Add UI for Buff Icons. Refactor the UI Image Picture
This commit is contained in:
@@ -67,10 +67,10 @@ MonoBehaviour:
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m_EditorClassIdentifier:
|
||||
m_Padding:
|
||||
m_Left: 0
|
||||
m_Right: 0
|
||||
m_Top: 0
|
||||
m_Bottom: 0
|
||||
m_ChildAlignment: 0
|
||||
m_Spacing: 25
|
||||
m_ChildForceExpandWidth: 1
|
||||
m_ChildForceExpandHeight: 1
|
||||
m_ChildControlWidth: 0
|
||||
m_ChildControlHeight: 0
|
||||
m_ChildScaleWidth: 0
|
||||
m_ChildScaleHeight: 0
|
||||
m_ReverseArrangement: 0
|
||||
--- !u!114 &4070222877379841836
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 8147232008203518679}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 3245ec927659c4140ac4f8d17403cc18, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_HorizontalFit: 2
|
||||
m_VerticalFit: 0
|
||||
|
||||
@@ -90,9 +90,10 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: ec4a1ef2b59484440ba114ebd4f9611b, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
slotIndex: -1
|
||||
disPlayImage: {fileID: 7887565863755557202}
|
||||
skillbutton: {fileID: 0}
|
||||
skillImage: {fileID: 7887565863755557202}
|
||||
borderImage: {fileID: 0}
|
||||
borderImage: {fileID: 6638027642728938890}
|
||||
cooldownTime: 0
|
||||
m_ClockCounter: {fileID: 0}
|
||||
isNotCastSkill: 1
|
||||
|
||||
@@ -209,9 +209,10 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: ec4a1ef2b59484440ba114ebd4f9611b, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
slotIndex: -1
|
||||
disPlayImage: {fileID: 7823430582841952503}
|
||||
skillbutton: {fileID: 0}
|
||||
skillImage: {fileID: 7823430582841952503}
|
||||
borderImage: {fileID: 0}
|
||||
borderImage: {fileID: 758545883388863872}
|
||||
cooldownTime: 0
|
||||
m_ClockCounter: {fileID: 0}
|
||||
isNotCastSkill: 1
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -152,7 +152,8 @@ namespace BrewMonster.Scripts.Managers
|
||||
try
|
||||
{
|
||||
// Load the multi-sprite atlas from Resources
|
||||
var atlasSprites = EC_Game.GetGameRun().GetUIManager().IconlistIvtr; //Resources.LoadAll<Sprite>("UI/IconSprites/iconlist_ivtrm_multisprite");
|
||||
var atlasSprites = EC_Game.GetGameRun().GetUIManager().IconlistIvtr;
|
||||
//Resources.LoadAll<Sprite>("UI/IconSprites/iconlist_ivtrm_multisprite");
|
||||
if (atlasSprites != null && atlasSprites.Length > 0)
|
||||
{
|
||||
_multiSpriteAtlas = atlasSprites;
|
||||
|
||||
@@ -105,7 +105,9 @@ namespace PerfectWorld.Scripts.Managers
|
||||
case EC_MsgDef.MSG_PM_PLAYEREXIT:
|
||||
OnMsgPlayerExit(Msg);
|
||||
break;
|
||||
case EC_MsgDef.MSG_PM_PLAYEREXTSTATE: OnMsgPlayerExtState(Msg); break;
|
||||
case EC_MsgDef.MSG_PM_PLAYEREXTSTATE:
|
||||
OnMsgPlayerExtState(Msg);
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -146,7 +148,7 @@ namespace PerfectWorld.Scripts.Managers
|
||||
// ProcessMessage doesn't handle MSG_PM_PLAYEREXTSTATE
|
||||
// 直接调用OnMsgPlayerExtState而不是ProcessMessage
|
||||
// ProcessMessage不处理MSG_PM_PLAYEREXTSTATE
|
||||
host.OnMsgPlayerExtState(Msg);
|
||||
host.ProcessMessage(Msg);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -71,6 +71,8 @@ namespace BrewMonster
|
||||
public int m_iGender; // Gender
|
||||
protected bool m_bFashionMode;
|
||||
public bool m_bShowWeapon;
|
||||
public uint[] m_aExtStates = new uint[OBJECT_EXT_STATE_COUNT]; // Visible extend states from server
|
||||
public uint[] m_aExtStatesShown = new uint[OBJECT_EXT_STATE_COUNT]; // Visible extend states currently shown
|
||||
private QueueActionEvent queueActionEvent;
|
||||
protected static PLAYER_LEVELEXP_CONFIG _player_levelup_exp;
|
||||
private CECPlayerActionController m_pActionController;
|
||||
@@ -746,20 +748,133 @@ namespace BrewMonster
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void SetNewExtendStates(int unknown, uint[] states, int count)
|
||||
public virtual void SetNewExtendStates(int start, uint[] pData, int count)
|
||||
{
|
||||
// TODO: Implement appearance or physics change
|
||||
|
||||
// Remove all trace target GFX when buff states change
|
||||
// This ensures buff-related trail effects are cleaned up when buffs expire
|
||||
// 当buff状态改变时移除所有跟踪目标GFX
|
||||
// 这确保buff相关的轨迹效果在buff过期时被清理
|
||||
if (SkillGfxMan.InstanceSub != null)
|
||||
if(pData == null || start + count > OBJECT_EXT_STATE_COUNT)
|
||||
{
|
||||
SkillGfxMan.InstanceSub.RemoveAllTraceTargetGfx();
|
||||
return;
|
||||
}
|
||||
|
||||
ShowExtendStates(start, pData, count);
|
||||
Array.Copy(pData, start, m_aExtStates, start, count);
|
||||
if(GetExtState(111))
|
||||
{
|
||||
// ������ת���� ̫�顤�����
|
||||
m_PlayerActions = _turning_actions;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_PlayerActions = _default_actions;
|
||||
}
|
||||
}
|
||||
void ShowExtendStates(int start, uint[] pData, int count, bool bIgnoreOptimize=false )
|
||||
{
|
||||
if(pData == null || start + count > OBJECT_EXT_STATE_COUNT)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!IsAllResReady() || !GetMajorModel())
|
||||
return;
|
||||
//TODO: Implement optimization
|
||||
// if (!bIgnoreOptimize &&
|
||||
// !CECOptimize::Instance().GetGFX().CanShowState(GetCharacterID(), GetClassID()))
|
||||
// return;
|
||||
|
||||
//static const char* szBasePath = "������\\״̬Ч��\\";
|
||||
|
||||
const int bitSize = sizeof(uint) * 8;
|
||||
for(int index = 0; index<count; index++)
|
||||
{
|
||||
int idState = index + start;
|
||||
for (int i=0; i < bitSize; i++)
|
||||
{
|
||||
int dwMask = 1 << i;
|
||||
int dwFlag1 = (int)(m_aExtStatesShown[idState] & dwMask);
|
||||
int dwFlag2 = (int)(pData[index] & dwMask);
|
||||
|
||||
if ((dwFlag1 == 0 && dwFlag2 == 0) || (dwFlag1 != 0 && dwFlag2 != 0))
|
||||
continue;
|
||||
|
||||
//TODO: Implement visible state
|
||||
// const GNET::VisibleState* pvs = GNET::VisibleState::Query(m_iProfession, i + idState*bitSize);
|
||||
// if (!pvs)
|
||||
// continue;
|
||||
|
||||
// AString strGFXFile = pvs->GetEffect();
|
||||
// if (!strGFXFile.GetLength())
|
||||
// continue;
|
||||
|
||||
// strGFXFile = szBasePath + strGFXFile;
|
||||
|
||||
// if (TestProcessPetCureGFX(strGFXFile, dwFlag2 != 0, i + idState*bitSize))
|
||||
// continue;
|
||||
|
||||
if (dwFlag1 != 0)
|
||||
{
|
||||
// //TODO: Implement remove old state
|
||||
|
||||
// CECModel *pWeapon = NULL;
|
||||
// bool bLeft (false);
|
||||
// if (IsWeaponHookPos(pvs->GetHH(), &bLeft, &pWeapon))
|
||||
// {
|
||||
// // ��������Ч
|
||||
// if (pWeapon)
|
||||
// {
|
||||
// const char * gfxHook = GetWeaponGFXHookPos(pWeapon, bLeft);
|
||||
// pWeapon->RemoveGfx(strGFXFile, gfxHook);
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
{
|
||||
// ģ������Ч
|
||||
// RemoveGfx(strGFXFile, pvs->GetHH(), PLAYERMODEL_TYPEALL);
|
||||
}
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// // Add new state
|
||||
|
||||
// const char* szHH = pvs->GetHH();
|
||||
// float fScale;
|
||||
|
||||
// if (stricmp("HH_Head", szHH) == 0)
|
||||
// fScale = GetMajorModel()->GetOuterData()[0];
|
||||
// else if (stricmp("HH_Spine", szHH) == 0)
|
||||
// fScale = GetMajorModel()->GetOuterData()[1];
|
||||
// else
|
||||
// fScale = 1.0f;
|
||||
|
||||
// CECModel *pWeapon = NULL;
|
||||
// bool bLeft (false);
|
||||
// if (IsWeaponHookPos(pvs->GetHH(), &bLeft, &pWeapon))
|
||||
// {
|
||||
// if (pWeapon)
|
||||
// {
|
||||
// const char *gfxHook = GetWeaponGFXHookPos(pWeapon, bLeft);
|
||||
// pWeapon->PlayGfx(strGFXFile, gfxHook, fScale);
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// PlayGfx(strGFXFile, pvs->GetHH(), fScale, PLAYERMODEL_TYPEALL, true);
|
||||
// }
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
Array.Copy(pData, start, m_aExtStatesShown, start, count);
|
||||
}
|
||||
|
||||
bool GetExtState(int n)
|
||||
{
|
||||
const int bitSize = sizeof(uint) * 8;
|
||||
const int totalBitSize = bitSize * OBJECT_EXT_STATE_COUNT;
|
||||
if(n < 0 || n >= totalBitSize)
|
||||
return false;
|
||||
int index = n / bitSize;
|
||||
int bitOffset = n % bitSize;
|
||||
return (m_aExtStates[index] & (1 << bitOffset)) != 0;
|
||||
}
|
||||
public virtual void SetUpPlayer()
|
||||
{
|
||||
m_dwResFlags = 0;
|
||||
|
||||
@@ -2862,6 +2862,7 @@ namespace CSNetwork.GPDataType
|
||||
public ushort equip_idx;
|
||||
public uint cost;
|
||||
};
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
||||
public struct cmd_icon_state_notify
|
||||
{
|
||||
public int id;
|
||||
@@ -2935,6 +2936,7 @@ namespace CSNetwork.GPDataType
|
||||
return true;
|
||||
}
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
||||
public struct IconState
|
||||
{
|
||||
public ushort id;
|
||||
|
||||
@@ -1452,14 +1452,27 @@ namespace CSNetwork
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_HST_SETMOVESTAMP, MANAGER_INDEX.MAN_PLAYER, 0, pDataBuf, pCmdHeader);
|
||||
break;
|
||||
case CommandID.UPDATE_EXT_STATE:
|
||||
{
|
||||
cmd_update_ext_state pCmd = GPDataTypeHelper.FromBytes<cmd_update_ext_state>((byte[])pDataBuf);
|
||||
if (ISPLAYERID(pCmd.id))
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_PM_PLAYEREXTSTATE, MANAGER_INDEX.MAN_PLAYER, -1, pDataBuf, pCmdHeader);
|
||||
else if (ISNPCID(pCmd.id))
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_NM_NPCEXTSTATE, MANAGER_INDEX.MAN_NPC, 0, pDataBuf, pCmdHeader);
|
||||
{
|
||||
cmd_update_ext_state pCmd = GPDataTypeHelper.FromBytes<cmd_update_ext_state>((byte[])pDataBuf);
|
||||
if (ISPLAYERID(pCmd.id))
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_PM_PLAYEREXTSTATE, MANAGER_INDEX.MAN_PLAYER, -1, pDataBuf, pCmdHeader);
|
||||
else if (ISNPCID(pCmd.id))
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_NM_NPCEXTSTATE, MANAGER_INDEX.MAN_NPC, 0, pDataBuf, pCmdHeader);
|
||||
break;
|
||||
}
|
||||
case CommandID.ICON_STATE_NOTIFY:
|
||||
{
|
||||
// this is a bit hacky, but it works. because the cmd_icon_state_notify is not blittable (contains List<>); read leading id only for routing.
|
||||
// cmd_icon_state_notify is not blittable (contains List<>); read leading id only for routing.
|
||||
if (pDataBuf == null || pDataBuf.Length < sizeof(int))
|
||||
break;
|
||||
}
|
||||
int iconStateEntityId = BitConverter.ToInt32(pDataBuf, 0);
|
||||
if (ISPLAYERID(iconStateEntityId))
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_PM_PLAYEREXTSTATE, MANAGER_INDEX.MAN_PLAYER, -1, pDataBuf, pCmdHeader);
|
||||
else if (ISNPCID(iconStateEntityId))
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_NM_NPCEXTSTATE, MANAGER_INDEX.MAN_NPC, 0, pDataBuf, pCmdHeader);
|
||||
break;
|
||||
}
|
||||
case CommandID.ENTER_SANCTUARY:
|
||||
case CommandID.LEAVE_SANCTUARY:
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_HST_SANCTUARY, MANAGER_INDEX.MAN_PLAYER, 0, pDataBuf, pCmdHeader);
|
||||
|
||||
@@ -606,4 +606,19 @@ namespace BrewMonster.Scripts.Skills
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
public class VisibleState
|
||||
{
|
||||
public virtual int GetID() { return 0; }
|
||||
public virtual string GetName() { return null; }
|
||||
public virtual string GetHH() { return null; }
|
||||
public virtual string GetEffect() { return null; }
|
||||
public static VisibleState Query(int profession, int id) { return null; }
|
||||
}
|
||||
public class TeamState
|
||||
{
|
||||
public virtual int GetID() { return 0; }
|
||||
public virtual string GetName() { return null; }
|
||||
public virtual string GetIcon() { return null; }
|
||||
public static TeamState Query(int id) { return null; }
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,481 @@ using System.Text;
|
||||
|
||||
namespace BrewMonster.Scripts.Skills
|
||||
{
|
||||
|
||||
public static class GNET
|
||||
{
|
||||
public static readonly Dictionary<int, TeamStateImp> TeamState;
|
||||
public static readonly Dictionary<int, VisibleStateImp> VisibleState;
|
||||
// [中文] 首次访问 GNET 时由 CLR 调用,无需手动 Init
|
||||
// [English] Populated on first access to GNET; no manual Init() required.
|
||||
|
||||
public static TeamStateImp QueryTeamState(int id) { return TeamState[id]; }
|
||||
public static VisibleStateImp QueryVisibleState(int id) { return VisibleState[id]; }
|
||||
static GNET()
|
||||
{
|
||||
var team = new Dictionary<int, TeamStateImp>();
|
||||
var visible = new Dictionary<int, VisibleStateImp>();
|
||||
visible.Add(1, new VisibleStateImp(1, "强化","属性增强.gfx",""));
|
||||
visible.Add(2, new VisibleStateImp(2, "弱化","属性下降.gfx",""));
|
||||
visible.Add(3, new VisibleStateImp(3, "反震","物理反震.gfx","HH_Spine"));
|
||||
visible.Add(4, new VisibleStateImp(4, "迟滞","迟滞.gfx",""));
|
||||
visible.Add(5, new VisibleStateImp(5, "昏迷","震晕.gfx","HH_Head"));
|
||||
visible.Add(6, new VisibleStateImp(6, "睡眠","睡眠.gfx",""));
|
||||
visible.Add(7, new VisibleStateImp(7, "定身","定身.gfx",""));
|
||||
visible.Add(8, new VisibleStateImp(8, "麻痹","封印.gfx",""));
|
||||
visible.Add(9, new VisibleStateImp(9, "受诅","特殊不利状态.gfx","HH_Head"));
|
||||
visible.Add(10, new VisibleStateImp(10, "雷击","持续金系攻击.gfx","HH_Head"));
|
||||
visible.Add(11, new VisibleStateImp(11, "中毒","中毒.gfx","HH_Head"));
|
||||
visible.Add(12, new VisibleStateImp(12, "燃烧","持续火攻击.gfx","HH_Head"));
|
||||
visible.Add(13, new VisibleStateImp(13, "落石","持续土系伤害.gfx",""));
|
||||
visible.Add(14, new VisibleStateImp(14, "放血","放血.gfx","HH_Head"));
|
||||
visible.Add(15, new VisibleStateImp(15, "魔力燃烧","魔力燃烧.gfx","HH_Head"));
|
||||
visible.Add(16, new VisibleStateImp(16, "霜刃","霜刃状态.gfx","HH_RighthandWeapon"));
|
||||
visible.Add(17, new VisibleStateImp(17, "爆气","爆气效果状态.gfx","HH_RighthandWeapon"));
|
||||
visible.Add(18, new VisibleStateImp(18, "附火伤","烈焰之矢.gfx","HH_RighthandWeapon"));
|
||||
visible.Add(19, new VisibleStateImp(19, "鲜花1","康乃馨环绕.gfx",""));
|
||||
visible.Add(20, new VisibleStateImp(20, "鲜花2","百合环绕.gfx",""));
|
||||
visible.Add(21, new VisibleStateImp(21, "鲜花3","菊花环绕.gfx",""));
|
||||
visible.Add(22, new VisibleStateImp(22, "鲜花4","玫瑰环绕.gfx",""));
|
||||
visible.Add(23, new VisibleStateImp(23, "弱魂","弱魂咒状态.gfx","HH_Head"));
|
||||
|
||||
// 法师特有
|
||||
visible.Add(24, new VisibleStateImp(24, "烈焰护甲","烈焰护甲.gfx","HH_Spine"));
|
||||
visible.Add(25, new VisibleStateImp(25, "寒冰护甲","寒冰护甲.gfx","HH_Spine"));
|
||||
visible.Add(26, new VisibleStateImp(26, "磐石护甲","磐石护甲.gfx","HH_Spine"));
|
||||
visible.Add(27, new VisibleStateImp(27, "避水诀","避水诀.gfx","HH_Spine"));
|
||||
// 羽灵特有
|
||||
visible.Add(28, new VisibleStateImp(28, "羽盾","羽盾.gfx","HH_Spine"));
|
||||
// 羽芒特有
|
||||
visible.Add(29, new VisibleStateImp(29, "翼盾","翼盾.gfx","HH_Spine"));
|
||||
visible.Add(30, new VisibleStateImp(30, "烈焰之矢","烈焰之矢.gfx","HH_LefthandWeapon"));
|
||||
// 妖精特有
|
||||
visible.Add(31, new VisibleStateImp(31, "荆棘阵","魔法反震.gfx","HH_Spine"));
|
||||
visible.Add(32, new VisibleStateImp(32, "妖狐变","妖狐附体状态.gfx","HH_Spine"));
|
||||
// 怪物特有
|
||||
visible.Add(33, new VisibleStateImp(33, "目盲","主动变被动.gfx",""));
|
||||
|
||||
visible.Add(34, new VisibleStateImp(34, "封印免疫","封印免疫.gfx",""));
|
||||
visible.Add(35, new VisibleStateImp(35, "睡眠免疫","睡眠免疫.gfx",""));
|
||||
visible.Add(36, new VisibleStateImp(36, "火系免疫","火系免疫.gfx","HH_Spine"));
|
||||
visible.Add(37, new VisibleStateImp(37, "水系免疫","水系免疫.gfx","HH_Spine"));
|
||||
visible.Add(38, new VisibleStateImp(38, "金系免疫","金系免疫.gfx","HH_Spine"));
|
||||
visible.Add(39, new VisibleStateImp(39, "木系免疫","木系免疫.gfx","HH_Spine"));
|
||||
visible.Add(40, new VisibleStateImp(40, "土系免疫","土系免疫.gfx","HH_Spine"));
|
||||
|
||||
visible.Add(41, new VisibleStateImp(41, "风盾术","风盾术.gfx","HH_Spine"));
|
||||
visible.Add(42, new VisibleStateImp(42, "气流锁","气流锁.gfx","HH_Spine"));
|
||||
visible.Add(43, new VisibleStateImp(43, "元素虚弱","元素虚弱状态.gfx",""));
|
||||
visible.Add(44, new VisibleStateImp(44, "伤害加深免疫","伤害加深免疫.gfx",""));
|
||||
visible.Add(45, new VisibleStateImp(45, "冻结 ","冻结.gfx","HH_Spine"));
|
||||
visible.Add(46, new VisibleStateImp(46, "真空","真空.gfx","HH_Spine"));
|
||||
visible.Add(47, new VisibleStateImp(47, "水火护甲","水火护甲.gfx","HH_Spine"));
|
||||
visible.Add(48, new VisibleStateImp(48, "法师之星","法师之星.gfx","HH_Spine"));
|
||||
visible.Add(49, new VisibleStateImp(49, "无敌","无敌.gfx","HH_Spine"));
|
||||
visible.Add(50, new VisibleStateImp(50, "持续增加元气","持续增加元气.gfx",""));
|
||||
|
||||
visible.Add(51, new VisibleStateImp(51, "持续降低元气","持续降低元气.gfx",""));
|
||||
visible.Add(52, new VisibleStateImp(52, "攻击等级增加","攻击等级增加.gfx",""));
|
||||
// visible.Add(53, new VisibleStateImp(53, "防御等级增加", "防御等级增加.gfx", ""));
|
||||
visible.Add(54, new VisibleStateImp(54, "吸收物理伤害","吸收物理伤害.gfx","HH_Spine"));
|
||||
visible.Add(55, new VisibleStateImp(55, "吸收法术伤害","吸收法术伤害.gfx","HH_Spine"));
|
||||
visible.Add(56, new VisibleStateImp(56, "免疫流血","流血免疫.gfx",""));
|
||||
visible.Add(57, new VisibleStateImp(57, "坚壁","坚壁.gfx","HH_Spine"));
|
||||
visible.Add(58, new VisibleStateImp(58, "遁隐","遁隐.gfx","HH_Spine"));
|
||||
visible.Add(59, new VisibleStateImp(59, "反弹","复仇惩戒.gfx","HH_Spine"));
|
||||
visible.Add(60, new VisibleStateImp(60, "封印","复仇封印.gfx","HH_Spine"));
|
||||
visible.Add(61, new VisibleStateImp(61, "反击","复仇镜像.gfx","HH_Spine"));
|
||||
visible.Add(62, new VisibleStateImp(62, "击晕","复仇雷霆.gfx","HH_Spine"));
|
||||
visible.Add(63, new VisibleStateImp(63, "反噬","复仇反噬.gfx","HH_Spine"));
|
||||
visible.Add(64, new VisibleStateImp(64, "三世明王咒","三世明王咒.gfx","HH_Spine"));
|
||||
visible.Add(65, new VisibleStateImp(65, "金刚轮印咒","金刚轮印咒.gfx","HH_Spine"));
|
||||
visible.Add(66, new VisibleStateImp(66, "黑巫咒","黑巫咒.gfx","HH_Spine"));
|
||||
visible.Add(67, new VisibleStateImp(67, "白巫咒","白巫咒.gfx","HH_Spine"));
|
||||
visible.Add(68, new VisibleStateImp(68, "深度冰刺","深度冰刺.gfx","HH_右大臂"));
|
||||
visible.Add(69, new VisibleStateImp(69, "玄武剑诀","玄武剑诀.gfx","HH_righthandweapon"));
|
||||
visible.Add(70, new VisibleStateImp(70, "饮血剑诀","饮血剑诀.gfx","HH_righthandweapon"));
|
||||
visible.Add(71, new VisibleStateImp(71, "磐龙剑诀","磐龙剑诀.gfx","HH_righthandweapon"));
|
||||
visible.Add(72, new VisibleStateImp(72, "八方剑影","八方剑影.gfx","HH_Spine"));
|
||||
visible.Add(73, new VisibleStateImp(73, "火神","火神.gfx","HH_righthandweapon"));
|
||||
visible.Add(74, new VisibleStateImp(74, "毒种","碧云术.gfx","HH_spine"));
|
||||
visible.Add(75, new VisibleStateImp(75, "回血种","回风拂柳.gfx","HH_spine"));
|
||||
visible.Add(76, new VisibleStateImp(76, "增加木水物防","铁木衫.gfx","HH_spine"));
|
||||
visible.Add(77, new VisibleStateImp(77, "特殊的减速","腐蔓咒.gfx","HH_spine"));
|
||||
visible.Add(78, new VisibleStateImp(78, "向自己的宠物传输mp","电弧同气连枝.gfx",""));
|
||||
visible.Add(79, new VisibleStateImp(79, "加快吟唱增加法攻","风竹秋韵.gfx","HH_spine"));
|
||||
visible.Add(80, new VisibleStateImp(80, "增加物防暴击","魔神蚩尤牺牲.gfx","HH_spine"));
|
||||
visible.Add(81, new VisibleStateImp(81, "增加法防法攻","金光电母牺牲.gfx","HH_spine"));
|
||||
visible.Add(82, new VisibleStateImp(82, "向施放者(宠物)传输伤害","分担伤害.gfx","HH_spine"));
|
||||
visible.Add(83, new VisibleStateImp(83, "吸伤害加物法防","护盾.gfx","HH_spine"));
|
||||
visible.Add(84, new VisibleStateImp(84, "枯木逢春","枯木逢春.gfx","HH_spine"));
|
||||
visible.Add(85, new VisibleStateImp(85, "提升暴击(限制生效次数)","魅灵_灵机.gfx","HH_Spine"));
|
||||
visible.Add(86, new VisibleStateImp(86, "九尊剑诀","九尊剑诀.gfx","HH_righthandweapon"));
|
||||
visible.Add(87, new VisibleStateImp(87, "修罗道用光效","修罗道_10.gfx","HH_head"));
|
||||
visible.Add(88, new VisibleStateImp(88, "修罗道用光效","修罗道_50.gfx","HH_head"));
|
||||
visible.Add(89, new VisibleStateImp(89, "修罗道用光效","修罗道_100.gfx","HH_head"));
|
||||
visible.Add(90, new VisibleStateImp(90, "修罗道用光效","修罗道_300.gfx","HH_head"));
|
||||
visible.Add(91, new VisibleStateImp(91, "位置回溯","法师_静谧之术_状态效果.gfx","HH_Spine"));
|
||||
visible.Add(92, new VisibleStateImp(92, "生命回溯","法师_静谧之术2_状态效果.gfx","HH_Spine"));
|
||||
visible.Add(93, new VisibleStateImp(93, "强制选择目标","白虎_奋战扫击_持续效果.gfx","HH_Spine"));
|
||||
visible.Add(94, new VisibleStateImp(94, "吸收治疗","羽灵_天瀑符持续效果.gfx","HH_Spine"));
|
||||
visible.Add(95, new VisibleStateImp(95, "受到普攻后退并清debuff","法师_法之奥义_持续效果.gfx","HH_Spine"));
|
||||
visible.Add(96, new VisibleStateImp(96, "降低暴击抗性","羽灵_五感符持续效果.gfx","HH_Spine"));
|
||||
visible.Add(97, new VisibleStateImp(97, "转移技能攻击诅咒","巫师_复仇之魂——涅槃_状态效果.gfx","HH_Spine"));
|
||||
visible.Add(98, new VisibleStateImp(98, "受到攻击时额外对选定玩家发起攻击","刺客_魂葬印记状态效果.gfx","HH_Spine"));
|
||||
visible.Add(99, new VisibleStateImp(99, "禁止被选中","巫师_冥王乐土持续效果.gfx","HH_Spine"));
|
||||
visible.Add(100, new VisibleStateImp(100, "延迟土系伤害","持续土系伤害.gfx","HH_Spine"));
|
||||
visible.Add(101, new VisibleStateImp(101, "昏迷,自身受到伤害加深","法师_冰晶世界持续效果.gfx","HH_Spine"));
|
||||
visible.Add(102, new VisibleStateImp(102, "反弹之魂2(比例)","妖精_灵火持续.gfx",""));
|
||||
visible.Add(103, new VisibleStateImp(103, "受伤害时定身","法师_灸焰_状态效果.gfx","HH_Spine"));
|
||||
visible.Add(104, new VisibleStateImp(104, "受伤害时提升攻击力","妖兽_无畏_状态效果.gfx","HH_Spine"));
|
||||
visible.Add(105, new VisibleStateImp(105, "死战到底","白虎_无冕之王持续效果.gfx","HH_Spine"));
|
||||
visible.Add(106, new VisibleStateImp(106, "治疗偷取","魅灵_繁星_持续效果.gfx","HH_Spine"));
|
||||
visible.Add(107, new VisibleStateImp(107, "死亡掉落金币","刺客_飘零持续效果.gfx","HH_Spine"));
|
||||
visible.Add(108, new VisibleStateImp(108, "增加攻击距离","羽芒_回旋之翼_效果状态.gfx","HH_Spine"));
|
||||
visible.Add(109, new VisibleStateImp(109, "无敌5(驱除debuf持续回血昏迷)","巫师_流殇_持续冰块.gfx",""));
|
||||
visible.Add(110, new VisibleStateImp(110, "雷神变","羽灵_雷火堕_持续.gfx",""));
|
||||
visible.Add(111, new VisibleStateImp(111, "武侠剑刃光环光效","武侠_霸气持续.gfx",""));
|
||||
visible.Add(112, new VisibleStateImp(112, "妖精共舞调用","妖精_火狐之术持续.gfx","HH_Spine"));
|
||||
visible.Add(113, new VisibleStateImp(113, "法师冰晶世界调用","法师_冰晶世界_冰雾持续.gfx",""));
|
||||
visible.Add(114, new VisibleStateImp(114, "战场旗帜光效","旗子.gfx","HH_Head"));
|
||||
visible.Add(115, new VisibleStateImp(115, "任务用光效","小狗状态.gfx","HH_feijian"));
|
||||
visible.Add(116, new VisibleStateImp(116, "任务用光效","小白蛇状态.gfx","HH_feijian"));
|
||||
visible.Add(117, new VisibleStateImp(117, "瘫痪光效","瘫痪.gfx","HH_Head"));
|
||||
visible.Add(118, new VisibleStateImp(118, "特定技能吟唱时间降低光效","特定技能吟唱时间降低.gfx","HH_feijian"));
|
||||
visible.Add(119, new VisibleStateImp(119, "特定技能伤害增加光效","特定技能伤害增加.gfx","HH_feijian"));
|
||||
visible.Add(120, new VisibleStateImp(120, "回血护盾光效","回血护盾.gfx","HH_bind"));
|
||||
visible.Add(121, new VisibleStateImp(121, "飞行速度提高(可叠加刷新持续时间)","疾云步击中.gfx","HH_Spine"));
|
||||
visible.Add(122, new VisibleStateImp(122, "移动掉血","移动掉血_光效01.gfx","HH_feijian"));
|
||||
visible.Add(123, new VisibleStateImp(123, "不移动就掉血","不移动就掉血01.gfx","HH_bind"));
|
||||
visible.Add(125, new VisibleStateImp(125, "免疫打断护盾","魔法盾.gfx","HH_Spine"));
|
||||
visible.Add(127, new VisibleStateImp(127, "猎命状态","猎命状态效果01.gfx","HH_feijian"));
|
||||
visible.Add(128, new VisibleStateImp(128, "1白","月仙_冰球1个.gfx","HH_Spine"));
|
||||
visible.Add(129, new VisibleStateImp(129, "2白","月仙_冰球2个.gfx","HH_Spine"));
|
||||
visible.Add(130, new VisibleStateImp(130, "3白","月仙_冰球3个.gfx","HH_Spine"));
|
||||
visible.Add(131, new VisibleStateImp(131, "1黑","月仙_雷球1个.gfx","HH_Spine"));
|
||||
visible.Add(132, new VisibleStateImp(132, "2黑","月仙_雷球2个.gfx","HH_Spine"));
|
||||
visible.Add(133, new VisibleStateImp(133, "3黑","月仙_雷球3个.gfx","HH_Spine"));
|
||||
visible.Add(134, new VisibleStateImp(134, "1黑1白","月仙_1冰1雷球.gfx","HH_Spine"));
|
||||
visible.Add(135, new VisibleStateImp(135, "2黑1白","月仙_1冰2雷.gfx","HH_Spine"));
|
||||
visible.Add(136, new VisibleStateImp(136, "2白1黑","月仙_2冰1雷.gfx","HH_Spine"));
|
||||
visible.Add(137, new VisibleStateImp(137, "内伤状态","内伤01.gfx","HH_bind"));
|
||||
visible.Add(138, new VisibleStateImp(138, "死亡重置施法者冷却","死亡重置施法者冷却时间01.gfx","HH_Spine"));
|
||||
visible.Add(139, new VisibleStateImp(139, "普攻附加伤害","普攻附加额外伤害01.gfx","HH_shou03"));
|
||||
visible.Add(140, new VisibleStateImp(140, "技能CD改变","夜影_影噬_状态效果01.gfx","HH_feijian"));
|
||||
visible.Add(141, new VisibleStateImp(141, "啸月","啸月_施放起01.gfx","HH_feijian"));
|
||||
|
||||
|
||||
team.Add(1, new TeamStateImp(1, "昏迷\r无法进行任何移动和操作", "致晕"));
|
||||
team.Add(2, new TeamStateImp(2, "睡眠\r沉睡状态,受攻击会恢复", "睡眠"));
|
||||
team.Add(3, new TeamStateImp(3, "迟滞\r降低移动速度", "迟滞"));
|
||||
team.Add(4, new TeamStateImp(4, "物理反震\r反弹所有近身物理伤害", "对物理攻击产生反震"));
|
||||
team.Add(5, new TeamStateImp(5, "羽盾\r用真气值吸收一部伤害", "羽盾"));
|
||||
|
||||
team.Add(6, new TeamStateImp(6, "烈焰护甲\r增加火防并提高生命恢复速度", "烈焰护甲"));
|
||||
team.Add(7, new TeamStateImp(7, "寒冰护甲\r增加水防并增加法力恢复速度", "寒冰护甲"));
|
||||
team.Add(8, new TeamStateImp(8, "定身\r无法移动", "定身"));
|
||||
team.Add(9, new TeamStateImp(9, "封印\r无法使用任何普攻和技能", "不能攻击"));
|
||||
team.Add(10, new TeamStateImp(10, "魅惑\r目标怪物变成被动攻击", "主动变被动"));
|
||||
|
||||
team.Add(11, new TeamStateImp(11, "磐石护甲\r增加土防和物防", "磐石护甲"));
|
||||
team.Add(12, new TeamStateImp(12, "雷击\r持续受到金系伤害", "持续金系攻击"));
|
||||
team.Add(13, new TeamStateImp(13, "中毒\r持续受到木系伤害", "中毒"));
|
||||
team.Add(14, new TeamStateImp(14, "燃烧\r持续受到火系伤害", "持续火攻击"));
|
||||
team.Add(15, new TeamStateImp(15, "沙漩\r持续受到土系伤害", "持续土系伤害"));
|
||||
|
||||
team.Add(16, new TeamStateImp(16, "法力燃烧\r真气持续减少", "持续mp减少状态"));
|
||||
team.Add(17, new TeamStateImp(17, "流血\r持续受到物理伤害", "放血"));
|
||||
team.Add(18, new TeamStateImp(18, "破甲\r物理防御力下降", "物理防御力下降"));
|
||||
team.Add(19, new TeamStateImp(19, "虚弱\r法术防御力下降", "五行防御力下降"));
|
||||
team.Add(20, new TeamStateImp(20, "蚀刃\r物理攻击力下降", "物理攻击力下降"));
|
||||
|
||||
team.Add(21, new TeamStateImp(21, "诅咒\r受到伤害提升", "自身受到的物理伤害加倍"));
|
||||
team.Add(22, new TeamStateImp(22, "迟缓\r攻击速度减慢", "普通攻击间隔加长"));
|
||||
team.Add(23, new TeamStateImp(23, "迟钝\r减慢吟唱", "技能吟唱时间加长"));
|
||||
team.Add(24, new TeamStateImp(24, "目盲\r降低准确度", "准确度下降"));
|
||||
team.Add(25, new TeamStateImp(25, "笨拙\r躲闪度下降", "躲闪度下降"));
|
||||
|
||||
team.Add(26, new TeamStateImp(26, "生命恢复加快", "hp恢复加快"));
|
||||
team.Add(27, new TeamStateImp(27, "真气恢复加快", "mp恢复加快"));
|
||||
team.Add(28, new TeamStateImp(28, "提升生命上限", "提升hp上限"));
|
||||
team.Add(29, new TeamStateImp(29, "提升真气上限", "提高mp上限"));
|
||||
team.Add(30, new TeamStateImp(30, "坚甲\r物理防御力提高", "物理防御力提高"));
|
||||
|
||||
team.Add(31, new TeamStateImp(31, "聚神\r法术防御力提高", "法术防御力提高"));
|
||||
team.Add(32, new TeamStateImp(32, "利刃\r物理攻击力提高", "物理攻击力提高"));
|
||||
team.Add(33, new TeamStateImp(33, "迅捷\r攻击速度加快", "攻击速度加快"));
|
||||
team.Add(34, new TeamStateImp(34, "灵敏\r提高躲闪率", "提高躲闪度"));
|
||||
team.Add(35, new TeamStateImp(35, "祝福\r受到伤害减少", "自身伤害减半"));
|
||||
|
||||
team.Add(36, new TeamStateImp(36, "灵巧\r提高准确度", "穿透"));
|
||||
team.Add(37, new TeamStateImp(37, "专注\r加快吟唱速度", "加快吟唱"));
|
||||
team.Add(38, new TeamStateImp(38, "攻击附加水伤害", "使普通攻击附加水系伤害"));
|
||||
team.Add(39, new TeamStateImp(39, "攻击附加火伤害", "使普通攻击附加火系伤害"));
|
||||
team.Add(40, new TeamStateImp(40, "攻击附加木伤害", "使普通攻击附近木系伤害"));
|
||||
|
||||
team.Add(41, new TeamStateImp(41, "持续恢复生命", "持续恢复hp"));
|
||||
team.Add(42, new TeamStateImp(42, "持续恢复真气", "持续恢复mp"));
|
||||
team.Add(43, new TeamStateImp(43, "散神\r法术攻击力降低", "定身且不能攻击"));
|
||||
team.Add(44, new TeamStateImp(44, "移动加速", "加速"));
|
||||
team.Add(45, new TeamStateImp(45, "生命上限降低", "hp上限下降"));
|
||||
|
||||
team.Add(46, new TeamStateImp(46, "灵助\r法术攻击力提高", "法术攻击力提高"));
|
||||
team.Add(47, new TeamStateImp(47, "白虎变", "白虎变"));
|
||||
team.Add(48, new TeamStateImp(48, "金系防御上升", "金系防御上升"));
|
||||
team.Add(49, new TeamStateImp(49, "木系防御上升", "木系防御上升"));
|
||||
team.Add(50, new TeamStateImp(50, "水系防御上升", "水系防御上升"));
|
||||
|
||||
team.Add(51, new TeamStateImp(51, "火系防御上升", "火系防御上升"));
|
||||
team.Add(52, new TeamStateImp(52, "土系防御上升", "土系防御上升"));
|
||||
team.Add(53, new TeamStateImp(53, "金系防御下降", "金系防御下降"));
|
||||
team.Add(54, new TeamStateImp(54, "木系防御下降", "木系防御下降"));
|
||||
team.Add(55, new TeamStateImp(55, "水系防御下降", "水系防御下降"));
|
||||
|
||||
team.Add(56, new TeamStateImp(56, "火系防御下降", "火系防御下降"));
|
||||
team.Add(57, new TeamStateImp(57, "土系防御下降", "土系防御下降"));
|
||||
team.Add(58, new TeamStateImp(58, "避水诀\r水中不用呼吸,无法使用技能", "避水诀"));
|
||||
team.Add(59, new TeamStateImp(59, "般若心经\r所有法术忽略吟唱", "般若心经"));
|
||||
team.Add(60, new TeamStateImp(60, "真元爆发\r将全身元气爆发提升自身能力", "真元爆发"));
|
||||
team.Add(61, new TeamStateImp(61, "易髓经\r降低自身法防提升物防", "易髓经"));
|
||||
team.Add(62, new TeamStateImp(62, "易筋经\r降低自身物防提升法防", "易筋经"));
|
||||
team.Add(63, new TeamStateImp(63, "兽王之怒\r受到攻击时增加元气", "兽王之怒"));
|
||||
team.Add(64, new TeamStateImp(64, "坚甲\r物理防御力提高", "坚甲符"));
|
||||
team.Add(65, new TeamStateImp(65, "金钟罩\r提升物防", "金钟罩"));
|
||||
team.Add(66, new TeamStateImp(66, "巨灵神力\r提高物理攻击", "巨灵神力"));
|
||||
team.Add(67, new TeamStateImp(67, "化血成魔\r降低生命上限提升命中率", "化血成魔"));
|
||||
team.Add(68, new TeamStateImp(68, "灵助\r法术攻击力提高", "灵助符"));
|
||||
team.Add(69, new TeamStateImp(69, "翼盾\r吸收一定伤害并回复真气", "翼盾"));
|
||||
team.Add(70, new TeamStateImp(70, "烈焰之矢\r攻击附加一定火伤害", "烈焰之矢"));
|
||||
team.Add(71, new TeamStateImp(71, "狂雷天鹰\r持续受到金系伤害并减速", "狂雷天鹰"));
|
||||
team.Add(72, new TeamStateImp(72, "无视所有行动阻碍状态", "准无敌"));
|
||||
team.Add(73, new TeamStateImp(73, "持续冰伤害", "持续冰伤害"));
|
||||
team.Add(74, new TeamStateImp(74, "暴击率提升", "爆击率提升"));
|
||||
|
||||
team.Add(75, new TeamStateImp(75, "妖狐变\r物防、命中提升,真气值下降", "灵狐变"));
|
||||
team.Add(76, new TeamStateImp(76, "无敌", "无敌"));
|
||||
team.Add(77, new TeamStateImp(77, "荆棘阵\r大量降低伤害,并且反弹物理伤害", "荆棘阵"));
|
||||
team.Add(78, new TeamStateImp(78, "弱魂咒\r生命和真气值停止回复", "弱魂咒"));
|
||||
team.Add(79, new TeamStateImp(79, "残体咒\r受到加深伤害", "残体咒"));
|
||||
team.Add(80, new TeamStateImp(80, "碎灵咒\r受到攻击失去元气", "碎灵咒"));
|
||||
team.Add(81, new TeamStateImp(81, "飞花遁影\r移动加速", "妖狐附体"));
|
||||
team.Add(82, new TeamStateImp(82, "骑乘加速", "骑乘加速"));
|
||||
team.Add(83, new TeamStateImp(83, "物理攻击提高", "物理攻击力提高"));
|
||||
|
||||
team.Add(91, new TeamStateImp(91, "水免\r免役水系伤害", "水免"));
|
||||
team.Add(92, new TeamStateImp(92, "金免\r免疫金系伤害", "金免"));
|
||||
team.Add(93, new TeamStateImp(93, "木免\r免疫木系伤害", "木免"));
|
||||
team.Add(94, new TeamStateImp(94, "土免\r免疫土系伤害", "土免"));
|
||||
team.Add(95, new TeamStateImp(95, "虚无\r免疫五行伤害", "虚无"));
|
||||
team.Add(96, new TeamStateImp(96, "狂妄\r免疫所有状态", "狂妄"));
|
||||
team.Add(97, new TeamStateImp(97, "水中减速\r游泳减速", "水中减速"));
|
||||
team.Add(98, new TeamStateImp(98, "水中加速\r游泳加速", "水中加速"));
|
||||
team.Add(99, new TeamStateImp(99, "空中减速\r飞行减速", "空中减速"));
|
||||
team.Add(100, new TeamStateImp(100, "空中加速\r飞行加速", "空中加速"));
|
||||
|
||||
team.Add(101, new TeamStateImp(101, "骑乘减速\r骑乘减速", "骑乘减速"));
|
||||
team.Add(102, new TeamStateImp(102, "爆发\r持续增加元气", "爆发"));
|
||||
team.Add(103, new TeamStateImp(103, "疲乏\r持续减少元气", "疲乏"));
|
||||
team.Add(104, new TeamStateImp(104, "精灵之力\r持续时间内增加小精灵力量", "精灵之力"));
|
||||
team.Add(105, new TeamStateImp(105, "精灵之敏\r持续时间内增加小精灵的敏捷", "精灵之敏"));
|
||||
|
||||
team.Add(106, new TeamStateImp(106, "空刃\r你向敌人释放了空刃,\r自己也同时受到了风的保护。\r增加自身物理防御", "空刃"));
|
||||
team.Add(107, new TeamStateImp(107, "元素虚弱\r目标物理防御增加,法术防御降低.", "元素虚弱"));
|
||||
team.Add(108, new TeamStateImp(108, "深毒\r目标受伤害增加20%,\r这个效果可以和天火狂龙等技能叠加", "深毒"));
|
||||
team.Add(109, new TeamStateImp(109, "扎根\r自身定身同时伤害减少同时反弹伤害", "扎根"));
|
||||
team.Add(110, new TeamStateImp(110, "大地守护\r每3秒恢复hp,伤害减少.物理和法术攻击降低", "大地守护"));
|
||||
|
||||
team.Add(111, new TeamStateImp(111, "狂暴\r目标防御和法术防御降低,同时攻击等级增加", "狂暴"));
|
||||
team.Add(112, new TeamStateImp(112, "沙暴\r命中降低,施法速度变慢", "沙暴"));
|
||||
team.Add(113, new TeamStateImp(113, "乡情\r生命和真气回复速度增加,移动速度增加", "乡情"));
|
||||
team.Add(114, new TeamStateImp(114, "湮灭\r水系防御降低", "湮灭"));
|
||||
team.Add(115, new TeamStateImp(115, "幸运\r暴击增加", "幸运"));
|
||||
team.Add(116, new TeamStateImp(116, "冲击\r物理防御降低", "冲击"));
|
||||
team.Add(117, new TeamStateImp(117, "火花\r火系防御降低", "火花"));
|
||||
team.Add(118, new TeamStateImp(118, "心火\r物理和法速攻击速度降低", "心火"));
|
||||
team.Add(119, new TeamStateImp(119, "火种\r持续火伤害", "火种"));
|
||||
team.Add(120, new TeamStateImp(120, "燃足\r火系防御降低,移动速度降低", "燃足"));
|
||||
|
||||
team.Add(121, new TeamStateImp(121, "坚壁\r吸收物理和法术伤害,并且降低自身移动速度", "坚壁"));
|
||||
team.Add(122, new TeamStateImp(122, "刃切\r金系防御降低", "刃切"));
|
||||
team.Add(123, new TeamStateImp(123, "叶舞\r移动速度降低并且流血", "叶舞"));
|
||||
team.Add(124, new TeamStateImp(124, "烧焦\r防御等级下降.攻击等级下降,\r移动速度少量增加", "烧焦"));
|
||||
team.Add(125, new TeamStateImp(125, "真空\r释放速度变慢,移动速度变慢.受到伤害减少", "真空"));
|
||||
|
||||
team.Add(126, new TeamStateImp(126, "止血\r免疫流血状态。", "止血"));
|
||||
team.Add(127, new TeamStateImp(127, "金刚不坏\r吸收受到的物理伤害", "金刚不坏"));
|
||||
team.Add(128, new TeamStateImp(128, "法力无边\r吸收受到法术伤害", "法力无边"));
|
||||
team.Add(129, new TeamStateImp(129, "以牙还牙\r反弹受到的法术伤害", "以牙还牙"));
|
||||
team.Add(130, new TeamStateImp(130, "风盾术\r受到伤害减少,物理攻击速度和闪避提升", "风盾术"));
|
||||
|
||||
team.Add(131, new TeamStateImp(131, "气流锁\r目标定身且有几率被封印", "气流锁"));
|
||||
team.Add(132, new TeamStateImp(132, "封闭\r封印且物理伤害免疫", "封闭"));
|
||||
team.Add(133, new TeamStateImp(133, "无心\r免疫伤害加深状态。", "无心"));
|
||||
team.Add(134, new TeamStateImp(134, "冻结\r无法行动", "冻结"));
|
||||
team.Add(135, new TeamStateImp(135, "攻击等级增加", "攻击等级增加"));
|
||||
|
||||
team.Add(136, new TeamStateImp(136, "攻击等级降低", "攻击等级降低"));
|
||||
team.Add(137, new TeamStateImp(137, "防御等级增加", "防御等级增加"));
|
||||
team.Add(138, new TeamStateImp(138, "防御等级降低", "防御等级降低"));
|
||||
|
||||
team.Add(139, new TeamStateImp(139, "持续受到土系伤害", "持续土伤害2"));
|
||||
team.Add(140, new TeamStateImp(140, "封印\r无法使用任何普攻和技能", "不能攻击2"));
|
||||
|
||||
team.Add(141, new TeamStateImp(141, "定身\r无法移动", "定身2"));
|
||||
team.Add(142, new TeamStateImp(142, "祝福\r受到伤害减少", "物理伤害减少2"));
|
||||
team.Add(143, new TeamStateImp(143, "诅咒\r受到伤害提升", "伤害加深2"));
|
||||
team.Add(144, new TeamStateImp(144, "提升生命上限", "生命上限增加2"));
|
||||
team.Add(145, new TeamStateImp(145, "利刃\r物理攻击力提高", "攻击力增加2"));
|
||||
team.Add(146, new TeamStateImp(146, "灵助\r法术攻击力提高", "法术攻击增加2"));
|
||||
team.Add(147, new TeamStateImp(147, "专注\r加快吟唱", "吟唱加速2"));
|
||||
team.Add(148, new TeamStateImp(148, "移动加速", "移动加速2"));
|
||||
team.Add(149, new TeamStateImp(149, "遁隐\r进入遁隐状态", "隐身"));
|
||||
team.Add(150, new TeamStateImp(150, "提升反隐等级\r提高反隐等级", "集中精神"));
|
||||
team.Add(151, new TeamStateImp(151, "嗜血咒\r每次攻击时,从自身造成的伤害中恢复一定生命。", "吸血光环"));
|
||||
team.Add(152, new TeamStateImp(152, "狂狼印\r提高暴击伤害值","暴击伤害"));
|
||||
team.Add(153, new TeamStateImp(153, "金刚轮印咒\r被攻击时,有几率闪避攻击技能的伤害。", "伤害闪避"));
|
||||
team.Add(154, new TeamStateImp(154, "三世明王咒\r被攻击时,有几率闪避攻击技能的效果。", "状态闪避"));
|
||||
team.Add(155, new TeamStateImp(155, "如来天心咒\r免除一次致死打击,并恢复生命", "回光返照"));
|
||||
team.Add(156, new TeamStateImp(156, "惩戒\r向攻击者反弹伤害", "反弹之魂"));
|
||||
team.Add(157, new TeamStateImp(157, "封印\r使攻击者陷入封印状态", "封印之魂"));
|
||||
team.Add(158, new TeamStateImp(158, "镜像\r攻击者同时承受其技能造成的伤害和状态", "反击之魂"));
|
||||
team.Add(159, new TeamStateImp(159, "震慑\r将攻击者击晕", "击晕之魂"));
|
||||
team.Add(160, new TeamStateImp(160, "生命绽放\r增加由技能和药品获得的生命恢复效果,并减少红符冷却时间", "祝福加深"));
|
||||
team.Add(161, new TeamStateImp(161, "生命禁锢\r降低由技能和药品获得的生命恢复效果,并延长红符冷却时间", "祝福削弱"));
|
||||
team.Add(162, new TeamStateImp(162, "反噬\r每次普通攻击或施放技能时,都会受到伤害", "使用技能时受伤害"));
|
||||
team.Add(163, new TeamStateImp(163, "使用技能时被中断\r使目标每次施放技能时,都会被打断", "爆发"));
|
||||
team.Add(164, new TeamStateImp(164, "人鱼变\r变身成人鱼", "魔法盾"));
|
||||
team.Add(165, new TeamStateImp(165, "深度冰刺\r降低攻速,提高攻击等级", "冰冻"));
|
||||
team.Add(166, new TeamStateImp(166, "巫师咒\r调整攻防等级", "热血"));
|
||||
team.Add(167, new TeamStateImp(167, "金刚剑印\r金系及物理系技能伤害产生加成效果", "金刚剑印"));
|
||||
team.Add(168, new TeamStateImp(168, "寒潮剑印\r木系及水系技能伤害产生加成效果", "寒潮剑印"));
|
||||
team.Add(169, new TeamStateImp(169, "焚心剑印\r土系及火系技能伤害产生加成效果", "焚心剑印"));
|
||||
team.Add(170, new TeamStateImp(170, "玄武剑诀\r有效伤害有几率触发“玄武剑眼”", "玄武剑诀"));
|
||||
team.Add(171, new TeamStateImp(171, "饮血剑诀\r有效伤害有几率触发“饮血剑眼”", "饮血剑诀"));
|
||||
team.Add(172, new TeamStateImp(172, "磐龙剑诀\r有效伤害有几率触发“磐龙剑眼”", "磐龙剑诀"));
|
||||
team.Add(173, new TeamStateImp(173, "玄武剑眼\r特定技能激活该剑眼", "玄武剑眼"));
|
||||
team.Add(174, new TeamStateImp(174, "饮血剑眼\r特定技能激活该剑眼", "饮血剑眼"));
|
||||
team.Add(175, new TeamStateImp(175, "磐龙剑眼\r特定技能激活该剑眼", "磐龙剑眼"));
|
||||
team.Add(176, new TeamStateImp(176, "八方剑影\r对周围目标造成伤害", "八方剑影"));
|
||||
team.Add(177, new TeamStateImp(177, "毒种\r血量低于50%时触发持续伤害", "碧云咒"));
|
||||
team.Add(178, new TeamStateImp(178, "回血种\r受到伤害触发持续回血效果", "回风拂柳"));
|
||||
team.Add(179, new TeamStateImp(179, "增加木水物防\r提高木防水防物防”", "铁木衫"));
|
||||
team.Add(180, new TeamStateImp(180, "特殊的减速\r减速且受到勾魂摄魄攻击时伤害加深", "腐蔓咒"));
|
||||
team.Add(181, new TeamStateImp(181, "增加物防暴击\r提高物理防御,暴击率", "魔神蚩尤牺牲"));
|
||||
team.Add(182, new TeamStateImp(182, "增加法防法攻\r提高五行防御,法术攻击力", "金光电母牺牲"));
|
||||
team.Add(183, new TeamStateImp(183, "向自己的宠物传输mp\r将本体真气传输给召唤物", "同气连枝"));
|
||||
team.Add(184, new TeamStateImp(184, "向施放者(宠物)传输伤害\r施法者将为状态所有者分担伤害", "分担伤害"));
|
||||
team.Add(185, new TeamStateImp(185, "吸伤害加物法防\r可吸收一定的伤害且护盾存在时提高防御抗", "护盾"));
|
||||
team.Add(186, new TeamStateImp(186, "加快吟唱增加法攻\r提高吟唱速度提高法攻", "风竹秋韵"));
|
||||
team.Add(187, new TeamStateImp(187, "渐增的回血\r数值渐增的持续回血", "生命之树"));
|
||||
team.Add(188, new TeamStateImp(188, "献祭\r献祭光环", "火神"));
|
||||
team.Add(189, new TeamStateImp(189, "枯木逢春\r死亡后立即复活", "枯木逢春"));
|
||||
team.Add(190, new TeamStateImp(190, "特殊物品伤害触发器\r受到摄魂咒攻击伤害加强", "勾魂摄魄"));
|
||||
team.Add(191, new TeamStateImp(191, "提升暴击(限制生效次数)", "暴击提升"));
|
||||
team.Add(192, new TeamStateImp(192, "九尊剑诀\r有几率触发九尊剑眼", "九尊剑诀"));
|
||||
team.Add(193, new TeamStateImp(193, "九尊剑眼\r被特殊攻击击中触发效果", "九尊剑眼"));
|
||||
team.Add(194, new TeamStateImp(194, "武器失效", "武器失效"));
|
||||
team.Add(195, new TeamStateImp(195, "增强技能对npc的伤害\r增加技能对NPC的伤害", "增强点技能对NPC的伤害"));
|
||||
team.Add(196, new TeamStateImp(196, "侦测周围隐身玩家\r将周围的隐身单位添加到界面上", "侦查周围隐身的玩家"));
|
||||
team.Add(197, new TeamStateImp(197, "侦测周围隐身玩家\r将周围的隐身单位添加到界面上", "侦查周围隐身的玩家"));
|
||||
team.Add(198, new TeamStateImp(198, "mp恢复加快2\r场景内mp恢复加快", "场景回蓝"));
|
||||
team.Add(199, new TeamStateImp(199, "位置回溯\r若干秒后被传回标记位置", "静谧之术"));
|
||||
team.Add(200, new TeamStateImp(200, "生命回溯\r若干秒后血量变回标记血量", "静谧之术2buff"));
|
||||
team.Add(201, new TeamStateImp(201, "禁止飞行\r使玩家在一段时间内无法飞行", "兽灵之力buff"));
|
||||
team.Add(202, new TeamStateImp(202, "强制选择目标\r使玩家在一段时间内只能选择施法者", "奋战扫击buff"));
|
||||
team.Add(203, new TeamStateImp(203, "吸收治疗\r吸收一定量的治疗", "吸收治疗buff"));
|
||||
team.Add(204, new TeamStateImp(204, "受到普攻后退并清debuff\r受攻击被弹开", "法之奥义"));
|
||||
team.Add(205, new TeamStateImp(205, "增加爆击抗性\r受到致命一击的几率降低", "沙暴buff"));
|
||||
team.Add(206, new TeamStateImp(206, "降低爆击抗性\r受到致命一击的几率提高", "羽斩buff"));
|
||||
team.Add(207, new TeamStateImp(207, "转移技能攻击诅咒\r将攻击转移给施法者", "复仇之魂buff"));
|
||||
team.Add(208, new TeamStateImp(208, "被治疗时额外给选定玩家治疗\r额外治疗", "额外治疗buff"));
|
||||
team.Add(209, new TeamStateImp(209, "受到攻击时额外对选定玩家发起攻击\r伤害链接", "葬魂印记buff"));
|
||||
team.Add(211, new TeamStateImp(211, "禁止被选中\r使敌人无法直视", "冥王乐土buff"));
|
||||
team.Add(212, new TeamStateImp(212, "增强技能对npc的伤害2\r可以和1叠加", "迷色万花buff"));
|
||||
team.Add(213, new TeamStateImp(213, "延迟土系伤害\r若干秒后造成土系伤害", "风岩葬buff"));
|
||||
team.Add(214, new TeamStateImp(214, "昏迷,自身受到伤害加深\r冰冻光环效果", "冰晶世界"));
|
||||
team.Add(215, new TeamStateImp(215, "反弹之魂2(比例)\r荆棘术", "灵火buff"));
|
||||
team.Add(216, new TeamStateImp(216, "受伤害时定身\r受到伤害时有一定几率定身", "炙焰"));
|
||||
team.Add(217, new TeamStateImp(217, "受伤害时获得元气\r获得元气", "获得元气buff"));
|
||||
team.Add(218, new TeamStateImp(218, "受伤害时提升攻击力\r触发实际效果图标", "无畏buff"));
|
||||
team.Add(219, new TeamStateImp(219, "受伤害时提升攻击力\r愈战愈勇", "无畏buff"));
|
||||
team.Add(220, new TeamStateImp(220, "死战到底\r濒死后无敌且血量上限减少99%", "虎啸buff"));
|
||||
team.Add(221, new TeamStateImp(221, "治疗偷取\r治疗被转移到施法者", "流星buff"));
|
||||
team.Add(222, new TeamStateImp(222, "死亡掉落金币\r在此状态下被杀死会掉落金币", "飘零buff"));
|
||||
team.Add(223, new TeamStateImp(223, "增加攻击距离\r攻击距离提高", "擎天雷鸣buff"));
|
||||
team.Add(224, new TeamStateImp(224, "无敌5(驱除debuf持续回血昏迷)\r放逐", "流殇buff"));
|
||||
team.Add(225, new TeamStateImp(225, "雷神变\r羽灵变身", "雷火坠buff"));
|
||||
team.Add(226, new TeamStateImp(226, "武侠剑刃光环\r剑刃光环图标", "霸气"));
|
||||
team.Add(227, new TeamStateImp(227, "妖精共舞\r妖精共舞光效图标", "火狐之术buff"));
|
||||
team.Add(229, new TeamStateImp(229, "减少近战普攻伤害\r防御优化 ", "桎梏诀"));
|
||||
team.Add(230, new TeamStateImp(230, "全属性提升\r等级奖励 ", "回旋之翼"));
|
||||
team.Add(231, new TeamStateImp(231, "非战斗恢复\r非战斗状态恢复hpmp", "玄武刻印buff"));
|
||||
team.Add(232, new TeamStateImp(232, "定值提升\r固定值加hpmp上限", "五感符"));
|
||||
team.Add(233, new TeamStateImp(233, "自身受到伤害加深(可叠加可刷新)", "旋风斩"));
|
||||
team.Add(234, new TeamStateImp(234, "PK无惩罚状态", "战场状态"));
|
||||
team.Add(235, new TeamStateImp(235, "法术防御力提高2", "法术防御力提高"));
|
||||
team.Add(236, new TeamStateImp(236, "战场旗帜BUFF", "旗帜BUFF"));
|
||||
team.Add(237, new TeamStateImp(237, "防御等级降低", "防御等级降低"));
|
||||
team.Add(238, new TeamStateImp(238, "增加物法攻防hp", "回旋之翼"));
|
||||
team.Add(239, new TeamStateImp(239, "暴击增加", "暴击提升"));
|
||||
team.Add(240, new TeamStateImp(240, "提升御魔猎魔等级\r百分比提高对怪物攻防", "暴击提升"));
|
||||
team.Add(241, new TeamStateImp(241, "生命值、攻击等级、防御等级提高", "北美国战"));
|
||||
team.Add(242, new TeamStateImp(242, "增加攻击等级、防御等级各3点", "GT高级"));
|
||||
team.Add(243, new TeamStateImp(243, "增加攻击等级、防御等级各1点", "GT低级"));
|
||||
team.Add(244, new TeamStateImp(244, "伤害减免3\r受到来自于玩家的伤害减少", "固若金汤"));
|
||||
team.Add(245, new TeamStateImp(245, "攻击时给自己添加状态包", "攻守兼备"));
|
||||
team.Add(246, new TeamStateImp(246, "攻击时给目标添加状态包", "乘胜追击"));
|
||||
team.Add(247, new TeamStateImp(247, "免疫物理伤害", "物免2"));
|
||||
team.Add(248, new TeamStateImp(248, "免疫金系伤害", "金免2"));
|
||||
team.Add(249, new TeamStateImp(249, "免疫木系伤害", "木免2"));
|
||||
team.Add(250, new TeamStateImp(250, "免疫水系伤害", "水免2"));
|
||||
team.Add(251, new TeamStateImp(251, "免疫火系伤害", "火免2"));
|
||||
team.Add(252, new TeamStateImp(252, "免疫土系伤害", "土免2"));
|
||||
team.Add(253, new TeamStateImp(253, "物理反震\r反弹所有近身物理伤害", "对物理攻击产生反震"));
|
||||
team.Add(254, new TeamStateImp(254, "增加攻击等级、防御等级", "热血"));
|
||||
team.Add(255, new TeamStateImp(255, "瘫痪", "瘫痪buff"));
|
||||
team.Add(256, new TeamStateImp(256, "受到的技能伤害提高", "受到的技能伤害提高buff"));
|
||||
team.Add(257, new TeamStateImp(257, "受到的技能暴击率提高", "受到的技能暴击率提高buff"));
|
||||
team.Add(258, new TeamStateImp(258, "特定技能吟唱时间降低", "特定技能吟唱时间降低buff"));
|
||||
team.Add(259, new TeamStateImp(259, "特定技能伤害增加", "特定技能伤害增加buff"));
|
||||
team.Add(260, new TeamStateImp(260, "寒冰护甲2", "寒冰护甲"));
|
||||
team.Add(261, new TeamStateImp(261, "烈焰护甲2", "烈焰护甲"));
|
||||
team.Add(262, new TeamStateImp(262, "回血护盾", "回血护盾buff"));
|
||||
team.Add(263, new TeamStateImp(263, "飞行速度提高(可叠加刷新持续时间)", "准无敌"));
|
||||
team.Add(264, new TeamStateImp(264, "气魄值提高", "气魄值提高"));
|
||||
team.Add(265, new TeamStateImp(265, "加气魄减暴伤", "暗炎"));
|
||||
team.Add(266, new TeamStateImp(266, "移动扣血", "寒宫蟾步"));
|
||||
team.Add(267, new TeamStateImp(267, "不移动就掉血", "移动扣血"));
|
||||
team.Add(268, new TeamStateImp(268, "不移动就获得技能", "不移动就掉"));
|
||||
team.Add(269, new TeamStateImp(269, "免疫打断护盾", "免疫打断护盾"));
|
||||
team.Add(270, new TeamStateImp(270, "持续瘫痪", "蚀骨月毒"));
|
||||
team.Add(271, new TeamStateImp(271, "内伤", "雷霆万钧"));
|
||||
team.Add(272, new TeamStateImp(272, "普攻减伤", "广寒之护"));
|
||||
team.Add(273, new TeamStateImp(273, "死亡后重置施法者技能冷却时间", "无情游"));
|
||||
team.Add(274, new TeamStateImp(274, "指定技能造成额外技能效果", "月食"));
|
||||
team.Add(275, new TeamStateImp(275, "普通攻击附加额外伤害", "狱龙牙"));
|
||||
team.Add(276, new TeamStateImp(276, "指定技能使用后不进入冷却", "邈云汉"));
|
||||
team.Add(277, new TeamStateImp(277, "猎命", "猎命"));
|
||||
team.Add(278, new TeamStateImp(278, "夜影变身", "胧夜影"));
|
||||
team.Add(279, new TeamStateImp(279, "月仙变身", "胧月仙"));
|
||||
team.Add(280, new TeamStateImp(280, "附加霜雷状态", "霜雷术"));
|
||||
team.Add(281, new TeamStateImp(281, "月神之体", "月神之体"));
|
||||
team.Add(282, new TeamStateImp(282, "增强技能对npc的伤害3", "月咏"));
|
||||
team.Add(283, new TeamStateImp(283, "减少受到的暴击伤害","减少受到的暴击伤害"));
|
||||
team.Add(284, new TeamStateImp(284, "物理伤害提高","造成物理伤害提高2"));
|
||||
team.Add(285, new TeamStateImp(285, "五行伤害提高","造成法术伤害提高2"));
|
||||
team.Add(286, new TeamStateImp(286, "受到的技能伤害提高2", "晓月银光"));
|
||||
team.Add(287, new TeamStateImp(287, "冰雷球占位状态包", ""));
|
||||
team.Add(288, new TeamStateImp(288, "技能CD改变","影噬"));
|
||||
team.Add(289, new TeamStateImp(289, "免疫驱逐","彩云障月"));
|
||||
team.Add(290, new TeamStateImp(290, "吟唱附加距离改变","神镰伐桂"));
|
||||
team.Add(291, new TeamStateImp(291, "双防提高","祭月礼"));
|
||||
team.Add(292, new TeamStateImp(292, "金防降低3","落月击金"));
|
||||
team.Add(293, new TeamStateImp(293, "水防降低3","落月击水"));
|
||||
team.Add(294, new TeamStateImp(294, "暴击回血回元","贪狼刃"));
|
||||
TeamState = team;
|
||||
VisibleState = visible;
|
||||
}
|
||||
}
|
||||
public class Range
|
||||
{
|
||||
/// <summary>0=point 1=line 2=self sphere 3=target sphere 4=cone 5=self</summary>
|
||||
@@ -18,13 +493,11 @@ namespace BrewMonster.Scripts.Skills
|
||||
public bool NoTarget() { return type == 2 || type == 5; }
|
||||
|
||||
}
|
||||
|
||||
// ռλ������ // Placeholder Skill class
|
||||
public class Skill : ElementSkill
|
||||
{
|
||||
protected SkillStub stub;
|
||||
protected PlayerWrapper player;
|
||||
|
||||
protected uint id;
|
||||
protected uint level;
|
||||
|
||||
@@ -57,8 +530,8 @@ namespace BrewMonster.Scripts.Skills
|
||||
public override int GetItemCost() { return stub.itemcost; }
|
||||
public override bool ValidWeapon(int idWeapon) { return stub.ValidWeapon(idWeapon); }
|
||||
public override int GetMpCost() { return (int)stub.GetMpcost(this); }
|
||||
public override bool IsAllowLand() { return stub.allow_land; }
|
||||
public override bool IsAllowWater() { return stub.allow_water; }
|
||||
public override bool IsAllowLand() { return stub.allow_land; }
|
||||
public override bool IsAllowWater() { return stub.allow_water; }
|
||||
public override bool IsAllowAir() { return stub.allow_air; }
|
||||
public override int GetArrowCost() { return stub.arrowcost; }
|
||||
public override bool GetNotuseInCombat() { return stub.notuse_in_combat; }
|
||||
@@ -109,8 +582,8 @@ namespace BrewMonster.Scripts.Skills
|
||||
return stub.GetIcon();
|
||||
}
|
||||
public int GetAbility() { return SkillWrapper.Instance.GetAbility(id); }
|
||||
// 检查施放时hp条件 // Check HP condition when casting
|
||||
public override bool CheckHpCondition(int hp, int max_hp) { return stub.CheckHpCondition(hp, max_hp); }
|
||||
// 检查施放时hp条件 // Check hp condition when casting
|
||||
public override bool CheckHpCondition(int hp, int max_hp) { return stub.CheckHpCondition(hp, max_hp); } // TODO: CheckHpCondition is not a member of SkillStub
|
||||
public override bool CheckComboSkExtraCondition() { return stub.CheckComboSkExtraCondition(this); }
|
||||
public override byte GetAllowForms() { return stub.allow_forms; }
|
||||
public override int GetApCost() { return stub.apcost; }
|
||||
@@ -237,8 +710,6 @@ namespace BrewMonster.Scripts.Skills
|
||||
/// <summary>Native name as string (C++ GetNativeName).</summary>
|
||||
public string GetNativeNameString() => stub.nativename;
|
||||
}
|
||||
|
||||
|
||||
public abstract class SkillStub
|
||||
{
|
||||
public const int MIN_LEVEL = 1;
|
||||
@@ -417,8 +888,8 @@ namespace BrewMonster.Scripts.Skills
|
||||
public virtual string Getm_szFlyGfxPath() { return m_szFlyGfxPath; }
|
||||
public virtual string Getm_szHitGrndGfxPath() { return m_szHitGrndGfxPath; }
|
||||
public virtual string Getm_szHitGfxPath() { return m_szHitGfxPath; }
|
||||
// 检查HP条件 // Check HP condition
|
||||
// 默认返回true,子类可以重写以检查HP百分比范围 // Default returns true, subclasses can override to check HP percentage range
|
||||
// 检查hp条件 // Check hp condition
|
||||
// 默认返回true,子类可以重写以检查hp百分比范围 // Default returns true, subclasses can override to check hp percentage range
|
||||
// 例如:return hp >= max_hp / 100.0f * minPercent && hp <= max_hp / 100.0f * maxPercent;
|
||||
public virtual bool CheckHpCondition(int hp, int max_hp) { return true; }
|
||||
// 检查连击技能额外条件 // Check combo skill extra condition
|
||||
@@ -444,4 +915,40 @@ namespace BrewMonster.Scripts.Skills
|
||||
return true;
|
||||
}
|
||||
}
|
||||
public class VisibleStateImp : VisibleState
|
||||
{
|
||||
public int id;
|
||||
public string name;
|
||||
public string effect;
|
||||
public string hh;
|
||||
|
||||
public VisibleStateImp(int i, string n, string e, string h)
|
||||
{
|
||||
id = i;
|
||||
name = n;
|
||||
effect = e;
|
||||
hh = h;
|
||||
}
|
||||
public override int GetID() { return id; }
|
||||
public override string GetName() { return name; }
|
||||
public override string GetHH() { return hh; }
|
||||
public override string GetEffect() { return effect; }
|
||||
}
|
||||
|
||||
public class TeamStateImp : TeamState
|
||||
{
|
||||
public int id;
|
||||
public string name;
|
||||
public string icon;
|
||||
public TeamStateImp(int i, string n, string c)
|
||||
{
|
||||
id = i;
|
||||
name = n;
|
||||
icon = c;
|
||||
}
|
||||
public override int GetID() { return id; }
|
||||
public override string GetName() { return name; }
|
||||
public override string GetIcon() { return icon; }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1370,21 +1370,14 @@ namespace BrewMonster.Scripts.Task.UI
|
||||
// virtual bool OnInitDialog();
|
||||
void OnShowDialog()
|
||||
{
|
||||
//OnCommand_showtrace(null,m_bShowTrace);
|
||||
|
||||
AUIManager auiManager = GetAUIManager();
|
||||
if(auiManager != null)
|
||||
{
|
||||
AUIDialog pTrace = auiManager.GetDialog("Win_QuestMinion");
|
||||
m_pTog_bShowTrace.SetIsOnWithoutNotify(pTrace.IsShow() == true);
|
||||
//m_bShowTrace = pTrace.IsShow() == true;
|
||||
}
|
||||
else
|
||||
{
|
||||
OnCommand_showtrace(null,false);
|
||||
}
|
||||
|
||||
if (m_idSelTask != 0)
|
||||
UpdateTask();
|
||||
if(auiManager != null)
|
||||
{
|
||||
m_pTog_bShowTrace.isOn = auiManager.IsDialogShow("Win_QuestMinion");
|
||||
}
|
||||
}
|
||||
void OnHideDialog()
|
||||
{
|
||||
|
||||
@@ -340,6 +340,14 @@ namespace BrewMonster.UI
|
||||
|
||||
return null;
|
||||
}
|
||||
public bool IsDialogShow(string pszName)
|
||||
{
|
||||
if(m_DlgName.TryGetValue(pszName, out AUIDialog dlg))
|
||||
{
|
||||
return dlg.IsShow();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool ImportStringBadWords(string pszFilename)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
using BrewMonster.Assets.PerfectWorld.Scripts.UI.GamePlay;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace BrewMonster
|
||||
{
|
||||
public class AUIBuffIcon : AUIImagePictureBase
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 200754299bc29436e9c9d608b6927e2d
|
||||
@@ -11,13 +11,9 @@ using UnityEngine.UI;
|
||||
|
||||
namespace BrewMonster.Assets.PerfectWorld.Scripts.UI.GamePlay
|
||||
{
|
||||
public class AUIImagePicture : MonoBehaviour
|
||||
public class AUIImagePicture : AUIImagePictureBase
|
||||
{
|
||||
[Header("AUIImagePicture(Need Refactor)")]
|
||||
[SerializeField] protected int slotIndex = -1;
|
||||
[SerializeField] protected CECShortcut pSC;
|
||||
[SerializeField] Button skillbutton;
|
||||
[SerializeField] protected Image skillImage;
|
||||
[SerializeField] GameObject borderImage;
|
||||
[SerializeField] int cooldownTime;
|
||||
[SerializeField] AUIClockIcon m_ClockCounter;
|
||||
@@ -28,11 +24,7 @@ namespace BrewMonster.Assets.PerfectWorld.Scripts.UI.GamePlay
|
||||
private bool m_bForceDynamicRender;
|
||||
|
||||
private AUIDialog m_pParent;
|
||||
|
||||
// Hint/tooltip data storage
|
||||
private string m_hintText = string.Empty;
|
||||
|
||||
public virtual void Awake()
|
||||
public override void Awake()
|
||||
{
|
||||
if (skillbutton == null)
|
||||
{
|
||||
@@ -43,25 +35,22 @@ namespace BrewMonster.Assets.PerfectWorld.Scripts.UI.GamePlay
|
||||
skillbutton.onClick.AddListener(Execute);
|
||||
m_pParent = GetComponentInParent<AUIDialog>();
|
||||
}
|
||||
public void SetDataPtr(CECShortcut pvData, string strName = null)
|
||||
{
|
||||
pSC = pvData;
|
||||
}
|
||||
|
||||
public void SetInteract(bool isInteract)
|
||||
{
|
||||
if (isInteract)
|
||||
{
|
||||
skillbutton.interactable = true;
|
||||
skillImage.color = Color.white;
|
||||
disPlayImage.color = Color.white;
|
||||
}
|
||||
else
|
||||
{
|
||||
skillImage.color = Color.gray;
|
||||
disPlayImage.color = Color.gray;
|
||||
|
||||
skillbutton.interactable = false;
|
||||
}
|
||||
}
|
||||
public CECShortcut GetDataPtr() => pSC;
|
||||
|
||||
public void Execute()
|
||||
{
|
||||
if (pSC != null )
|
||||
@@ -89,37 +78,29 @@ namespace BrewMonster.Assets.PerfectWorld.Scripts.UI.GamePlay
|
||||
}
|
||||
}
|
||||
}
|
||||
public void SetSlotIndex(int index)
|
||||
|
||||
public override void SetImage(Sprite sprite)
|
||||
{
|
||||
slotIndex = index;
|
||||
}
|
||||
public virtual void SetImage(Sprite sprite)
|
||||
{
|
||||
if(skillImage == null)
|
||||
if(disPlayImage == null)
|
||||
{
|
||||
Debug.LogError("Skill Image is not assigned in AUIImagePicture");
|
||||
return;
|
||||
}
|
||||
skillImage.sprite = sprite;
|
||||
skillImage.gameObject.SetActive(true);
|
||||
disPlayImage.sprite = sprite;
|
||||
disPlayImage.gameObject.SetActive(true);
|
||||
if(borderImage != null)
|
||||
borderImage.SetActive(true);
|
||||
}
|
||||
private IEnumerator CooldownRoutine()
|
||||
{
|
||||
skillbutton.interactable = false;
|
||||
skillImage.color = Color.gray;
|
||||
disPlayImage.color = Color.gray;
|
||||
yield return new WaitForSeconds(cooldownTime);
|
||||
skillImage.color = Color.white;
|
||||
disPlayImage.color = Color.white;
|
||||
skillbutton.interactable = true;
|
||||
}
|
||||
public AUIClockIcon GetClockIcon() => m_ClockCounter;
|
||||
|
||||
public void SetColor(Color color)
|
||||
{
|
||||
skillImage.color = color;
|
||||
}
|
||||
|
||||
private void UpdateRenderTargert()
|
||||
{
|
||||
if (!NeedDynamicRender())
|
||||
@@ -131,32 +112,19 @@ namespace BrewMonster.Assets.PerfectWorld.Scripts.UI.GamePlay
|
||||
return m_bUpdateRenderTarget || m_bForceDynamicRender;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set hint/tooltip text that will be displayed when the skill icon is clicked.
|
||||
/// This is typically the skill description with requirements.
|
||||
/// </summary>
|
||||
/// <param name="hint">The hint text to display</param>
|
||||
public void SetHint(string hint)
|
||||
{
|
||||
m_hintText = hint ?? string.Empty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the stored hint/tooltip text.
|
||||
/// </summary>
|
||||
/// <returns>The hint text or empty string if none set</returns>
|
||||
public string GetHint()
|
||||
{
|
||||
return m_hintText;
|
||||
}
|
||||
public virtual void Clear()
|
||||
public override void Clear()
|
||||
{
|
||||
// BMLogger.Log("Clear AUIImagePicture with name: " + name) ;
|
||||
pSC = null;
|
||||
this.SetDataPtr(null);
|
||||
borderImage.SetActive(false);
|
||||
m_ClockCounter.SetProgressRange(0, 1);
|
||||
m_ClockCounter.SetProgressPos(1);
|
||||
base.Clear();
|
||||
if (borderImage != null)
|
||||
{
|
||||
borderImage.SetActive(false);
|
||||
}
|
||||
if (m_ClockCounter != null)
|
||||
{
|
||||
m_ClockCounter.SetProgressRange(0, 1);
|
||||
m_ClockCounter.SetProgressPos(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
public struct OpenSkillUIEvent
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
using BrewMonster.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace BrewMonster.Assets.PerfectWorld.Scripts.UI.GamePlay
|
||||
{
|
||||
public class AUIImagePictureBase : MonoBehaviour
|
||||
{
|
||||
[Header("AUIImagePicture(Need Refactor)")]
|
||||
[SerializeField] protected int slotIndex = -1;
|
||||
[SerializeField] protected CECShortcut pSC;
|
||||
[SerializeField] protected Image disPlayImage;
|
||||
|
||||
// Hint/tooltip data storage
|
||||
protected string m_hintText = string.Empty;
|
||||
|
||||
public virtual void Awake()
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void SetDataPtr(CECShortcut pvData, string strName = null)
|
||||
{
|
||||
pSC = pvData;
|
||||
}
|
||||
|
||||
public CECShortcut GetDataPtr() => pSC;
|
||||
|
||||
public void SetSlotIndex(int index)
|
||||
{
|
||||
slotIndex = index;
|
||||
}
|
||||
|
||||
public virtual void SetImage(Sprite sprite)
|
||||
{
|
||||
if (disPlayImage == null)
|
||||
{
|
||||
Debug.LogError("Skill Image is not assigned in AUIImagePicture");
|
||||
return;
|
||||
}
|
||||
|
||||
disPlayImage.sprite = sprite;
|
||||
disPlayImage.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void SetColor(Color color)
|
||||
{
|
||||
if (disPlayImage != null)
|
||||
{
|
||||
disPlayImage.color = color;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set hint/tooltip text that will be displayed when the skill icon is clicked.
|
||||
/// This is typically the skill description with requirements.
|
||||
/// </summary>
|
||||
/// <param name="hint">The hint text to display</param>
|
||||
public void SetHint(string hint)
|
||||
{
|
||||
m_hintText = hint ?? string.Empty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the stored hint/tooltip text.
|
||||
/// </summary>
|
||||
/// <returns>The hint text or empty string if none set</returns>
|
||||
public string GetHint()
|
||||
{
|
||||
return m_hintText;
|
||||
}
|
||||
|
||||
public virtual void Clear()
|
||||
{
|
||||
pSC = null;
|
||||
SetDataPtr(null);
|
||||
if (disPlayImage != null)
|
||||
{
|
||||
disPlayImage.gameObject.SetActive(false);
|
||||
}
|
||||
m_hintText = string.Empty;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c110d8b215614599bdf6a64c9fdc4f6
|
||||
@@ -4,7 +4,7 @@ using UnityEngine.UI;
|
||||
|
||||
namespace BrewMonster
|
||||
{
|
||||
public class AUIToggle : AUIImagePicture
|
||||
public class AUIToggle : AUIImagePictureBase
|
||||
{
|
||||
[Header("SkillToggleUI")]
|
||||
[SerializeField] protected int skillID;
|
||||
@@ -19,15 +19,16 @@ namespace BrewMonster
|
||||
}
|
||||
public override void SetImage(Sprite sprite)
|
||||
{
|
||||
skillImage.sprite = sprite;
|
||||
skillImage.gameObject.SetActive(true);
|
||||
if (disPlayImage == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
disPlayImage.sprite = sprite;
|
||||
disPlayImage.gameObject.SetActive(true);
|
||||
}
|
||||
public override void Clear()
|
||||
{
|
||||
pSC = null;
|
||||
this.SetDataPtr(null);
|
||||
skillImage.gameObject.SetActive(false);
|
||||
return;
|
||||
base.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -29,6 +29,7 @@ namespace BrewMonster.UI
|
||||
|
||||
private const string SKILL_ICONLIST_NAME = "iconlist_skill_multisprite";
|
||||
private const string ACTION_ICONLIST_NAME = "ActionIcon/iconlist_action_multisprite";
|
||||
private const string STATE_ICONLIST_NAME = "iconlist_state";
|
||||
|
||||
public CDlgMiniMap m_pDlgMiniMap;
|
||||
|
||||
@@ -343,8 +344,13 @@ namespace BrewMonster.UI
|
||||
|
||||
m_IconMap[(byte)EC_GAMEUI_ICONS.ICONS_SKILL] = (SKILL_ICONLIST_NAME, Resources.LoadAll<Sprite>(SKILL_ICONLIST_NAME));
|
||||
m_IconMap[(byte)EC_GAMEUI_ICONS.ICONS_ACTION] = (ACTION_ICONLIST_NAME, Resources.LoadAll<Sprite>(ACTION_ICONLIST_NAME));
|
||||
m_IconMap[(byte)EC_GAMEUI_ICONS.ICONS_STATE] = (STATE_ICONLIST_NAME, Resources.LoadAll<Sprite>(STATE_ICONLIST_NAME));
|
||||
foreach(var icon in m_IconMap[(byte)EC_GAMEUI_ICONS.ICONS_STATE].Item2)
|
||||
{
|
||||
Debug.Log($"Init: icon: {icon.name}");
|
||||
}
|
||||
}
|
||||
public void SetCover(AUIImagePicture pImgPic, string nameImage, EC_GAMEUI_ICONS iCONS_TYPE)
|
||||
public void SetCover(AUIImagePictureBase pImgPic, string nameImage, EC_GAMEUI_ICONS iCONS_TYPE)
|
||||
{
|
||||
pImgPic.SetImage(m_IconMap[(byte)iCONS_TYPE].Item2.FirstOrDefault(s => s.name == nameImage));
|
||||
}
|
||||
@@ -562,6 +568,206 @@ namespace BrewMonster.UI
|
||||
// else if( gs.bAutoReply && cChannel == GP_CHAT_WHISPER ... )
|
||||
// (Skipped)
|
||||
}
|
||||
// bool LoadIconSet()
|
||||
// {
|
||||
// bool bval;
|
||||
// int dwRead;
|
||||
// AFileImage fi;
|
||||
// int h, i, j, nIndex;
|
||||
// A3DRECT *a_rc[ICONS_MAX];
|
||||
// char szFile[MAX_PATH], szLine[AFILE_LINEMAXLEN];
|
||||
// int W = 32, H = 32, a_nCountX[ICONS_MAX], a_nCountY[ICONS_MAX];
|
||||
// GNET::RoleInfo Info = g_pGame->GetGameRun()->GetSelectedRoleInfo();
|
||||
// char a_szIconFile[ICONS_MAX][40] = { "Action", "Skill", "Ivtr", "State", "SkillGrp", "Guild", "Pet", "ELF", "Suite", "Calendar", "PQ" };
|
||||
|
||||
// if( 0 == Info.gender )
|
||||
// strcat(a_szIconFile[ICONS_INVENTORY], "M");
|
||||
// else
|
||||
// strcat(a_szIconFile[ICONS_INVENTORY], "F");
|
||||
|
||||
// for( h = 0; h < ICONS_MAX; h++ )
|
||||
// {
|
||||
// sprintf(szFile, "%s\\Surfaces\\IconSet\\IconList_%s.txt",
|
||||
// af_GetBaseDir(), a_szIconFile[h]);
|
||||
// bval = fi.Open(szFile, AFILE_OPENEXIST | AFILE_TEXT );
|
||||
// if( !bval ) return AUI_ReportError(__LINE__, __FILE__);
|
||||
|
||||
// fi.ReadLine(szLine, sizeof(szLine), &dwRead);
|
||||
// W = atoi(szLine);
|
||||
|
||||
// fi.ReadLine(szLine, sizeof(szLine), &dwRead);
|
||||
// H = atoi(szLine);
|
||||
|
||||
// fi.ReadLine(szLine, sizeof(szLine), &dwRead);
|
||||
// a_nCountY[h] = atoi(szLine);
|
||||
|
||||
// fi.ReadLine(szLine, sizeof(szLine), &dwRead);
|
||||
// a_nCountX[h] = atoi(szLine);
|
||||
|
||||
// a_rc[h] = (A3DRECT*)a_malloc(sizeof(A3DRECT)*(a_nCountX[h] * a_nCountY[h]));
|
||||
// if( !a_rc[h] ) return AUI_ReportError(__LINE__, __FILE__);
|
||||
|
||||
// for( i = 0; i < a_nCountY[h]; i++ )
|
||||
// {
|
||||
// for( j = 0; j < a_nCountX[h]; j++ )
|
||||
// {
|
||||
// nIndex = i * a_nCountX[h] + j;
|
||||
// a_rc[h][nIndex].SetRect(j * W, i * H, j * W + W, i * H + H);
|
||||
|
||||
// bval = fi.ReadLine(szLine, sizeof(szLine), &dwRead);
|
||||
// if( dwRead > 0 && strlen(szLine) > 0 )
|
||||
// m_IconMap[h][AString(szLine)] = nIndex;
|
||||
// }
|
||||
// }
|
||||
|
||||
// fi.Close();
|
||||
|
||||
// m_pA2DSpriteIcons[h] = new A2DSprite;
|
||||
// if( !m_pA2DSpriteIcons[h] )
|
||||
// {
|
||||
// a_free(a_rc[h]);
|
||||
// return AUI_ReportError(__LINE__, __FILE__);
|
||||
// }
|
||||
|
||||
// sprintf(szFile, "IconSet\\IconList_%s.dds", a_szIconFile[h]);
|
||||
// bval = m_pA2DSpriteIcons[h]->Init(m_pA3DDevice, szFile, AUI_COLORKEY);
|
||||
// if( !bval )
|
||||
// {
|
||||
// a_free(a_rc[h]);
|
||||
// return AUI_ReportError(__LINE__, __FILE__);
|
||||
// }
|
||||
|
||||
// m_vecIconList.push_back( m_pA2DSpriteIcons[h] ); // add for imaged hints
|
||||
// }
|
||||
|
||||
// SetImageList(&m_vecIconList); // add for imaged hints
|
||||
|
||||
// for( h = 0; h < ICONS_MAX; h++ )
|
||||
// {
|
||||
// bval = m_pA2DSpriteIcons[h]->ResetItems(
|
||||
// a_nCountX[h] * a_nCountY[h], a_rc[h]);
|
||||
// a_free(a_rc[h]);
|
||||
// if( !bval ) return AUI_ReportError(__LINE__, __FILE__);
|
||||
// }
|
||||
|
||||
// m_pA2DSpriteMask = new A2DSprite;
|
||||
// if( !m_pA2DSpriteMask ) return AUI_ReportError(__LINE__, __FILE__);
|
||||
|
||||
// bval = m_pA2DSpriteMask->Init(m_pA3DDevice,
|
||||
// "InGame\\IconHighlight.dds", AUI_COLORKEY);
|
||||
// if( !bval ) return AUI_ReportError(__LINE__, __FILE__);
|
||||
|
||||
// // load the expire icon cover
|
||||
// m_pA2DSpriteItemExpire = new A2DSprite;
|
||||
// if( !m_pA2DSpriteItemExpire ) return AUI_ReportError(__LINE__, __FILE__);
|
||||
// bval = m_pA2DSpriteItemExpire->Init(m_pA3DDevice, "InGame\\IconItemExpire.dds", AUI_COLORKEY);
|
||||
// if( !bval )
|
||||
// {
|
||||
// delete m_pA2DSpriteItemExpire;
|
||||
// m_pA2DSpriteItemExpire = NULL;
|
||||
// AUI_ReportError(__LINE__, "CECGameUIMan::LoadIconSet(), failed to load InGame\\IconItemExpire.dds");
|
||||
// }
|
||||
|
||||
// // ���ذ���PVP���ͼ��
|
||||
// const char *szFactionPVPMineBase[FACTION_PVP_ICON_NUM] = {
|
||||
// "InGame\\����_С.tga",
|
||||
// "InGame\\����_С_����.tga",
|
||||
// "InGame\\����.tga",
|
||||
// "InGame\\����_����.tga",
|
||||
// "InGame\\����_�״�.tga",
|
||||
// };
|
||||
// for (i = 0; i < FACTION_PVP_ICON_NUM; ++ i){
|
||||
// if (!LoadSprite(szFactionPVPMineBase[i], m_pFactionPVPMineBaseSprite[i])){
|
||||
// AUI_ReportError(__LINE__, 1, "CECGameUIMan::LoadIconSet(), failed to load %s", szFactionPVPMineBase[i]);
|
||||
// }
|
||||
// }
|
||||
// const char *szFactionPVPMine[FACTION_PVP_ICON_NUM] = {
|
||||
// "InGame\\�����_С.tga",
|
||||
// "InGame\\�����_С_����.tga",
|
||||
// "InGame\\�����.tga",
|
||||
// "InGame\\�����_����.tga",
|
||||
// "InGame\\�����_�״�.tga",
|
||||
// };
|
||||
// for (i = 0; i < FACTION_PVP_ICON_NUM; ++ i){
|
||||
// if (!LoadSprite(szFactionPVPMine[i], m_pFactionPVPMineSprite[i])){
|
||||
// AUI_ReportError(__LINE__, 1, "CECGameUIMan::LoadIconSet(), failed to load %s", szFactionPVPMine[i]);
|
||||
// }
|
||||
// }
|
||||
// const char *szFactionPVPHasMine = "InGame\\�п���ʾ.tga";
|
||||
// if (!LoadSprite(szFactionPVPHasMine, m_pA2DSpriteFactionPVPHasMine)){
|
||||
// AUI_ReportError(__LINE__, 1, "CECGameUIMan::LoadIconSet(), failed to load %s", szFactionPVPHasMine);
|
||||
// }
|
||||
|
||||
// // Emotions.�����Ѽ���
|
||||
|
||||
// // Images
|
||||
// char a_szImageFile[GP_CHAT_MAX][40] = { "��ͨ.tga", "����.tga", "���.tga", "����.tga", "����.tga", "", "", "����.tga", "", "ϵͳ.tga", "", "", "�Ž�.tga", "ս��.tga", "����.tga"};
|
||||
// for (i = 0; i < GP_CHAT_MAX; ++ i)
|
||||
// {
|
||||
// AString strFile = AString("InGame\\") + a_szImageFile[i];
|
||||
// AString strFullPath = AString("Surfaces\\") + strFile;
|
||||
// if (af_IsFileExist(strFullPath))
|
||||
// {
|
||||
// A2DSprite *pSprite = new A2DSprite;
|
||||
// if (!pSprite) return AUI_ReportError(__LINE__, __FILE__);
|
||||
// if (pSprite->Init(m_pA3DDevice, strFile, AUI_COLORKEY))
|
||||
// {
|
||||
// m_pA2DSpriteImage.push_back(pSprite);
|
||||
// continue;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// A3DRELEASE(pSprite);
|
||||
// }
|
||||
// }
|
||||
|
||||
// // ����ռλ��
|
||||
// m_pA2DSpriteImage.push_back(NULL);
|
||||
// }
|
||||
|
||||
// PAUIDIALOG pShow = GetDialog("Win_Popface");
|
||||
// pShow->SetData(AUIMANAGER_MAX_EMOTIONGROUPS);
|
||||
// pShow = GetDialog("Win_Popface01");
|
||||
// pShow->SetData(AUIMANAGER_MAX_EMOTIONGROUPS);
|
||||
// pShow = GetDialog("Win_Popface02");
|
||||
// pShow->SetData(AUIMANAGER_MAX_EMOTIONGROUPS);
|
||||
|
||||
// AScriptFile sf;
|
||||
// if( sf.Open("Configs\\Iconsound.txt") )
|
||||
// {
|
||||
// int idSubType;
|
||||
// AString strWave;
|
||||
|
||||
// while( sf.GetNextToken(true) )
|
||||
// {
|
||||
// idSubType = atoi(sf.m_szToken);
|
||||
// sf.GetNextToken(true);
|
||||
// strWave = sf.m_szToken;
|
||||
// m_IconSound[idSubType] = strWave;
|
||||
// }
|
||||
|
||||
// sf.Close();
|
||||
// }
|
||||
|
||||
// for (i=0;i<CECSCSysModule::FM_NUM;i++)
|
||||
// {
|
||||
// const char* pIconFile = res_SysModuleIconFile(i);
|
||||
// A2DSprite *pSprite = new A2DSprite;
|
||||
// if (!pSprite) return AUI_ReportError(__LINE__, __FILE__);
|
||||
// if (!pSprite->Init(m_pA3DDevice, pIconFile, AUI_COLORKEY))
|
||||
// {
|
||||
// A3DRELEASE(pSprite);
|
||||
// a_LogOutput(1, "CECGameUIMan::LoadIconSet , %s",pIconFile);
|
||||
// continue;
|
||||
// }
|
||||
// pSprite->SetLinearFilter(true);
|
||||
|
||||
// m_pSpriteIconSysModule.push_back(pSprite);
|
||||
// }
|
||||
|
||||
// return true;
|
||||
// }
|
||||
|
||||
}
|
||||
|
||||
public enum EC_GAMEUI_ICONS : byte
|
||||
|
||||
@@ -6,9 +6,11 @@ using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections.Generic;
|
||||
using BrewMonster.Scripts.Skills;
|
||||
using BrewMonster.Scripts;
|
||||
namespace BrewMonster
|
||||
{
|
||||
public class HUDPlayer : MonoBehaviour
|
||||
public class HUDPlayer : MonoBehaviour,ITickable
|
||||
{
|
||||
public TextMeshProUGUI healthText;
|
||||
public TextMeshProUGUI manaText;
|
||||
@@ -21,6 +23,9 @@ namespace BrewMonster
|
||||
public Image expImage;
|
||||
public Image apImage;
|
||||
public List<Toggle> apToggles;
|
||||
private List<AUIBuffIcon> buffIcons;
|
||||
[SerializeField] private AUIBuffIcon buffIconPrefab;
|
||||
|
||||
|
||||
[Tooltip("Optional. Assign to make this area open the character dialog on click. If unset, nothing opens.")]
|
||||
[SerializeField] private Button m_btnOpenCharacter;
|
||||
@@ -33,6 +38,8 @@ namespace BrewMonster
|
||||
EventBus.Subscribe<CECHostPlayer.EXPToUpLevel>(UpdateNeededExp);
|
||||
if (m_btnOpenCharacter != null)
|
||||
m_btnOpenCharacter.onClick.AddListener(OnOpenCharacterClick);
|
||||
buffIcons = new List<AUIBuffIcon>();
|
||||
TickInvoker.Instance.RegisterTickable(this);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
@@ -42,6 +49,11 @@ namespace BrewMonster
|
||||
EventBus.Unsubscribe<CECHostPlayer.EXPToUpLevel>(UpdateNeededExp);
|
||||
}
|
||||
|
||||
public bool Tick(uint dwDeltaTime)
|
||||
{
|
||||
UpdateBuffIcons();
|
||||
return true;
|
||||
}
|
||||
private void UpdateNeededExp(CECHostPlayer.EXPToUpLevel obj)
|
||||
{
|
||||
neededExp = obj.NeededExp;
|
||||
@@ -80,7 +92,36 @@ namespace BrewMonster
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateBuffIcons()
|
||||
{
|
||||
var hostPlayer = EC_Game.GetGameRun().GetHostPlayer();
|
||||
if(hostPlayer == null)
|
||||
return;
|
||||
var iconStates = hostPlayer.m_aIconStates;
|
||||
if(buffIcons.Count < iconStates.Count)
|
||||
{
|
||||
for(int i = buffIcons.Count; i < iconStates.Count; i++)
|
||||
{
|
||||
var buffIcon = Instantiate(buffIconPrefab, buffIconPrefab.transform.parent);
|
||||
buffIcons.Add(buffIcon);
|
||||
}
|
||||
}
|
||||
for(int i = 0; i < buffIcons.Count; i++)
|
||||
{
|
||||
if(i < iconStates.Count)
|
||||
{
|
||||
buffIcons[i].gameObject.SetActive(true);
|
||||
var gameUIMan = CECUIManager.Instance.GetInGameUIMan();
|
||||
var szFile = GNET.QueryTeamState(iconStates[i].id).GetIcon();
|
||||
szFile = szFile.ToLower();
|
||||
gameUIMan.SetCover(buffIcons[i], szFile, EC_GAMEUI_ICONS.ICONS_STATE);
|
||||
}
|
||||
else
|
||||
{
|
||||
buffIcons[i].gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
private void OnOpenCharacterClick()
|
||||
{
|
||||
// var gameUIMan = EC_Game.GetGameRun()?.GetUIManager()?.GetInGameUIMan();
|
||||
@@ -100,5 +141,6 @@ namespace BrewMonster
|
||||
UnityGameSession.c2s_SendCmdGetExtProps();
|
||||
dlg.ResetPoints();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -103,7 +103,7 @@ namespace BrewMonster
|
||||
{
|
||||
CECShortcut pSC;
|
||||
CECSCSkill pSCSkill;
|
||||
AUIImagePicture pCell;
|
||||
AUIImagePictureBase pCell;
|
||||
CECSkill pSkill = new CECSkill(-1, -1);
|
||||
|
||||
if (a_pSCS == null || a_pSCS.Count < 2)
|
||||
|
||||
+4459
-4619
File diff suppressed because it is too large
Load Diff
+121
-121
@@ -365,10 +365,10 @@ RectTransform:
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- {fileID: 6913810588620795676}
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m_Father: {fileID: 3123930244098203053}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 38, y: -140.39}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5889574211483133077
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CanvasRenderer:
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@@ -728,10 +728,10 @@ RectTransform:
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- {fileID: 1609651149174304326}
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m_Father: {fileID: 3123930244098203053}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 38, y: -242.78}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &521924147895834695
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CanvasRenderer:
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@@ -1018,7 +1018,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 335.91, y: -431.53912}
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m_AnchoredPosition: {x: 335.91, y: -507.53912}
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m_SizeDelta: {x: 651.82, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2731969899170380074
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@@ -1615,10 +1615,10 @@ RectTransform:
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- {fileID: 1704697067466645826}
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m_Father: {fileID: 3123930244098203053}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 38, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3604148096459499892
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CanvasRenderer:
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@@ -2282,7 +2282,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 117.99603, y: 0}
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m_SizeDelta: {x: 143.9446, y: 0}
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m_SizeDelta: {x: 143.9446, y: 91.87}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6858302016506942629
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CanvasRenderer:
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@@ -2433,7 +2433,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 117.99603, y: 0}
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m_SizeDelta: {x: 143.9446, y: 0}
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m_SizeDelta: {x: 143.9446, y: 91.87}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7562352963284824378
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CanvasRenderer:
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@@ -2751,10 +2751,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3449045492221331241}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 210, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8358568677657722128
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CanvasRenderer:
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@@ -3364,10 +3364,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3449045492221331241}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 382, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7646717020914693947
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CanvasRenderer:
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@@ -3514,7 +3514,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &6723345811351538777
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RectTransform:
|
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m_ObjectHideFlags: 0
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@@ -3952,9 +3952,9 @@ RectTransform:
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- {fileID: 5885063335678115690}
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m_Father: {fileID: 1263498971758389975}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 127, y: -18.5}
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m_SizeDelta: {x: 254, y: 37}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1887848967215853843
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@@ -4115,7 +4115,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 309.47, y: -95}
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m_SizeDelta: {x: 618.94, y: 0}
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m_SizeDelta: {x: 618.94, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2264175676541462108
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CanvasRenderer:
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@@ -4225,10 +4225,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3490841402936291418}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 554, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1725305811772317814
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CanvasRenderer:
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@@ -4601,10 +4601,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3490841402936291418}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 468, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3765304872596771789
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CanvasRenderer:
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@@ -4888,10 +4888,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3449045492221331241}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 296, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &9207107349168631693
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CanvasRenderer:
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@@ -5048,7 +5048,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -322.47, y: 365.44547}
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m_SizeDelta: {x: 644.94, y: 0}
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m_SizeDelta: {x: 644.94, y: 703.38}
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m_Pivot: {x: 0, y: 1}
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--- !u!222 &8275541816169387879
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CanvasRenderer:
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@@ -5182,8 +5182,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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slotIndex: -1
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disPlayImage: {fileID: 79341390793448853}
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skillbutton: {fileID: 6034688251073174200}
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skillImage: {fileID: 79341390793448853}
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borderImage: {fileID: 5124956242307597890}
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cooldownTime: 0
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m_ClockCounter: {fileID: 0}
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@@ -6616,10 +6616,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3490841402936291418}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 124, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1291961236682885550
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CanvasRenderer:
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@@ -6692,9 +6692,9 @@ RectTransform:
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- {fileID: 5918073574760109704}
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m_Father: {fileID: 1285542512886306091}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 127, y: -18.5}
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m_SizeDelta: {x: 254, y: 37}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1257159900126729527
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@@ -6767,10 +6767,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3449045492221331241}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 38, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2268981575541439631
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CanvasRenderer:
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@@ -6849,7 +6849,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 335.47, y: -98.4}
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m_SizeDelta: {x: 618.94, y: 0}
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m_SizeDelta: {x: 618.94, y: 140.8}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2124054608285479539
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CanvasRenderer:
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@@ -7520,10 +7520,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3449045492221331241}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 468, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &897642746592729160
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CanvasRenderer:
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@@ -8037,10 +8037,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 3490841402936291418}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 210, y: -38}
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m_SizeDelta: {x: 76, y: 76}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7412806809519503430
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CanvasRenderer:
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@@ -8233,10 +8233,10 @@ RectTransform:
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m_Father: {fileID: 3449045492221331241}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 124, y: -38}
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hp恢复加快.dds
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2015伤害闪避.dds
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万籁俱寂.dds
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不能攻击.dds
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中毒.dds
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主动变被动.dds
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乘胜追击.dds
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九尊剑眼.dds
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九尊剑诀.dds
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乡情.dds
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五感符.dds
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五行防御力下降.dds
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亢奋.dds
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以牙还牙.dds
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休迅飞凫.dds
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伤害吸收护盾.dds
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伤害转化为输出.dds
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伤害转移.dds
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体积增大.dds
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使普通攻击附加水系伤害.dds
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使普通攻击附加火系伤害.dds
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使普通攻击附近木系伤害.dds
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使用技能时受伤害.dds
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使用技能时被中断.dds
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侦查周围隐身的玩家.dds
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元素虚弱.dds
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免疫打断护盾.dds
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免疫流血.dds
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八方剑影.dds
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八米外的远程直接伤害减免.dds
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兽灵之力buff.dds
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兽王之怒.dds
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冥王乐土buff.dds
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冥瞳buff.dds
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冰冻.dds
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冰晶世界.dds
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冲击.dds
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冷嘲热讽.dds
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冻结.dds
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准无敌.dds
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准确度下降.dds
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减吟唱时间.dds
|
||||
减少受到的暴击伤害.dds
|
||||
击晕之魂.dds
|
||||
刃切.dds
|
||||
分担伤害.dds
|
||||
割裂.dds
|
||||
加快吟唱.dds
|
||||
加快吟唱2.dds
|
||||
加速.dds
|
||||
加速移动.dds
|
||||
勾魂摄魄.dds
|
||||
化血成魔.dds
|
||||
北美国战.dds
|
||||
单人副本受到伤害减少.dds
|
||||
单人副本攻击增加.dds
|
||||
单人副本攻击等级增加.dds
|
||||
单人副本攻击距离增加.dds
|
||||
单人副本无敌.dds
|
||||
单人副本治疗.dds
|
||||
单人副本法术防御增加.dds
|
||||
单人副本物理防御增加.dds
|
||||
单人副本生命上限增加.dds
|
||||
单人副本防御等级增加.dds
|
||||
双防降低.dds
|
||||
反击之魂.dds
|
||||
反弹之魂.dds
|
||||
反弹法术伤害.dds
|
||||
受到怪物群攻伤害降低.dds
|
||||
受到玩家群攻伤害降低.dds
|
||||
受到的技能伤害提高buff.dds
|
||||
受到的技能暴击率提高buff.dds
|
||||
叶舞.dds
|
||||
同气连枝.dds
|
||||
吟唱加速2.dds
|
||||
吸收治疗buff.dds
|
||||
吸收法术伤害.dds
|
||||
吸收物理伤害.dds
|
||||
吸血光环.dds
|
||||
回光诀.dds
|
||||
回光返照.dds
|
||||
回旋之翼.dds
|
||||
回流祝福.dds
|
||||
回血护盾buff.dds
|
||||
回风拂柳.dds
|
||||
回风拂面.dds
|
||||
固若金汤.dds
|
||||
土免.dds
|
||||
土免2.dds
|
||||
土免疫.dds
|
||||
土系防御上升.dds
|
||||
土系防御下降.dds
|
||||
场景回蓝.dds
|
||||
坚壁.dds
|
||||
坚强.dds
|
||||
坚甲符.dds
|
||||
增加法术穿透.dds
|
||||
增加物理穿透.dds
|
||||
增强点技能对npc的伤害.dds
|
||||
复仇之魂buff.dds
|
||||
大地守护.dds
|
||||
天瀑符.dds
|
||||
奋战扫击buff.dds
|
||||
妖狐击.dds
|
||||
妖狐附体.dds
|
||||
守神符时间延长.dds
|
||||
定身.dds
|
||||
定身2.dds
|
||||
定身且不能攻击.dds
|
||||
寒冰护甲.dds
|
||||
寒宫蟾步.dds
|
||||
寒潮剑印.dds
|
||||
对物理攻击产生反震.dds
|
||||
封印之魂.dds
|
||||
封闭.dds
|
||||
巨灵神力.dds
|
||||
幸运.dds
|
||||
幽植鬼瞳.dds
|
||||
广寒之护.dds
|
||||
弱魂咒.dds
|
||||
彩云障月.dds
|
||||
影噬.dds
|
||||
心火.dds
|
||||
急速冷却.dds
|
||||
战场状态.dds
|
||||
扎根.dds
|
||||
扬沙.dds
|
||||
技能吟唱时间加长.dds
|
||||
护盾.dds
|
||||
护身符时间延长.dds
|
||||
押运.dds
|
||||
持续mp减少状态.dds
|
||||
持续冰伤害.dds
|
||||
持续土伤害2.dds
|
||||
持续土系伤害.dds
|
||||
持续恢复hp.dds
|
||||
持续恢复mp.dds
|
||||
持续掉血.dds
|
||||
持续火攻击.dds
|
||||
持续金系攻击.dds
|
||||
挥砍.dds
|
||||
提升hp上限.dds
|
||||
提高mp上限.dds
|
||||
提高躲闪度.dds
|
||||
擎天雷鸣buff.dds
|
||||
攻击力增加2.dds
|
||||
攻击等级增加.dds
|
||||
攻击等级降低.dds
|
||||
攻击速度加快.dds
|
||||
攻击速度加快2.dds
|
||||
攻守兼备.dds
|
||||
放血.dds
|
||||
旋风斩.dds
|
||||
旗帜buff.dds
|
||||
无冕之王buff.dds
|
||||
无情游.dds
|
||||
无敌.dds
|
||||
无畏buff.dds
|
||||
无视防御.dds
|
||||
无限荆棘buff.dds
|
||||
日冕buff.dds
|
||||
易筋经.dds
|
||||
易髓经.dds
|
||||
晓月银光.dds
|
||||
普通攻击间隔加长.dds
|
||||
暗炎.dds
|
||||
暴击伤害.dds
|
||||
暴击提升.dds
|
||||
暴击暴伤强化.dds
|
||||
月咏.dds
|
||||
月神之体.dds
|
||||
月食.dds
|
||||
木免.dds
|
||||
木免2.dds
|
||||
木免疫.dds
|
||||
木系防御上升.dds
|
||||
木系防御下降.dds
|
||||
枯木逢春.dds
|
||||
格挡.dds
|
||||
桎梏诀.dds
|
||||
止血.dds
|
||||
武器失效.dds
|
||||
武神附体.dds
|
||||
残体咒.dds
|
||||
气流锁.dds
|
||||
气魄值提高.dds
|
||||
水中减速.dds
|
||||
水中加速.dds
|
||||
水免.dds
|
||||
水免2.dds
|
||||
水免疫.dds
|
||||
水火灵盾.dds
|
||||
水系防御上升.dds
|
||||
水系防御下降.dds
|
||||
沙暴.dds
|
||||
沙暴buff.dds
|
||||
法之奥义.dds
|
||||
法力无边.dds
|
||||
法师之星.dds
|
||||
法术攻击力提高.dds
|
||||
法术攻击力提高2.dds
|
||||
法术攻击增加2.dds
|
||||
法术防御力提高.dds
|
||||
法术防御力提高2.dds
|
||||
法神附体.dds
|
||||
流光溢彩.dds
|
||||
流星buff.dds
|
||||
流殇buff.dds
|
||||
消失.dds
|
||||
深毒.dds
|
||||
清净琉璃牺牲.dds
|
||||
湮灭.dds
|
||||
火伤.dds
|
||||
火免.dds
|
||||
火免2.dds
|
||||
火免疫.dds
|
||||
火狐之术buff.dds
|
||||
火神.dds
|
||||
火种.dds
|
||||
火系防御上升.dds
|
||||
火系防御下降.dds
|
||||
火花.dds
|
||||
灵助符.dds
|
||||
灵火buff.dds
|
||||
灵狐变.dds
|
||||
灵眸.dds
|
||||
炙焰.dds
|
||||
点穴.dds
|
||||
烈焰之矢.dds
|
||||
烈焰护甲.dds
|
||||
烧焦.dds
|
||||
热血.dds
|
||||
焚心剑印.dds
|
||||
燃足.dds
|
||||
爆击率提升.dds
|
||||
爆击率提升2.dds
|
||||
爆发.dds
|
||||
物免2.dds
|
||||
物理伤害减少2.dds
|
||||
物理攻击力下降.dds
|
||||
物理攻击力提高.dds
|
||||
物理攻击力提高2.dds
|
||||
物理防御力下降.dds
|
||||
物理防御力提高.dds
|
||||
物理防御力提高2.dds
|
||||
特定技能伤害增加buff.dds
|
||||
特定技能吟唱时间降低buff.dds
|
||||
状态闪避.dds
|
||||
狂妄.dds
|
||||
狂暴.dds
|
||||
狂暴1.dds
|
||||
狂暴2.dds
|
||||
狂雷天鹰.dds
|
||||
狱龙牙.dds
|
||||
猎命.dds
|
||||
玄武刻印buff.dds
|
||||
玄武剑眼.dds
|
||||
玄武剑诀.dds
|
||||
生命上限增加2.dds
|
||||
生命之树.dds
|
||||
疲乏.dds
|
||||
瘫痪buff.dds
|
||||
白虎变.dds
|
||||
真元爆发.dds
|
||||
真空.dds
|
||||
睡眠.dds
|
||||
碎灵咒.dds
|
||||
碧云咒.dds
|
||||
磐石护甲.dds
|
||||
磐龙剑眼.dds
|
||||
磐龙剑诀.dds
|
||||
祈愿香.dds
|
||||
祝福削弱.dds
|
||||
祝福加深.dds
|
||||
神圣.dds
|
||||
神镰伐桂.dds
|
||||
祭月礼.dds
|
||||
移动加速2.dds
|
||||
移动扣血.dds
|
||||
空中减速.dds
|
||||
空中加速.dds
|
||||
空刃.dds
|
||||
穿透.dds
|
||||
精灵之力.dds
|
||||
精灵之敏.dds
|
||||
精灵火.dds
|
||||
繁星buff.dds
|
||||
羽斩buff.dds
|
||||
羽盾.dds
|
||||
翼盾.dds
|
||||
胧夜影.dds
|
||||
胧月仙.dds
|
||||
腐蔓咒.dds
|
||||
自由.dds
|
||||
自身伤害减半.dds
|
||||
自身受到的物理伤害加倍.dds
|
||||
致晕.dds
|
||||
致残咒.dds
|
||||
般若心经.dds
|
||||
荆棘术.dds
|
||||
荆棘阵.dds
|
||||
落月击水.dds
|
||||
落月击金.dds
|
||||
葬魂印记buff.dds
|
||||
虎啸buff.dds
|
||||
虚无.dds
|
||||
蚀骨月毒.dds
|
||||
血翻倍.dds
|
||||
贪狼刃.dds
|
||||
躲闪度下降.dds
|
||||
软骨之矢.dds
|
||||
迟滞.dds
|
||||
迷色万花buff.dds
|
||||
造成法术伤害提高2.dds
|
||||
造成物理伤害提高2.dds
|
||||
避水诀.dds
|
||||
邈云汉.dds
|
||||
酒酣.dds
|
||||
金光电母牺牲.dds
|
||||
金免.dds
|
||||
金免2.dds
|
||||
金免疫.dds
|
||||
金刚不坏.dds
|
||||
金刚剑印.dds
|
||||
金系防御上升.dds
|
||||
金系防御下降.dds
|
||||
金钟罩.dds
|
||||
钩月刃.dds
|
||||
铁木衫.dds
|
||||
长风破.dds
|
||||
防御等级增加.dds
|
||||
防御等级降低.dds
|
||||
降低治疗效果.dds
|
||||
降低目标双防2.dds
|
||||
隐身.dds
|
||||
集中精神.dds
|
||||
雷火坠buff.dds
|
||||
雷霆万钧.dds
|
||||
霜雷术.dds
|
||||
霸体.dds
|
||||
霸气.dds
|
||||
静谧之术.dds
|
||||
静谧之术2buff.dds
|
||||
风岩葬buff.dds
|
||||
风盾术.dds
|
||||
风竹秋韵.dds
|
||||
飘零buff.dds
|
||||
饮血剑眼.dds
|
||||
饮血剑诀.dds
|
||||
骑乘减速.dds
|
||||
骑乘加速.dds
|
||||
魂力加攻击.dds
|
||||
魂力降低.dds
|
||||
魔法盾.dds
|
||||
魔神蚩尤牺牲.dds
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50c19284286f54f0a93391219ed5bf81
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -559,6 +559,8 @@ namespace BrewMonster
|
||||
case EC_MsgDef.MSG_HST_SKILLATTACKED: OnMsgHstSkillAttacked(Msg); break;
|
||||
case EC_MsgDef.MSG_PM_CASTSKILL: OnMsgPlayerCastSkill(Msg); break;
|
||||
case EC_MsgDef.MSG_HST_SETCOOLTIME: OnMsgHstSetCoolTime(Msg); break;
|
||||
|
||||
case EC_MsgDef.MSG_PM_PLAYEREXTSTATE: OnMsgPlayerExtState(Msg); break;
|
||||
case EC_MsgDef.MSG_PM_ENCHANTRESULT: OnMsgEnchantResult(Msg); break;
|
||||
case EC_MsgDef.MSG_HST_LEARNSKILL: OnMsgHstLearnSkill(Msg); break;
|
||||
case EC_MsgDef.MSG_HST_COMBO_SKILL_PREPARE: OnMsgComboSkillPrepare(Msg); break;
|
||||
@@ -582,8 +584,7 @@ namespace BrewMonster
|
||||
case EC_MsgDef.MSG_HST_TEAMINVITE: OnMsgHstTeamInvite(Msg); break;
|
||||
case EC_MsgDef.MSG_HST_TEAMMEMBERDATA: OnMsgHstTeamMemberData(Msg); break;
|
||||
case EC_MsgDef.MSG_PM_DUELOPT: OnMsgHstDuelOpt(Msg); break;
|
||||
case EC_MsgDef.MSG_PM_PLAYERCHGSHAPE :
|
||||
OnMsgPlayerChgShape(Msg); break;
|
||||
case EC_MsgDef.MSG_PM_PLAYERCHGSHAPE : OnMsgPlayerChgShape(Msg); break;
|
||||
case EC_MsgDef.MSG_HST_SETMOVESTAMP: OnMsgHstSetMoveStamp(Msg); break;
|
||||
case EC_MsgDef.MSG_HST_SANCTUARY: OnMsgHstSanctuary(Msg); break;
|
||||
|
||||
|
||||
@@ -103,15 +103,11 @@ public class CECUIManager : MonoSingleton<CECUIManager>
|
||||
if (inGameUIMan == null) return;
|
||||
|
||||
var dlgTaskDialog = inGameUIMan.GetDialog("Win_Quest");
|
||||
var dlgTaskTraceDialog = inGameUIMan.GetDialog("Win_QuestMinion");
|
||||
if (dlgTaskDialog != null && dlgTaskDialog is BrewMonster.Scripts.Task.UI.DlgTask dlgTaskForTrace)
|
||||
var bShowTrace = inGameUIMan.IsDialogShow("Win_QuestMinion");
|
||||
if (dlgTaskDialog != null && dlgTaskDialog is BrewMonster.Scripts.Task.UI.DlgTask dlgTask)
|
||||
{
|
||||
if (dlgTaskTraceDialog != null)
|
||||
{
|
||||
dlgTaskForTrace.RefreshTaskTrace(dlgTaskTraceDialog.IsShow());
|
||||
}
|
||||
|
||||
dlgTaskForTrace.Tick();
|
||||
dlgTask.RefreshTaskTrace(bShowTrace);
|
||||
dlgTask.Tick();
|
||||
}
|
||||
}
|
||||
catch (System.Exception)
|
||||
@@ -659,6 +655,10 @@ public class CECUIManager : MonoSingleton<CECUIManager>
|
||||
|
||||
return gameUI;
|
||||
}
|
||||
public void GetIconStateMgr()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>Shows the player options menu for the given character. Requires a prefab with id "DlgPlayerOptions" in DialogScriptTableObject.</summary>
|
||||
public void ShowPlayerOptionsDialog(int characterId, Vector2 position)
|
||||
|
||||
Reference in New Issue
Block a user