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添加自动战斗、战斗加速功能

zhaoyang 3 년 전
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커밋
4d1fc7c1b5
42개의 변경된 파일252개의 추가작업 그리고 120개의 파일을 삭제
  1. 3 11
      FGUIProject/assets/DressUp/DressUpFightUI.xml
  2. 14 0
      FGUIProject/assets/DressUp/componentsDialog/Button2.xml
  3. 15 0
      FGUIProject/assets/DressUp/componentsDialog/ButtonAutoPlay.xml
  4. BIN
      FGUIProject/assets/DressUp/images/hz_zdzddg_1.png
  5. BIN
      FGUIProject/assets/DressUp/images/hz_zdzddg_2.png
  6. BIN
      FGUIProject/assets/DressUp/images/hz_zdzddg_3.png
  7. BIN
      FGUIProject/assets/DressUp/imagesDialog/dhjm_gn_2.png
  8. BIN
      FGUIProject/assets/DressUp/imagesDialog/dhjm_gn_5.png
  9. 7 0
      FGUIProject/assets/DressUp/package.xml
  10. 4 0
      FGUIProject/assets/Main/StoryFightSingleScoreUI.xml
  11. 4 0
      FGUIProject/assets/Main/StoryFightTargetScoreUI.xml
  12. 14 0
      FGUIProject/assets/Main/componentsDialog/ButtonSpeedUp1.xml
  13. BIN
      FGUIProject/assets/Main/images/zd_jsjs_1.png
  14. BIN
      FGUIProject/assets/Main/images/zd_jsjs_2.png
  15. 3 0
      FGUIProject/assets/Main/package.xml
  16. 7 1
      GameClient/Assets/Game/HotUpdate/Constant/ConstFunctionId.cs
  17. 4 4
      GameClient/Assets/Game/HotUpdate/Data/FunctionOpenDataManager.cs
  18. 12 1
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpObjDataCache.cs
  19. 3 9
      GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/DressUp/UI_DressUpFightUI.cs
  20. 3 0
      GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/Main/UI_StoryFightSingleScoreUI.cs
  21. 3 0
      GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/Main/UI_StoryFightTargetScoreUI.cs
  22. 12 10
      GameClient/Assets/Game/HotUpdate/Views/DressUp/DressUpFightView.cs
  23. 38 13
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightSingleScoreView.cs
  24. 104 69
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightTargetScoreView.cs
  25. 2 2
      GameClient/Assets/Game/HotUpdate/Views/ViewManager.cs
  26. BIN
      GameClient/Assets/ResIn/Config/excelConfig.sqlite.bytes
  27. BIN
      GameClient/Assets/ResIn/UI/DressUp/DressUp_atlas0!a.png
  28. BIN
      GameClient/Assets/ResIn/UI/DressUp/DressUp_atlas0.png
  29. BIN
      GameClient/Assets/ResIn/UI/DressUp/DressUp_atlas0_1!a.png
  30. BIN
      GameClient/Assets/ResIn/UI/DressUp/DressUp_atlas0_1.png
  31. BIN
      GameClient/Assets/ResIn/UI/DressUp/DressUp_fui.bytes
  32. BIN
      GameClient/Assets/ResIn/UI/Main/Main_atlas0!a.png
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      GameClient/Assets/ResIn/UI/Main/Main_atlas0.png
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      GameClient/Assets/ResIn/UI/Main/Main_atlas0_1!a.png
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      GameClient/Assets/ResIn/UI/Main/Main_atlas0_1.png
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      GameClient/Assets/ResIn/UI/Main/Main_atlas0_3!a.png
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      GameClient/Assets/ResIn/UI/Main/Main_atlas0_3.png
  38. BIN
      GameClient/Assets/ResIn/UI/Main/Main_atlas0_4!a.png
  39. BIN
      GameClient/Assets/ResIn/UI/Main/Main_atlas0_4.png
  40. BIN
      GameClient/Assets/ResIn/UI/Main/Main_atlas0_5!a.png
  41. BIN
      GameClient/Assets/ResIn/UI/Main/Main_atlas0_5.png
  42. BIN
      GameClient/Assets/ResIn/UI/Main/Main_fui.bytes

+ 3 - 11
FGUIProject/assets/DressUp/DressUpFightUI.xml

@@ -80,19 +80,11 @@
     <text id="n26_bx8o" name="txtRecommendCount" xy="293,1843" size="327,44" group="n38_8lqj" fontSize="32" color="#fff7d4" align="center" vars="true" strokeColor="#c89c5d" text="今日剩余次数:{v1=10}/{v2=10}">
       <relation target="" sidePair="bottom-bottom"/>
     </text>
+    <component id="n39_njn2" name="btnAutoPlay" src="jj0mdk" fileName="componentsDialog/Button2.xml" xy="172,1623" group="n38_8lqj">
+      <relation target="" sidePair="left-left,bottom-bottom"/>
+    </component>
     <group id="n38_8lqj" name="graContent" xy="0,0" size="1303,1920" advanced="true">
       <gearDisplay controller="c1" pages="0"/>
     </group>
-    <loader id="n35_8lqj" name="loaShow" xy="0,0" size="1080,1920" visible="false">
-      <relation target="" sidePair="width-width,height-height"/>
-    </loader>
-    <component id="n36_8lqj" name="btnShow" src="f4xv3o" fileName="components/Button6.xml" xy="27,1015" visible="false">
-      <relation target="" sidePair="left-left,bottom-bottom"/>
-      <Button icon="ui://mbo439wbrc0744"/>
-    </component>
-    <component id="n37_8lqj" name="btnHide" src="f4xv3o" fileName="components/Button6.xml" xy="27,1015">
-      <relation target="" sidePair="left-left,bottom-bottom"/>
-      <Button icon="ui://mbo439wbrc0743"/>
-    </component>
   </displayList>
 </component>

+ 14 - 0
FGUIProject/assets/DressUp/componentsDialog/Button2.xml

@@ -0,0 +1,14 @@
+<?xml version="1.0" encoding="utf-8"?>
+<component size="270,48" extention="Button">
+  <controller name="button" pages="0,up,1,down" selected="0"/>
+  <displayList>
+    <image id="n5_jj0m" name="n5" src="jj0m5k" fileName="images/hz_zdzddg_3.png" xy="24,0"/>
+    <image id="n3_jj0m" name="n3" src="jj0m5l" fileName="images/hz_zdzddg_1.png" xy="0,0">
+      <gearDisplay controller="button" pages="0"/>
+    </image>
+    <image id="n4_jj0m" name="n4" src="jj0m5j" fileName="images/hz_zdzddg_2.png" xy="-1,0">
+      <gearDisplay controller="button" pages="1"/>
+    </image>
+  </displayList>
+  <Button mode="Check"/>
+</component>

+ 15 - 0
FGUIProject/assets/DressUp/componentsDialog/ButtonAutoPlay.xml

@@ -0,0 +1,15 @@
+<?xml version="1.0" encoding="utf-8"?>
+<component size="118,140" extention="Button">
+  <controller name="button" pages="0,up,1,down,2,over,3,selectedOver" selected="0"/>
+  <displayList>
+    <image id="n0_nmnb" name="n0" src="njn25h" fileName="imagesDialog/dhjm_gn_2.png" xy="0,0">
+      <gearDisplay controller="button" pages="0,2"/>
+      <relation target="" sidePair="width-width,height-height"/>
+    </image>
+    <image id="n1_nmnb" name="n1" src="njn25i" fileName="imagesDialog/dhjm_gn_5.png" xy="0,0" size="126,153">
+      <gearDisplay controller="button" pages="1,3"/>
+      <relation target="" sidePair="width-width,height-height"/>
+    </image>
+  </displayList>
+  <Button mode="Check"/>
+</component>

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FGUIProject/assets/DressUp/images/hz_zdzddg_1.png


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FGUIProject/assets/DressUp/images/hz_zdzddg_2.png


BIN
FGUIProject/assets/DressUp/images/hz_zdzddg_3.png


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FGUIProject/assets/DressUp/imagesDialog/dhjm_gn_2.png


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FGUIProject/assets/DressUp/imagesDialog/dhjm_gn_5.png


+ 7 - 0
FGUIProject/assets/DressUp/package.xml

@@ -169,6 +169,13 @@
     <image id="nz0t5d" name="pz_pzanniu.png" path="/images/"/>
     <image id="9ico5e" name="pz_sxsx_2.png" path="/images/"/>
     <image id="9ico5f" name="pz_sxsx_1.png" path="/images/"/>
+    <component id="njn25g" name="ButtonAutoPlay.xml" path="/componentsDialog/"/>
+    <image id="njn25h" name="dhjm_gn_2.png" path="/imagesDialog/"/>
+    <image id="njn25i" name="dhjm_gn_5.png" path="/imagesDialog/"/>
+    <component id="jj0mdk" name="Button2.xml" path="/componentsDialog/"/>
+    <image id="jj0m5j" name="hz_zdzddg_2.png" path="/images/"/>
+    <image id="jj0m5k" name="hz_zdzddg_3.png" path="/images/"/>
+    <image id="jj0m5l" name="hz_zdzddg_1.png" path="/images/"/>
   </resources>
   <publish name="" path="..\GameClient\Assets\ResIn\UI\DressUp" packageCount="2" genCode="true" extractAlpha="true"/>
 </packageDescription>

+ 4 - 0
FGUIProject/assets/Main/StoryFightSingleScoreUI.xml

@@ -19,5 +19,9 @@
       <relation target="" sidePair="bottom-bottom"/>
       <ProgressBar max="100"/>
     </component>
+    <component id="n36_jj0m" name="btnSpeedUp" src="jj0mdl" fileName="componentsDialog/ButtonSpeedUp1.xml" xy="915,1627">
+      <relation target="" sidePair="right-right,bottom-bottom"/>
+      <Button title="x1"/>
+    </component>
   </displayList>
 </component>

+ 4 - 0
FGUIProject/assets/Main/StoryFightTargetScoreUI.xml

@@ -57,5 +57,9 @@
       <property target="icon" propertyId="1" value="ui://mfvz4q8kv3k9cp"/>
       <property target="icon1" propertyId="1" value="ui://mfvz4q8kv3k9cf"/>
     </component>
+    <component id="n38_jj0m" name="btnSpeedUp" src="jj0mdl" fileName="componentsDialog/ButtonSpeedUp1.xml" xy="943,1546">
+      <relation target="" sidePair="right-right,bottom-bottom"/>
+      <Button title="x1"/>
+    </component>
   </displayList>
 </component>

+ 14 - 0
FGUIProject/assets/Main/componentsDialog/ButtonSpeedUp1.xml

@@ -0,0 +1,14 @@
+<?xml version="1.0" encoding="utf-8"?>
+<component size="117,117" extention="Button">
+  <controller name="button" pages="0,up,1,down,2,over,3,selectedOver" selected="0"/>
+  <displayList>
+    <image id="n0_nmnb" name="n0" src="jj0mdg" fileName="images/zd_jsjs_1.png" xy="0,0">
+      <relation target="" sidePair="width-width,height-height"/>
+    </image>
+    <image id="n2_jj0m" name="n2" src="jj0mdf" fileName="images/zd_jsjs_2.png" xy="41,6"/>
+    <text id="n1_nmnb" name="title" xy="68,-2" size="39,42" fontSize="30" color="#ffffff" align="center" vAlign="middle" strokeColor="#677444" singleLine="true" text="x2">
+      <relation target="" sidePair="width-width,height-height"/>
+    </text>
+  </displayList>
+  <Button/>
+</component>

BIN
FGUIProject/assets/Main/images/zd_jsjs_1.png


BIN
FGUIProject/assets/Main/images/zd_jsjs_2.png


+ 3 - 0
FGUIProject/assets/Main/package.xml

@@ -368,6 +368,9 @@
     <component id="txgzdc" name="CompChapter2.xml" path="/componentsLevel/" exported="true"/>
     <component id="txgzdd" name="CompChapter1.xml" path="/componentsLevel/" exported="true"/>
     <image id="n1knde" name="beijing2_bg.jpg" path="/imagesStory/" atlas="alone_npot"/>
+    <image id="jj0mdf" name="zd_jsjs_2.png" path="/images/"/>
+    <image id="jj0mdg" name="zd_jsjs_1.png" path="/images/"/>
+    <component id="jj0mdl" name="ButtonSpeedUp1.xml" path="/componentsDialog/"/>
   </resources>
   <publish name="" path="..\GameClient\Assets\ResIn\UI\Main" packageCount="2" genCode="true" extractAlpha="true"/>
 </packageDescription>

+ 7 - 1
GameClient/Assets/Game/HotUpdate/Constant/ConstFunctionId.cs

@@ -3,7 +3,7 @@ using UnityEngine;
 
 namespace GFGGame
 {
-	public class ConstFunctionId
+    public class ConstFunctionId
     {
         /// <summary>
         /// 服装店
@@ -29,5 +29,11 @@ namespace GFGGame
         /// 套装合成礼盒
         /// </summary>
         public const string TAO_ZHUANG_HE_CHENG = "TAO_ZHUANG_HE_CHENG";
+
+        /// <summary>
+        /// 自动战斗
+        /// </summary>
+        public const string FUNCTION_AUTOPLAY_FIGHT = "FUNCTION_AUTOPLAY_FIGHT";
+
     }
 }

+ 4 - 4
GameClient/Assets/Game/HotUpdate/Data/FunctionOpenDataManager.cs

@@ -8,11 +8,11 @@ namespace GFGGame
         /// <summary>
         /// 根据功能名检测功能是否开启
         /// </summary>
-        /// <param name="viewName"></param>
+        /// <param name="functionId"></param>
         /// <returns></returns>
-        public bool CheckIsFunOpenBgViewName(string viewName, bool showTips = true)
+        public bool CheckIsFunOpenById(string functionId, bool showTips = true)
         {
-            FunctionOpenCfg cfg = FunctionOpenCfgArray.Instance.GetCfg(viewName);
+            FunctionOpenCfg cfg = FunctionOpenCfgArray.Instance.GetCfg(functionId);
             if (cfg == null)
             {
                 // Debug.LogWarning("g功能.xlsx  功能开启_FunctionOpenCfg  未添加  " + viewName + "  的配置");
@@ -21,7 +21,7 @@ namespace GFGGame
             if (cfg.parentId != null && cfg.parentId != "")
             {
                 //先检查父功能是否开启
-                if (!CheckIsFunOpenBgViewName(cfg.parentId))
+                if (!CheckIsFunOpenById(cfg.parentId))
                 {
                     return false;
                 }

+ 12 - 1
GameClient/Assets/Game/HotUpdate/DressUp/DressUpObjDataCache.cs

@@ -90,7 +90,18 @@ namespace GFGGame
                 _targetTotalScore = value;
             }
         }
-
+        private bool _autoPlay = false;
+        public bool autoPlay
+        {
+            get
+            {
+                return _autoPlay;
+            }
+            set
+            {
+                _autoPlay = value;
+            }
+        }
         public void Dispose()
         {
             _sceneObj = null;

+ 3 - 9
GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/DressUp/UI_DressUpFightUI.cs

@@ -30,10 +30,8 @@ namespace UI.DressUp
         public GButton m_btnNext;
         public GButton m_btnRecommend;
         public GTextField m_txtRecommendCount;
+        public GButton m_btnAutoPlay;
         public GGroup m_graContent;
-        public GLoader m_loaShow;
-        public GButton m_btnShow;
-        public GButton m_btnHide;
         public const string URL = "ui://mbo439wbqsvd2m";
         public const string PACKAGE_NAME = "DressUp";
         public const string RES_NAME = "DressUpFightUI";
@@ -104,10 +102,8 @@ namespace UI.DressUp
             m_btnNext = (GButton)comp.GetChild("btnNext");
             m_btnRecommend = (GButton)comp.GetChild("btnRecommend");
             m_txtRecommendCount = (GTextField)comp.GetChild("txtRecommendCount");
+            m_btnAutoPlay = (GButton)comp.GetChild("btnAutoPlay");
             m_graContent = (GGroup)comp.GetChild("graContent");
-            m_loaShow = (GLoader)comp.GetChild("loaShow");
-            m_btnShow = (GButton)comp.GetChild("btnShow");
-            m_btnHide = (GButton)comp.GetChild("btnHide");
         }
         public void Dispose(bool disposeTarget = false)
         {
@@ -138,10 +134,8 @@ namespace UI.DressUp
             m_btnNext = null;
             m_btnRecommend = null;
             m_txtRecommendCount = null;
+            m_btnAutoPlay = null;
             m_graContent = null;
-            m_loaShow = null;
-            m_btnShow = null;
-            m_btnHide = null;
             if(disposeTarget && target != null)
             {
                 target.RemoveFromParent();

+ 3 - 0
GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/Main/UI_StoryFightSingleScoreUI.cs

@@ -20,6 +20,7 @@ namespace UI.Main
         public GGraph m_grh_6;
         public GGraph m_grh_7;
         public UI_ProgressBar1 m_proScore;
+        public GButton m_btnSpeedUp;
         public const string URL = "ui://mfvz4q8k8xpg3x";
         public const string PACKAGE_NAME = "Main";
         public const string RES_NAME = "StoryFightSingleScoreUI";
@@ -80,6 +81,7 @@ namespace UI.Main
             m_grh_6 = (GGraph)comp.GetChild("grh_6");
             m_grh_7 = (GGraph)comp.GetChild("grh_7");
             m_proScore = (UI_ProgressBar1)UI_ProgressBar1.Create(comp.GetChild("proScore"));
+            m_btnSpeedUp = (GButton)comp.GetChild("btnSpeedUp");
         }
         public void Dispose(bool disposeTarget = false)
         {
@@ -100,6 +102,7 @@ namespace UI.Main
             m_grh_7 = null;
             m_proScore.Dispose();
             m_proScore = null;
+            m_btnSpeedUp = null;
             if(disposeTarget && target != null)
             {
                 target.RemoveFromParent();

+ 3 - 0
GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/Main/UI_StoryFightTargetScoreUI.cs

@@ -28,6 +28,7 @@ namespace UI.Main
         public UI_ComBtnSkill m_btnSkill1;
         public UI_ComBtnSkill m_btnSkill2;
         public UI_ComBtnSkill m_btnSkill3;
+        public GButton m_btnSpeedUp;
         public const string URL = "ui://mfvz4q8k8xpg3w";
         public const string PACKAGE_NAME = "Main";
         public const string RES_NAME = "StoryFightTargetScoreUI";
@@ -96,6 +97,7 @@ namespace UI.Main
             m_btnSkill1 = (UI_ComBtnSkill)UI_ComBtnSkill.Create(comp.GetChild("btnSkill1"));
             m_btnSkill2 = (UI_ComBtnSkill)UI_ComBtnSkill.Create(comp.GetChild("btnSkill2"));
             m_btnSkill3 = (UI_ComBtnSkill)UI_ComBtnSkill.Create(comp.GetChild("btnSkill3"));
+            m_btnSpeedUp = (GButton)comp.GetChild("btnSpeedUp");
         }
         public void Dispose(bool disposeTarget = false)
         {
@@ -137,6 +139,7 @@ namespace UI.Main
             m_btnSkill2 = null;
             m_btnSkill3.Dispose();
             m_btnSkill3 = null;
+            m_btnSpeedUp = null;
             if(disposeTarget && target != null)
             {
                 target.RemoveFromParent();

+ 12 - 10
GameClient/Assets/Game/HotUpdate/Views/DressUp/DressUpFightView.cs

@@ -83,6 +83,7 @@ namespace GFGGame
             _ui.m_btnNext.onClick.Add(OnClickBtnNext);
             _ui.m_btnRecommend.onClick.Add(OnClickBtnRecommend);
             _ui.m_btnSearch.onClick.Add(OnClickBtnSearch);
+            _ui.m_btnAutoPlay.onClick.Add(OnClickBtnAutoPlay);
 
             _ui.m_compNeed.target.onClick.Add(OnClickComNeed);
             _ui.m_compNeed.m_listTag.itemRenderer = RenderListTagItem;
@@ -90,9 +91,7 @@ namespace GFGGame
             // _ui.m_btnShow.onClick.Add(OnClickBtnShow);
             // _ui.m_btnHide.onClick.Add(OnClickBtnHide);
             // _ui.m_loaShow.onClick.Add(OnClickLoaShow);
-            _ui.m_btnHide.visible = false;
-            _ui.m_loaShow.visible = false;
-            _ui.m_btnShow.visible = false;
+            // _ui.m_btnHide.visible = false;
 
             EventAgent.AddEventListener(ConstMessage.DRESS_FILTER, UpdatePartsListSort);
             EventAgent.AddEventListener(ConstMessage.DRESS_SEARCH, UpdatePartsListSort);
@@ -108,7 +107,7 @@ namespace GFGGame
             _ui.m_txtRecommendCount.SetVar("v1", "" + StoryDataManager.recommendCount).FlushVars();
             _ui.m_btnRecommend.enabled = StoryDataManager.recommendCount > 0;
             _scoreIndex = _ui.m_partsList.m_comboBoxRarity.selectedIndex;
-
+            _ui.m_btnAutoPlay.visible = FunctionOpenDataManager.Instance.CheckIsFunOpenById(ConstFunctionId.FUNCTION_AUTOPLAY_FIGHT, false);
             _levelID = (string)viewData;
             _levelCfg = StoryLevelCfgArray.Instance.GetCfg(_levelID);
             _fightCfg = StoryFightCfgArray.Instance.GetCfg(_levelCfg.fightID);
@@ -595,6 +594,10 @@ namespace GFGGame
         {
             ViewManager.Show<DressFilterView>(false, new object[] { ViewName.DRESS_UP_VIEW });
         }
+        private void OnClickBtnAutoPlay()
+        {
+            EquipDataCache.cacher.autoPlay = _ui.m_btnAutoPlay.selected;
+        }
 
         // private void OnClickBtnShow()
         // {
@@ -621,11 +624,11 @@ namespace GFGGame
 
         // }
 
-        private void SetBtnShowVisable(object param)
-        {
-            _ui.m_btnShow.enabled = false;
-            GTween.To(1, 0, 0.3f).SetTarget(_ui.m_btnShow, TweenPropType.Alpha);
-        }
+        // private void SetBtnShowVisable(object param)
+        // {
+        //     _ui.m_btnShow.enabled = false;
+        //     GTween.To(1, 0, 0.3f).SetTarget(_ui.m_btnShow, TweenPropType.Alpha);
+        // }
         private void OnClickComNeed()
         {
             if (_fightCfg.needItemId <= 0 && _fightCfg.needSuitId <= 0)
@@ -706,7 +709,6 @@ namespace GFGGame
 
             GuideController.TryGuide(_ui.m_btnHint, ConstGuideId.TARGET_FIGHT, 1, "这次换装需要获得别人的认可呢");
 
-
         }
     }
 }

+ 38 - 13
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightSingleScoreView.cs

@@ -20,7 +20,7 @@ namespace GFGGame
         private const int _range = 100;//圆圈随机范围
         private float _time = 0;// 登峰造极按住的时间
 
-
+        private float _speed = 1;
         protected override void OnInit()
         {
             base.OnInit();
@@ -30,6 +30,7 @@ namespace GFGGame
 
             _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneFightSingleScore"));
             _ui.m_btnBack.onClick.Add(OnBtnBackClick);
+            _ui.m_btnSpeedUp.onClick.Add(OnBtnSpeedUp);
 
         }
 
@@ -44,6 +45,9 @@ namespace GFGGame
             _ui.m_comAllCircle.target.onTouchBegin.Add(OnComAllCircleClickBegin);
             _ui.m_comAllCircle.target.onTouchEnd.Add(AllCircleScoreStart);
             _ui.m_comAllCircle.target.visible = false;
+            _ui.m_btnSpeedUp.visible = EquipDataCache.cacher.autoPlay;
+            _ui.m_comClickCircle.target.touchable = !EquipDataCache.cacher.autoPlay;
+            _ui.m_comAllCircle.target.touchable = !EquipDataCache.cacher.autoPlay;
 
             ScoreSystemData.Instance.SetEquipDicWithType();
 
@@ -53,6 +57,7 @@ namespace GFGGame
             _ui.m_proScore.target.value = 0;
             _ui.m_proScore.m_imgFirstScore.x = (((float)fightCfg.score1 / (float)fightCfg.score3)) * _ui.m_proScore.target.width;
 
+            _speed = 1;
             _index = 0;
             _score = 0;
             _prefectCount = 0;
@@ -103,6 +108,8 @@ namespace GFGGame
             }
             else
             {
+                _ui.m_comClickCircle.m_t0.ignoreEngineTimeScale = false;
+                _ui.m_comClickCircle.m_t0.timeScale = _speed;// (1 / _speed);
                 _ui.m_comClickCircle.m_t0.Play(CircleScoreEnd);
             }
 
@@ -115,6 +122,9 @@ namespace GFGGame
             int clickState = GetClickState();
             _ui.m_comClickCircle.m_t0.Stop(true, false);
             UpdateCircleResult(clickState);
+
+            _ui.m_comClickCircle.m_t1.ignoreEngineTimeScale = false;
+            _ui.m_comClickCircle.m_t1.timeScale = _speed;// 1 / _speed;
             _ui.m_comClickCircle.m_t1.Play(() =>
             {
                 CircleResuleEnd();
@@ -154,13 +164,14 @@ namespace GFGGame
                 }
                 else
                 {
-                    Timers.inst.Add(0.5f, 1, Skip);//评分结束
+                    Timers.inst.Add(0.5f / _speed, 1, Skip);//评分结束
                 }
             }
             else
             {
+
                 _ui.m_comClickCircle.m_loaCircle.onClick.Add(CircleScoreEnd);
-                Timers.inst.Add(ConstScoreSystem.REFRESH_CIRCLE_WITE_TIME, 1, SkillScoreStart);//下个部分评分
+                Timers.inst.Add(ConstScoreSystem.REFRESH_CIRCLE_WITE_TIME / _speed, 1, SkillScoreStart);//下个部分评分
             }
         }
 
@@ -168,6 +179,8 @@ namespace GFGGame
         {
             //登峰造极评分开始
             _ui.m_comAllCircle.target.visible = true;
+            _ui.m_comAllCircle.m_t0.ignoreEngineTimeScale = false;
+            _ui.m_comAllCircle.m_t0.timeScale = _speed;// 1 / _speed;
             _ui.m_comAllCircle.m_t0.Play(() =>
             {
                 AllCircleScoreStart();
@@ -208,7 +221,8 @@ namespace GFGGame
             _time = 0;
             _score += allCircleScore;
             SetScoreUI();
-
+            _ui.m_comAllCircle.m_t1.ignoreEngineTimeScale = false;
+            _ui.m_comAllCircle.m_t1.timeScale = _speed;// 1 / _speed;
             _ui.m_comAllCircle.m_t1.Play(() =>
             {
                 Timers.inst.Add(1f, 1, Skip);
@@ -223,29 +237,36 @@ namespace GFGGame
             _ui.m_proScore.target.TweenValue(_score, 0.2f);
 
         }
+        private void OnBtnSpeedUp()
+        {
+            _speed = _speed == 1 ? 2 : 1;
+            _ui.m_btnSpeedUp.title = "x" + _speed;
+        }
 
         private void Skip(object param = null)
         {
-            EventAgent.RemoveEventListener(ConstMessage.CARD_SKILL, CircleScoreStart);
-            Timers.inst.Remove(SkillScoreStart);
-            Timers.inst.Remove(Skip);
-            _ui.m_proScore.target.value = 0;
-            _ui.m_proScore.m_txtCount.text = "总分:0";
+            Reset();
             this.Hide();
             ViewManager.Show(ViewName.STORY_FIGHT_RESULT_VIEW);
         }
         private void OnBtnBackClick()
         {
+            Reset();
+            this.Hide();
+            ViewManager.Show(ViewName.STORY_CHAPTER_VIEW, StoryDataManager.currentChapter, ViewManager.GetGoBackDatas(ViewName.STORY_CHAPTER_VIEW));
+
+        }
+        private void Reset()
+        {
             EventAgent.RemoveEventListener(ConstMessage.CARD_SKILL, CircleScoreStart);
             Timers.inst.Remove(SkillScoreStart);
             Timers.inst.Remove(Skip);
             _ui.m_comAllCircle.target.visible = false;
+            _ui.m_comClickCircle.target.visible = false;
+            _ui.m_comClickCircle.m_t0.Stop(true, false);
+            _ui.m_comClickCircle.m_t1.Stop(true, false);
             _ui.m_proScore.target.value = 0;
             _ui.m_proScore.m_txtCount.text = "总分:0";
-
-            this.Hide();
-            ViewManager.Show(ViewName.STORY_CHAPTER_VIEW, StoryDataManager.currentChapter, ViewManager.GetGoBackDatas(ViewName.STORY_CHAPTER_VIEW));
-
         }
         protected override void OnHide()
         {
@@ -275,6 +296,10 @@ namespace GFGGame
         {
             float scaleX = _ui.m_comClickCircle.m_imgCircle.scaleX;
             int clickState = ScoreSystemData.MISS_CLICK;
+            if (EquipDataCache.cacher.autoPlay == true)
+            {
+                return ScoreSystemData.PREFACT_CLICK;
+            }
             if (scaleX < 0.6f && scaleX > 0.4f)
             {
                 clickState = ScoreSystemData.PREFACT_CLICK;

+ 104 - 69
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightTargetScoreView.cs

@@ -23,6 +23,9 @@ namespace GFGGame
         private double _targetMainScore;//战斗目标总主属性分
         private const int _range = 30;//圆圈随机范围
 
+        private float _speed = 1;
+        private bool isAutoPlay = false;
+
         private GameObject _gameObject0;
         private GoWrapper _wrapper0;
         private GameObject _gameObject1;
@@ -85,15 +88,15 @@ namespace GFGGame
                     playStop = false;
                     _ui.m_comTargetCircle.target.visible = false;
                     _ui.m_comMineCircle.target.visible = false;
-                    // _ui.m_comMineCircle.m_t0.Stop(true, false);
-                    // _ui.m_comTargetCircle.m_t0.Stop(true, false);
+
                     _ui.m_comMineCircle.m_t0.Play(CircleScoreEnd);
                     _ui.m_comTargetCircle.m_t0.Play();
                     _ui.m_btnSkill0.target.touchable = true;
-                    // CircleScoreEnd();
 
                 }
             });
+            _ui.m_btnSpeedUp.onClick.Add(OnBtnSpeedUp);
+
         }
 
         protected override void OnShown()
@@ -111,7 +114,9 @@ namespace GFGGame
             SceneController.UpdateFightTarget(fightCfg.targetRes, _sceneObject);
             _ui.m_selfName.m_txtName.text = RoleDataManager.roleName;
             _ui.m_targetName.m_txtName.text = fightCfg.targetName;
+            _ui.m_btnSpeedUp.visible = EquipDataCache.cacher.autoPlay;
 
+            _speed = 1;
             UpdateNormal();
             AddEffect();
 
@@ -127,15 +132,24 @@ namespace GFGGame
             {
                 _ui.m_btnSkill0.target.touchable = false;
             }
-            Timers.inst.Add(0.5f, 1, CircleScoreStart);//评分开始
+            Timers.inst.Add(0.5f / _speed, 1, CircleScoreStart);//评分开始
+
         }
         private void UpdateNormal()
         {
             Reset();
+
+
             RoleSkillCfg[] roleSkillCfgs = RoleSkillCfgArray.Instance.dataArray;
             for (int i = 0; i < roleSkillCfgs.Length; i++)
             {
                 GComponent btnSkill = _ui.target.GetChild("btnSkill" + i).asCom;
+                if (EquipDataCache.cacher.autoPlay)
+                {
+                    isAutoPlay = true;
+                    btnSkill.touchable = EquipDataCache.cacher.autoPlay;
+                    OnBtnSkillClick(btnSkill);
+                }
             }
         }
         private void AddEffect()
@@ -227,7 +241,11 @@ namespace GFGGame
                 _ui.m_comTargetCircle.m_t0.Play(1, 0, 0, 0.75f, null);
                 return;
             }
+            _ui.m_comMineCircle.m_t0.ignoreEngineTimeScale = false;
+            _ui.m_comMineCircle.m_t0.timeScale = _speed;
             _ui.m_comMineCircle.m_t0.Play(CircleScoreEnd);
+            _ui.m_comTargetCircle.m_t0.ignoreEngineTimeScale = false;
+            _ui.m_comTargetCircle.m_t0.timeScale = _speed;
             _ui.m_comTargetCircle.m_t0.Play();
 
         }
@@ -243,7 +261,7 @@ namespace GFGGame
             {
                 _ui.m_comTargetCircle.target.visible = false;
                 _ui.m_comMineCircle.target.visible = false;
-                Timers.inst.Add(0.5f, 1, CircleScoreStart);//评分结束
+                Timers.inst.Add(0.5f / _speed, 1, CircleScoreStart);//评分结束
             }
         }
 
@@ -252,6 +270,7 @@ namespace GFGGame
 
         private void OnBtnSkillClick(GComponent obj)
         {
+            if (EquipDataCache.cacher.autoPlay && !isAutoPlay) return;
             UI_ComBtnSkill item = UI_ComBtnSkill.Proxy(obj);
             RoleSkillCfg cfg = item.target.data as RoleSkillCfg;
             int count = (int)item.m_icon.data;
@@ -267,16 +286,21 @@ namespace GFGGame
             GProgressBar bar = item.m_proCD;
             bar.visible = true;
             bar.value = 100;
-            bar.TweenValue(0, time).OnComplete((GTweener tweener) =>
-            {
-                GProgressBar bar1 = (GProgressBar)tweener.target;
-                UI_ComBtnSkill item1 = UI_ComBtnSkill.Proxy(bar1.parent);
-                int count = (int)item1.m_icon.data;
-                RoleSkillCfg cfg = item1.target.data as RoleSkillCfg;
-                item1.m_c1.selectedIndex = count >= cfg.limiteCount ? 2 : 0;
-
-                item1.m_proCD.visible = false;
-            });
+            bar.TweenValue(0, time / _speed).OnComplete((GTweener tweener) =>
+              {
+                  GProgressBar bar1 = (GProgressBar)tweener.target;
+                  UI_ComBtnSkill item1 = UI_ComBtnSkill.Proxy(bar1.parent);
+                  int count = (int)item1.m_icon.data;
+                  RoleSkillCfg cfg = item1.target.data as RoleSkillCfg;
+                  item1.m_c1.selectedIndex = count >= cfg.limiteCount ? 2 : 0;
+
+                  item1.m_proCD.visible = false;
+                  if (EquipDataCache.cacher.autoPlay && isAutoPlay)
+                  {
+                      OnBtnSkillClick(item1.target);
+                  }
+
+              });
         }
 
         private void SetSkillValue(RoleSkillCfg cfg, int role)
@@ -316,6 +340,8 @@ namespace GFGGame
             }
             // comRoleSkillScore.m_comRoleSkill.m_c1.selectedIndex = 0;
             comRoleSkillScore.m_txtScore.SetVar("count", score.ToString()).FlushVars();
+            comRoleSkillScore.m_t0.ignoreEngineTimeScale = false;
+            comRoleSkillScore.m_t0.timeScale = _speed;
             comRoleSkillScore.m_t0.Play(() =>
                 {
                     comRoleSkillScore.target.visible = false;
@@ -333,54 +359,57 @@ namespace GFGGame
 
             comSkillMinus.visible = true;
             comSkillMinus.value = 0;
-            comSkillMinus.TweenValue(100, 2f).OnComplete(() =>
-            {
-                comSkillMinus.visible = false;
-
-                if (targetComSkillShield.m_holder.visible)
-                {
-                    targetComSkillShield.m_holder.visible = false;
-                    targetComSkillShield.m_holder1.visible = true;
-                    return;
-                }
-
-                UI_ComRoleSkill1 comRoleSkillScore = role == SkillDataManager.MINE ? _ui.m_ComRoleSkillNpcMinus : _ui.m_ComRoleSkillMineMinus;
-                comRoleSkillScore.target.visible = true;
-                comRoleSkillScore.m_c1.selectedIndex = role == SkillDataManager.MINE ? 0 : 1;
-                int score = 0;
-                if (role == SkillDataManager.MINE)
-                {
-                    score = (int)_targetMainScore * cfg.value / 100;
-                    _targetScore -= score;
-
-                }
-                else
-                {
-                    score = (int)_mainScore * cfg.value / 100;
-                    _score -= score;
-                }
-
-                // comRoleSkillScore.m_comRoleSkill.m_c1.selectedIndex = 1;
-                comRoleSkillScore.m_txtScore.SetVar("count", score.ToString()).FlushVars();
-                if (role == SkillDataManager.MINE)
-                {
-
-                    comRoleSkillScore.m_t0.Play(() =>
-                    {
-                        comRoleSkillScore.target.visible = false;
-                    });
-                }
-                else
-                {
-                    comRoleSkillScore.m_t1.Play(() =>
-                {
-                    comRoleSkillScore.target.visible = false;
-                });
-                }
-
-                UpdateProgressBar();
-
-            });
+            comSkillMinus.TweenValue(100, 2f / _speed).OnComplete(() =>
+              {
+                  comSkillMinus.visible = false;
+
+                  if (targetComSkillShield.m_holder.visible)
+                  {
+                      targetComSkillShield.m_holder.visible = false;
+                      targetComSkillShield.m_holder1.visible = true;
+                      return;
+                  }
+
+                  UI_ComRoleSkill1 comRoleSkillScore = role == SkillDataManager.MINE ? _ui.m_ComRoleSkillNpcMinus : _ui.m_ComRoleSkillMineMinus;
+                  comRoleSkillScore.target.visible = true;
+                  comRoleSkillScore.m_c1.selectedIndex = role == SkillDataManager.MINE ? 0 : 1;
+                  int score = 0;
+                  if (role == SkillDataManager.MINE)
+                  {
+                      score = (int)_targetMainScore * cfg.value / 100;
+                      _targetScore -= score;
+
+                  }
+                  else
+                  {
+                      score = (int)_mainScore * cfg.value / 100;
+                      _score -= score;
+                  }
+
+                  // comRoleSkillScore.m_comRoleSkill.m_c1.selectedIndex = 1;
+                  comRoleSkillScore.m_txtScore.SetVar("count", score.ToString()).FlushVars();
+                  if (role == SkillDataManager.MINE)
+                  {
+                      comRoleSkillScore.m_t0.ignoreEngineTimeScale = false;
+                      comRoleSkillScore.m_t0.timeScale = _speed;
+                      comRoleSkillScore.m_t0.Play(() =>
+                      {
+                          comRoleSkillScore.target.visible = false;
+                      });
+                  }
+                  else
+                  {
+                      comRoleSkillScore.m_t0.ignoreEngineTimeScale = false;
+                      comRoleSkillScore.m_t0.timeScale = _speed;
+                      comRoleSkillScore.m_t1.Play(() =>
+                  {
+                      comRoleSkillScore.target.visible = false;
+                  });
+                  }
+
+                  UpdateProgressBar();
+
+              });
         }
         private void UpdateBreakUI(RoleSkillCfg cfg, int role)
         {
@@ -402,13 +431,19 @@ namespace GFGGame
             comSkillShield.m_holder.visible = true;
             comSkillShield.m_holder1.visible = false;
 
-            Timers.inst.Add(cfg.duration, 1, (param) =>
-            {
-                // comSkillShield.target.visible = false;
-                comSkillShield.m_holder.visible = false;
+            Timers.inst.Add(cfg.duration / _speed, 1, (param) =>
+              {
+                  // comSkillShield.target.visible = false;
+                  comSkillShield.m_holder.visible = false;
 
-            });
+              });
         }
+        private void OnBtnSpeedUp()
+        {
+            _speed = _speed == 1 ? 2 : 1;
+            _ui.m_btnSpeedUp.title = "x" + _speed;
+        }
+
         private void OnBtnBackClick()
         {
             Reset();
@@ -471,7 +506,7 @@ namespace GFGGame
                 btnSkill.GetController("c1").selectedIndex = 0;
                 // btnSkill.GetTransition("t0").Stop();
             }
-
+            isAutoPlay = false;
             Timers.inst.Remove(CircleScoreStart);
             Timers.inst.Remove(Skip);
         }

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/ViewManager.cs

@@ -51,7 +51,7 @@ namespace GFGGame
         /// <param name="hideOthers">�Ƿ�ر�������ͼ</param>
         public static void Show(string viewName, object viewData = null, object[] goBackParams = null, bool hideOthers = false, bool resetGobackParams = false)
         {
-            if (!FunctionOpenDataManager.Instance.CheckIsFunOpenBgViewName(viewName))
+            if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(viewName))
             {
                 return;
             }
@@ -116,7 +116,7 @@ namespace GFGGame
         public static bool Show<T>(object viewData = null, object[] goBackParams = null, bool hideOthers = false, bool resetGobackParams = false) where T : class, new()
         {
             string viewName = typeof(T).FullName;
-            if (!FunctionOpenDataManager.Instance.CheckIsFunOpenBgViewName(viewName))
+            if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(viewName))
             {
                 return false;
             }

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