                case ProcessNode.E_ProcessType.HpPer:
                    break;
                case ProcessNode.E_ProcessType.LockHp:
                    break;
                case ProcessNode.E_ProcessType.OpenDialog:
                    break;
                case ProcessNode.E_ProcessType.ShowMotion:
                    break;
            }
        }
    }
    public void Update()
Fight/Actor/AI/Process/ProcessNode.cs
@@ -2,11 +2,17 @@
{
    public enum E_ProcessType
    {
        CommonAttack,
        CastSkill,
        AutoAI,
        Die,
        BeAttackCount,
        AttackCount,
        HpPer,
        LockHp,
        UnLockHp,
        OpenDialog,
        ShowMotion,
        WaitTime,
    }
    public int param;
Fight/Actor/AI/Process/SoProcessNode.cs
New file
@@ -0,0 +1,129 @@
using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
[CreateAssetMenu(menuName = "流程进度配置")]
public class SoProcessNode : ScriptableObject
{
    public List<Node> nodeList = new List<Node>();
    [System.Serializable]
    public class Node
    {
        public ProcessNode.E_ProcessType nodeType;
        public int param;
    }
}
#if UNITY_EDITOR
[CustomEditor(typeof(SoProcessNode))]
public class SoProcessNodeEditor : Editor
{
    private GUISkin guiSkin;
    public override void OnInspectorGUI()
    {
        if (guiSkin == null)
        {
            guiSkin = AssetDatabase.LoadAssetAtPath<GUISkin>("Assets/Scripts/Core/MapEditor/Editor/EditorResources/EditorSkin.guiskin");
        }
        serializedObject.Update();
        var _root = target as SoProcessNode;
        int _removeIndex = -1;
        SoProcessNode.Node _node = null;
        for (int i = 0; i < _root.nodeList.Count; ++i)
        {
            _node = _root.nodeList[i];
            EditorGUILayout.BeginHorizontal(guiSkin.box);
            EditorGUILayout.LabelField((i + 1).ToString(), guiSkin.customStyles[2], GUILayout.Width(20), GUILayout.Height(22));
            EditorGUILayout.BeginVertical(guiSkin.box);
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("节点类型", GUILayout.Width(90));
            _node.nodeType = (ProcessNode.E_ProcessType)EditorGUILayout.EnumPopup(_node.nodeType);
            EditorGUILayout.EndHorizontal();
            if (_node.nodeType == ProcessNode.E_ProcessType.AttackCount)
            {
                _Item(ref _node, "攻击次数");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.BeAttackCount)
            {
                _Item(ref _node, "被击次数");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.HpPer)
            {
                _Item(ref _node, "生命值(百分率)");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.CommonAttack)
            {
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.CastSkill)
            {
                _Item(ref _node, "使用技能");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.AutoAI)
            {
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.WaitTime)
            {
                _Item(ref _node, "等待时间(毫秒)");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.LockHp)
            {
                _Item(ref _node, "锁定血量(百分率)");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.Die)
            {
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.OpenDialog)
            {
                _Item(ref _node, "打开对话");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.ShowMotion)
            {
                _Item(ref _node, "表演动画");
            }
            EditorGUILayout.EndVertical();
            if (GUILayout.Button("删除", GUILayout.Height(22)))
            {
                _removeIndex = i;
            }
            EditorGUILayout.EndHorizontal();
        }
        if (_removeIndex != -1)
        {
            _root.nodeList.RemoveAt(_removeIndex);
        }
        if (GUILayout.Button("增加流程节点", guiSkin.button, GUILayout.Height(32)))
        {
            _root.nodeList.Add(new SoProcessNode.Node());
        }
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
            serializedObject.ApplyModifiedProperties();
        }
    }
    private void _Item(ref SoProcessNode.Node node, string name)
    {
        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField(name, GUILayout.Width(90));
        node.param = EditorGUILayout.IntField(node.param);
        EditorGUILayout.EndHorizontal();
    }
}
#endif
Fight/Actor/AI/Process/SoProcessNode.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 0d04f3cb90acc2042931f21bad1dcd2c
timeCreated: 1555641825
licenseType: Pro
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
System/ItemTip/TipItemBaseInfoWidget.cs
@@ -45,7 +45,7 @@
            m_Item.SetItem(baseInfo.itemId, 1);
            m_Type.text = itemConfig.ItemTypeName;
            if (baseInfo.levelLimit > 0)
            if (baseInfo.levelLimit > 1)
            {
                m_LevelConditionContainer.gameObject.SetActive(true);
                m_LevelCondition.text = StringUtility.Contact(Language.Get("KnapS110"), " ", baseInfo.levelLimit);
System/Role/RolePanel.cs
@@ -228,8 +228,8 @@
            m_PropertyMoveSpeed.text = GetAttrStr(PropertyType.MoveSpeed);
            m_PropertyRealHurt.text = GetAttrStr(PropertyType.RealHurt);
            m_PropertyRealDef.text = GetAttrStr(PropertyType.RealResis);
            m_PropertyExtraHurt.text = GetAttrStr(PropertyType.AddHurt);
            m_PropertyReduceHurt.text = GetAttrStr(PropertyType.ReduceHurt);
            m_PropertyExtraHurt.text = GetAttrStr(PropertyType.PVPAddHurt);
            m_PropertyReduceHurt.text = GetAttrStr(PropertyType.PVPReduceHurt);
            m_PropertyCritOdd.text = GetAttrStr(PropertyType.CritChance);
            m_PropertyCritHurt.text = GetAttrStr(PropertyType.CritHurt);
            m_PropertyCritHurtOdd.text = GetAttrStr(PropertyType.HeartHit);
System/Treasure/FairyTreasureCollectPanelPattern3.cs
@@ -82,10 +82,10 @@
                        var _property = treasure.treasureStages[0].propertyDict.First();
                        switch (_property.Key)
                        {
                            case (int)PropertyType.KillMonsExpPrecent:
                            case (int)PropertyType.KillMonsExpPercent:
                                m_AddedEffect.text = Language.Get("FairyTreasure_2", _property.Value / 100);
                                break;
                            case (int)PropertyType.AddHurt:
                            case (int)PropertyType.PVPAddHurt:
                                m_AddedEffect.text = Language.Get("FairyTreasure_3", _property.Value / 100);
                                break;
                            case 60:
Utility/EnumHelper.cs
@@ -140,7 +140,7 @@
    System = 4,
    Loading = 5,
    Flag=99,
    Flag = 99,
}
public enum GestureType
@@ -563,9 +563,11 @@
    CDBPlayerRefresh_Earth = 205,//# 灵根属性-土
    CDBPlayerRefresh_NormalHurt = 206,// # 属性普通攻击增伤:普通攻击附加的固定值伤害 
    CDBPlayerRefresh_NormalHurtPer = 207,// # 属性普通攻击增伤:普通攻击附加的固定值伤害 
    CDBPlayerRefresh_FabaoHurt = 208,// # 属性普通攻击增伤:普通攻击附加的固定值伤害
    CDBPlayerRefresh_FabaoHurtPer = 209,// # 属性普通攻击增伤:普通攻击附加的固定值伤害
    CDBPlayerRefresh_FabaoHurt = 208,//  # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害
    CDBPlayerRefresh_FabaoHurtPer = 209,//   # 属性法宝技能加成:法宝技能攻击附加的伤害百分比
    CDBPlayerRefresh_SuperHitRateReduce=210,//暴击抗性
    CDBPlayerRefresh_LuckyHitReduce=211,//会心一击伤害固定值减免
    CDBPlayerRefresh_FinalHurtReducePer=212,//最终伤害百分比减少
};
/** 背包类型码定义 */
@@ -718,13 +720,13 @@
    ATKSPEED = 11,//攻击速度
    CritChance = 12,//暴击几率
    CritHurt = 13,//暴击伤害
    CritResis = 14,//暴击抵抗
    CritResis = 14,//暴击减伤
    HeartHit = 15,//会心一击
    HeartHurt = 16,//会心一击伤害
    HeartResis = 17,//会心一击抵抗
    SkillHurt = 18,//技能伤害
    AddHurt = 19,//增加伤害
    ReduceHurt = 20,//减少伤害
    HeartHurt = 16,//会心伤害
    HeartResis = 17,//会心抗性
    SkillHurt = 18,//技能加成
    PVPAddHurt = 19,//PVP增加伤害
    PVPReduceHurt = 20,//PVP减少伤害
    LifeReply = 21,//生命回复
    HurtReflect = 22,//伤害反射
    MoveSpeed = 23,//移动速度
@@ -739,34 +741,36 @@
    AktReplyBlood = 32,//攻击回血
    Stun = 33,//击晕
    CtrlResis = 34,//控制抵抗
    OutHurt = 35,//输出伤害
    ReduceBearHurt = 36,//减少承受伤害
    PVPAddHurt = 37,//PVP增加伤害
    PVPReduceHurt = 38,//PVP伤害减少
    AddFinalHurt = 35,//附加伤害
    ReduceFinalHurt = 36,//附加伤害减少
    PVPAddHurtPer = 37,//PVP百分比增加伤害
    PVPReduceHurtPer = 38,//PVP百分比伤害减少
    DleHitChance = 39,//连击几率
    DleHurt = 40,//连击伤害
    BasicAtkPrecent = 41, //基础攻击百分比
    BasicHpPrecent = 42, //基础生命百分比
    BasicDefPrecent = 43, //基础防御百分比
    HitPrecent = 44, //命中百分比
    DodgePrecent = 45,//闪避百分比
    KillMonsExpPrecent = 46,//杀怪经验百分比
    HorcruxBasicAttrPrecent = 48, //魂器基础属性
    SkillHurtPrecent = 49, //技能减伤
    HpPrecent = 50,//生命百分比
    AtkPrecent = 51, //攻击百分比
    BasicAtkPercent = 41, //基础攻击百分比
    BasicHpPercent = 42, //基础生命百分比
    BasicDefPercent = 43, //基础防御百分比
    HitPercent = 44, //命中百分比
    DodgePercent = 45,//闪避百分比
    KillMonsExpPercent = 46,//杀怪经验百分比
    HorcruxBasicAttrPercent = 48, //魂器基础属性
    ReduceSkillHurtPercent = 49, //技能减伤
    HpPercent = 50,//生命百分比
    AtkPercent = 51, //攻击百分比
    EveryLvAddAtk = 52, //每1级+%s攻击
    EveryLvAddHp = 53, //每1级+%s生命
    AddEquipDropPrecent = 54, //增加装备掉落率
    AddCoinsPrecent = 55,//增加金币
    AddRealHurtPer = 61,//百分比增加真实伤害
    ReduceRealHurtPer = 62,//百分比减少真实伤害
    ArmorMaxHPPer = 63,//基础装备生命
    WeaponAtkPer = 65,//基础装备攻击
    ArmorDefPer = 66, //防具防御百分比
    MinAtk = 67, //最小攻击
    MaxAtk = 68, //最大攻击
    DefencePrecent = 69,//防御百分比
    CritHurtPrecent = 70,//暴击伤害
    MoveSpeedPrecent = 71, //移动速度百分比
    DefencePercent = 69,//防御百分比
    CritHurtPercent = 70,//暴击伤害
    MoveSpeedPercent = 71, //移动速度百分比
    MaxProDef = 72, //防护值
    ProDefHPPer = 73,//防护值百分比
    ProDefAbsorb = 74, //护盾吸收伤害百分比
@@ -784,7 +788,7 @@
    WingHPPer = 86, //翅膀生命
    SuiteBasePer = 87, //套装基础属性  
    PlusBaseAtkPer = 88,  //强化攻击
    NpcHurtAddPer = 89,//对怪物伤害加成
    NpcHurtAddPer = 89,//百分比PVE技能加成
    JobAHurtAddPer = 90,//对龙魂伤害增加百分比
    JobBHurtAddPer = 91,//对灵瑶伤害增加百分比
    JobCHurtAddPer = 92,//对弓箭手伤害增加百分比
@@ -813,11 +817,25 @@
    SkillReducePerG = 115, //射日神弓技能减伤百分比
    Luck = 120,//气运
    LuckPer = 133,//气运百分比
    AddNormalHurt = 134,//固定值增加普通攻击伤害
    AddNormalHurtPer = 135,//百分比增加普通攻击伤害
    AddSkillHurt = 136,//固定值增加技能伤害
    AddSkillHurtPer = 137,//百分比增加技能伤害
    ReduceCrit = 138,//减少暴击率
    AddHeartHurtPer = 139,//百分比增加会心一击伤害
    ReduceHeartHurtPer = 140,//百分比减少会心一击伤害
    AddPVEHurt = 141,//固定值增加pve伤害
    AddFinalHurtPer = 142,//百分比增加最终伤害
    ReduceFinalHurtPer = 143,//百分比减少最终伤害
    Mater = 201,//金
    Wood = 202,//木
    Water = 203,//水
    Fire = 204,//火
    Earth = 205,//土
}
public enum TextColType
Utility/UIHelper.cs
@@ -186,9 +186,9 @@
                return PlayerDatas.Instance.extersion.LuckyHitRateReduce;
            case PropertyType.SkillHurt:
                return PlayerDatas.Instance.extersion.SkillAtkRate;
            case PropertyType.AddHurt:
            case PropertyType.PVPAddHurt:
                return PlayerDatas.Instance.extersion.DamagePer;
            case PropertyType.ReduceHurt:
            case PropertyType.PVPReduceHurt:
                return PlayerDatas.Instance.extersion.damageReduceRate;
            case PropertyType.LifeReply:
                return PlayerDatas.Instance.extersion.HPRestorePer;
@@ -216,19 +216,19 @@
                return PlayerDatas.Instance.extersion.FaintRate;
            case PropertyType.CtrlResis:
                return PlayerDatas.Instance.extersion.FaintDefRate;
            case PropertyType.OutHurt:
            case PropertyType.AddFinalHurt:
                return PlayerDatas.Instance.extersion.FinalHurt;
            case PropertyType.ReduceBearHurt:
            case PropertyType.ReduceFinalHurt:
                return PlayerDatas.Instance.extersion.FinalHurtReduce;
            case PropertyType.PVPAddHurt:
            case PropertyType.PVPAddHurtPer:
                return PlayerDatas.Instance.extersion.DamagePerPVP;
            case PropertyType.PVPReduceHurt:
            case PropertyType.PVPReduceHurtPer:
                return PlayerDatas.Instance.extersion.DamagePerPVPReduce;
            case PropertyType.DleHitChance:
                return PlayerDatas.Instance.extersion.ComboDamPerRate;
            case PropertyType.DleHurt:
                return PlayerDatas.Instance.extersion.ComboDamPer;
            case PropertyType.SkillHurtPrecent:
            case PropertyType.ReduceSkillHurtPercent:
                return PlayerDatas.Instance.extersion.skillAtkRateReduce;
            case PropertyType.NpcHurtAddPer:
                return PlayerDatas.Instance.extersion.NpcHurtAddPer;
@@ -244,6 +244,12 @@
                return PlayerDatas.Instance.baseData.fire;
            case PropertyType.Earth:
                return PlayerDatas.Instance.baseData.earth;
            case PropertyType.ReduceCrit:
                return PlayerDatas.Instance.baseData.reduceCrit;
            case PropertyType.ReduceHeartHurtPer:
                return PlayerDatas.Instance.baseData.reduceHeartHurt;
            case PropertyType.ReduceFinalHurtPer:
                return PlayerDatas.Instance.baseData.reduceFinalHurt;
        }
        return 0;
    }