ソースを参照

Merge branch 'master' of http://10.108.64.190:3000/gfg/client

guodong 2 年 前
コミット
8c00f5194f

+ 12 - 12
GameClient/Assets/Editor/ArtsRes/ImportArtResTool.cs

@@ -63,15 +63,15 @@ namespace GFGEditor
         public static string BgMd5FileSaveName = "BgMd5";
 
 
-        private static string[] CardBgSrcPaths { get { return new string[] { ResRootPath + "牌/pic/" }; } }
+        private static string[] CardBgSrcPaths { get { return new string[] { ResRootPath + "牌/pic/" }; } }
         public static string CardBgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Bg/";
         public static string CardBgMd5FileSaveName = "CardBgMd5";
 
-        private static string[] CardIconSrcPaths { get { return new string[] { ResRootPath + "牌/icon/" }; } }
+        private static string[] CardIconSrcPaths { get { return new string[] { ResRootPath + "牌/icon/" }; } }
         public static string CardIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Card/";
         public static string CardMd5FileSaveName = "CardMd5";
 
-        private static string[] CardSkillSrcPaths { get { return new string[] { ResRootPath + "牌/skill/" }; } }
+        private static string[] CardSkillSrcPaths { get { return new string[] { ResRootPath + "牌/skill/" }; } }
         public static string CardSkillTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Skill/";
         public static string CardSkillMd5FileSaveName = "CardSkillMd5";
 
@@ -150,8 +150,8 @@ namespace GFGEditor
             //音乐
             EditorUtility.DisplayProgressBar("进度", "正在导入音乐", 1);
             ImportRes(MusicSrcPaths, MusicTargetPath, MusicMd5FileSaveName);
-            //牌音乐
-            EditorUtility.DisplayProgressBar("进度", "正在导入牌音乐", 1);
+            //牌音乐
+            EditorUtility.DisplayProgressBar("进度", "正在导入牌音乐", 1);
             ImportRes(CardMusicSrcPaths, CardMusicTargetPath, CardMusicMd5FileSaveName);
             //套装图鉴图标
             EditorUtility.DisplayProgressBar("进度", "正在导入图鉴图标", 1);
@@ -172,14 +172,14 @@ namespace GFGEditor
             EditorUtility.DisplayProgressBar("进度", "正在导入背景图", 1);
             ImportRes(BgSrcPaths, BgTargetPath, BgMd5FileSaveName);
 
-            //牌背景
-            EditorUtility.DisplayProgressBar("进度", "正在导入牌背景", 1);
+            //牌背景
+            EditorUtility.DisplayProgressBar("进度", "正在导入牌背景", 1);
             ImportRes(CardBgSrcPaths, CardBgTargetPath, CardBgMd5FileSaveName);
-            //牌icon
-            EditorUtility.DisplayProgressBar("进度", "正在导入牌图标", 1);
+            //牌icon
+            EditorUtility.DisplayProgressBar("进度", "正在导入牌图标", 1);
             ImportRes(CardIconSrcPaths, CardIconTargetPath, CardMd5FileSaveName);
-            //牌技能图标
-            EditorUtility.DisplayProgressBar("进度", "正在导入牌技能图标", 1);
+            //牌技能图标
+            EditorUtility.DisplayProgressBar("进度", "正在导入牌技能图标", 1);
             ImportRes(CardSkillSrcPaths, CardSkillTargetPath, CardSkillMd5FileSaveName);
             //活动宣传图
             EditorUtility.DisplayProgressBar("进度", "正在导入活动宣传图", 1);
@@ -191,7 +191,7 @@ namespace GFGEditor
             EditorUtility.DisplayProgressBar("进度", "正在导入活动展示图2", 1);
             ImportRes(ActivityShow2SrcPaths, ActivityShow2TargetPath, ActivityShow2Md5FileSaveName);
             //拍照边框
-            EditorUtility.DisplayProgressBar("进度", "正在导入牌图标", 1);
+            EditorUtility.DisplayProgressBar("进度", "正在导入牌图标", 1);
             ImportRes(PhotoGraphBorderPaths, PhotoGraphBorderTargetPath, PhotoGraphBorderMd5FileSaveName);
 
             //UI背景

+ 2 - 2
GameClient/Assets/Editor/Excel/ExcelChecker.cs

@@ -291,7 +291,7 @@ namespace GFGEditor
             CardStarCfg[] dataArray = cfgArray.dataArray;
             foreach (CardStarCfg cfg in dataArray)
             {
-                CheckItemsExist(cfg.materiarsArr, "牌CardStarCfg.materiars");
+                CheckItemsExist(cfg.materiarsArr, "牌CardStarCfg.materiars");
             }
         }
         private static void CheckCardStoryCfg()
@@ -300,7 +300,7 @@ namespace GFGEditor
             CardStoryCfg[] dataArray = cfgArray.dataArray;
             foreach (CardStoryCfg cfg in dataArray)
             {
-                CheckStoryDialogExist(cfg.storyStartID, "牌CardStoryCfg.storyStartID");
+                CheckStoryDialogExist(cfg.storyStartID, "牌CardStoryCfg.storyStartID");
             }
         }
 

+ 1 - 1
GameClient/Assets/Editor/Excel/ExcelScanner.cs

@@ -10,7 +10,7 @@
             ItemApproachScanner.startScan();
             //扫描副本
             InstanceZonesScanner.StartScan();
-            // //写入牌最大等级
+            // //写入牌最大等级
             CardScanner.StartScan();
 
             GiftBagScanner.StartScan();

+ 1 - 1
GameClient/Assets/Editor/Xasset/Builds/BuildTask.cs

@@ -109,7 +109,7 @@ namespace VEngine.Editor.Builds
             {
                 HideSuitActionRes(suitCfg, hideFilePathList, hideDirPahtList);
             }
-            //牌资源打包屏蔽
+            //牌资源打包屏蔽
             //var cardCfgs = ItemCfgArray.Instance.GetCfgsByitemType(ConstItemType.CARD);
             //foreach (var itemCfg in cardCfgs)
             //{

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Controller/GMController.cs

@@ -23,14 +23,14 @@ namespace GFGGame
 
         public static async ETTask GetAllCardItem()
         {
-            //获得所有牌部件
+            //获得所有牌部件
             var errorCode = await GMSProxy.SendGMToServer("get all card");
             if (errorCode != ET.ErrorCode.ERR_Success)
             {
                 ErrorCodeController.Handler(errorCode);
                 return;
             }
-            PromptController.Instance.ShowFloatTextPrompt("已获得所有牌", MessageType.SUCCESS);
+            PromptController.Instance.ShowFloatTextPrompt("已获得所有牌", MessageType.SUCCESS);
         }
 
         public static async ETTask<bool> SendGMCommand(string messageGM, string messageSuc)

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

@@ -45,8 +45,8 @@ namespace GFGGame
         public int CurFightIndex = 0; //当前挑战场次下标
         public List<long> myScore = new List<long>(); //对战数据,三轮分数
         public List<long> targetScore = new List<long>(); //对战数据,三轮分数
-        public List<long> myFightPower = new List<long>(); //对战数据,竞技场战力,搭配战力,卓越点击战力,牌战力
-        public List<long> targetFightPower = new List<long>(); //对战数据,对手竞技场战力,搭配战力,卓越点击战力,牌战力
+        public List<long> myFightPower = new List<long>(); //对战数据,竞技场战力,搭配战力,卓越点击战力,牌战力
+        public List<long> targetFightPower = new List<long>(); //对战数据,对手竞技场战力,搭配战力,卓越点击战力,牌战力
 
         /*************************************************************************************************************************************/
 
@@ -156,7 +156,7 @@ namespace GFGGame
         }
 
         /// <summary>
-        /// 获取推荐
+        /// 获取推荐
         /// </summary>
         public int GetRecommentCardId(int scoreType, List<int> itemList, List<int> wearCardIds)
         {
@@ -379,7 +379,7 @@ namespace GFGGame
         /// <summary>
         /// index=0:搭配战力
         /// index=1:卓越点击战力
-        /// index=2:牌战力/技能战力
+        /// index=2:牌战力/技能战力
         /// </summary>
         /// <param name="roleType"></param>
         /// <param name="fightDatas"></param>

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Data/CardDataManager.cs

@@ -109,7 +109,7 @@ namespace GFGGame
 
 
         /// <summary>
-        /// 根据卡牌Id获取卡牌升级升星数据,无数据返回null
+        /// 根据词牌Id获取词牌升级升星数据,无数据返回null
         /// </summary>
         /// <param name="cardId"></param>
         /// <returns></returns>
@@ -119,7 +119,7 @@ namespace GFGGame
             return _cardDicByType[0][cardId];
         }
         /// <summary>
-        /// 根据男主类型获取牌列表
+        /// 根据男主类型获取牌列表
         /// </summary>
         public static List<CardData> GetCardListByRarity(int mainScore)
         {

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Data/FightDataManager.cs

@@ -222,7 +222,7 @@ namespace GFGGame
         }
 
         /// <summary>
-        /// 牌列表按竞技战力排序
+        /// 牌列表按竞技战力排序
         /// </summary>
         /// <param name="arrayList"></param>
         /// <returns></returns>

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Data/InstanceZonesDataManager.cs

@@ -87,10 +87,10 @@ namespace GFGGame
             _roleData.scoreType = InstanceZonesDataManager.currentScoreType;
             _roleData.baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
             _roleData.leagueSkillScore = LeagueDataManager.Instance.GetAllSkillScore(_roleData.scoreType);
-            _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//牌id
+            _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//牌id
 
             CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
-            _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//牌对应主题的属性分数
+            _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//牌对应主题的属性分数
 
 
             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);

+ 7 - 7
GameClient/Assets/Game/HotUpdate/Data/RedDotDataManager.cs

@@ -264,7 +264,7 @@ namespace GFGGame
             return RoleInfoManager.Instance.newHeadBorderDatas.Count > 0;
         }
         /// <summary>
-        /// 
+        /// 
         /// </summary>
         /// <returns></returns>
         public bool GetCardRed()
@@ -278,7 +278,7 @@ namespace GFGGame
             return false;
         }
         /// <summary>
-        /// 
+        /// 
         /// </summary>
         /// <returns></returns>
         public bool GetCardRed(int cardId)
@@ -288,7 +288,7 @@ namespace GFGGame
         }
 
         /// <summary>
-        /// 牌-升级红点
+        /// 牌-升级红点
         /// </summary>
         /// <param name="cardId"></param>
         /// <returns></returns>
@@ -319,7 +319,7 @@ namespace GFGGame
 
         }
         /// <summary>
-        /// 牌-升星红点
+        /// 牌-升星红点
         /// </summary>
         /// <param name="cardId"></param>
         /// <returns></returns>
@@ -338,7 +338,7 @@ namespace GFGGame
             return true;
         }
         /// <summary>
-        /// 卡牌-卡牌技能升级
+        /// 词牌-词牌技能升级
         /// </summary>
         /// <param name="cardId"></param>
         /// <returns></returns>
@@ -353,7 +353,7 @@ namespace GFGGame
         }
 
         /// <summary>
-        /// 卡牌-卡牌技能升级
+        /// 词牌-词牌技能升级
         /// </summary>
         /// <param name="skillId"></param>
         /// <returns></returns>
@@ -375,7 +375,7 @@ namespace GFGGame
             return itemHas >= itemNeed && costHas >= costNeed;
         }
 
-        //卡牌-卡牌升星奖励状态
+        //词牌-词牌升星奖励状态
         public bool GetCardStarReward(int cardId)
         {
             CardData cardData = CardDataManager.GetCardDataById(cardId);

+ 14 - 14
GameClient/Assets/Game/HotUpdate/Data/ScoreSystemData.cs

@@ -80,7 +80,7 @@ namespace GFGGame
         /// <returns></returns>
         public double GetMainScore(FightData roleData)
         {
-            //(部件属性分数+标签分数+人物基础分+雅集技能分+牌属性分数)*4
+            //(部件属性分数+标签分数+人物基础分+雅集技能分+牌属性分数)*4
 
             // int partScore = 0;
             // double tagScore = 0;
@@ -99,7 +99,7 @@ namespace GFGGame
 
         public double GetRobotMainScore(FightData robotData)
         {
-            //(部件属性分数+标签分数+人物基础分+牌属性分数)*4
+            //(部件属性分数+标签分数+人物基础分+牌属性分数)*4
 
             double partScore = 0;
 
@@ -118,14 +118,14 @@ namespace GFGGame
         /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
         /// <param name="mainScore">总主属性</param>
         /// <param name="type">评分部位</param>
-        /// <param name="showCard">是否展示牌效果</param>
+        /// <param name="showCard">是否展示牌效果</param>
         /// <returns></returns>
         public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
         {
 
             //部件评分=部件基础分*部件系数
-            //点击评分=(部件基础分+(人物基础分+雅集技能分+牌属性分数)*点击系数)*2.22   (新点击公式,防止点击优秀却因为未穿衣服结果是0分)
-            //牌评分=总属性*技能配表百分比
+            //点击评分=(部件基础分+(人物基础分+雅集技能分+牌属性分数)*点击系数)*2.22   (新点击公式,防止点击优秀却因为未穿衣服结果是0分)
+            //牌评分=总属性*技能配表百分比
             double partBaseScore = GetPartBaseScore(roleData, partId);
 
             double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
@@ -145,8 +145,8 @@ namespace GFGGame
         public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
         {
             //部件评分=部件基础分*部件系数
-            //点击评分=(部件基础分+(人物基础分+牌属性分数)*点击系数)*2.22   (新点击公式,防止点击优秀却因为未穿衣服结果是0分)
-            //牌评分=总属性*技能配表百分比
+            //点击评分=(部件基础分+(人物基础分+牌属性分数)*点击系数)*2.22   (新点击公式,防止点击优秀却因为未穿衣服结果是0分)
+            //牌评分=总属性*技能配表百分比
             double partBaseScore = GetRobotPartBaseScore(robotData, partId);
 
             double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
@@ -210,7 +210,7 @@ namespace GFGGame
 
         private double GetPartItemClickScore(int clickType)
         {
-            //点击评分=(部件基础分+(人物基础分+牌属性分数)*点击系数)*2.22
+            //点击评分=(部件基础分+(人物基础分+牌属性分数)*点击系数)*2.22
             double clickCoefficient = 0;
             switch (clickType)
             {
@@ -228,7 +228,7 @@ namespace GFGGame
         }
 
         /// <summary>
-        /// 获取牌技能持续回合数
+        /// 获取牌技能持续回合数
         /// </summary>
         /// <returns></returns>
         public List<int> GetRoundTime(int cardId, List<int> skillLvs)
@@ -341,15 +341,15 @@ namespace GFGGame
             targetScore = (int)Math.Ceiling(_targetSkillScore);
         }
         /// <summary>
-        /// 是否展示牌效果
+        /// 是否展示牌效果
         /// </summary>
-        /// <param name="cardId">牌id</param>
+        /// <param name="cardId">牌id</param>
         /// <param name="validSkills">被触发的有效技能列表</param>
         /// <returns></returns>
         public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
         {
             if (cardId <= 0) return false;//未选卡
-            if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示
+            if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示
             List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
             for (int i = 0; i < skillCfgs.Count; i++)
             {
@@ -373,7 +373,7 @@ namespace GFGGame
 
 
         /// <summary>
-        /// 根据牌Id获取 战斗选卡 界面显示配置
+        /// 根据牌Id获取 战斗选卡 界面显示配置
         /// </summary>
         /// <param name="cardId"></param>
         /// <returns></returns>
@@ -399,7 +399,7 @@ namespace GFGGame
 
 
         /// <summary>
-        /// 根据牌Id获取评分主技能显示配置
+        /// 根据牌Id获取评分主技能显示配置
         /// </summary>
         /// <param name="cardId"></param>
         /// <returns></returns>

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Data/SkillDataManager.cs

@@ -16,7 +16,7 @@ namespace GFGGame
             LeagueSkillDatas.Clear();
             LeagueSkillScoreDatas.Clear();
         }
-        /*********************************************************牌技能****************************************************/
+        /*********************************************************牌技能****************************************************/
         public void InitCardData(int cardId, List<int> skillIds, List<int> skillLvs)
         {
 

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Data/VO/ArenaData.cs

@@ -9,7 +9,7 @@ namespace GFGGame
         public int Type; //类型,由FightTargetType定义
         public OtherRoleInfoData RoleInfo = new OtherRoleInfoData(); //玩家数据
         public List<FightData> FightDatas = new List<FightData>();//搭配列表,与RobotDressupList只能存在一个,取决于Type
-        public List<long> FightPower = new List<long>();//搭配战力,卓越点击战力,牌战力
+        public List<long> FightPower = new List<long>();//搭配战力,卓越点击战力,牌战力
 
     }
 
@@ -24,7 +24,7 @@ namespace GFGGame
         public ArenaTargetData targetData;
         public List<long> MyScores = new List<long>();//自己3轮战斗分数
         public List<long> TargetScores = new List<long>();//对手3轮战斗分数
-        public List<long> FightPower = new List<long>();//自己 搭配战力,卓越点击战力,牌战力,对方的在targetData里
+        public List<long> FightPower = new List<long>();//自己 搭配战力,卓越点击战力,牌战力,对方的在targetData里
 
     }
 }

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Data/VO/FightData.cs

@@ -9,8 +9,8 @@ namespace GFGGame
         public int scoreType;//本次战斗的主题
         public int baseScore;//角色等级分数
         public long leagueSkillScore;//角色雅集技能分
-        public int cardId;//牌id
-        public int cardScore;//牌对应主题的属性分数
+        public int cardId;//牌id
+        public int cardScore;//牌对应主题的属性分数
         public string[] tags = { };////本次战斗要求的标签
         public List<int> skillLvs = new List<int>();
         public List<float> itemScoreList = new List<float>();//对应服装当前主题的实际分数

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Arena/ArenaDressInfoView.cs

@@ -150,7 +150,7 @@ namespace GFGGame
 
         private async void OnBtnRecommendClick()
         {
-            //标记,本次推荐已经穿戴过的牌,防止重复。
+            //标记,本次推荐已经穿戴过的牌,防止重复。
             var wearCardIds = new List<int>();
             for (int i = 0; i < ArenaDataManager.Instance.ThemeList.Count; i++)
             {

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs

@@ -290,7 +290,7 @@ namespace GFGGame
             CardLvlCfg cardLvCfg = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(_cardData.itemCfg.rarity, _showLv);
             if (cardLvCfg == null)
             {
-                ET.Log.Error("牌" + _cardData.id + " 没有  " + _showLv + "   级等级配置");
+                ET.Log.Error("牌" + _cardData.id + " 没有  " + _showLv + "   级等级配置");
                 return;
             }
 
@@ -616,7 +616,7 @@ namespace GFGGame
             CardStarCfg cardStarCfg = CardStarCfgArray.Instance.GetCfgBycardIdAndstarLvl(_cardData.id, _cardData.star);
             if (cardStarCfg == null)
             {
-                ET.Log.Error("牌:" + _cardData.id + "   无" + _cardData.star + "星升星配置");
+                ET.Log.Error("牌:" + _cardData.id + "   无" + _cardData.star + "星升星配置");
                 return;
             }
             int index = 1;
@@ -732,7 +732,7 @@ namespace GFGGame
 
             if (_cardData.lv < cardStarCfg.needLv)
             {
-                PromptController.Instance.ShowFloatTextPrompt("牌等级不足");
+                PromptController.Instance.ShowFloatTextPrompt("牌等级不足");
                 return;
             }
             if (CardDataManager.isFullStar(_cardData.id, _cardData.star) == true)

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryCardChoose.cs

@@ -14,7 +14,7 @@ namespace GFGGame
         private List<CardData> cardList = new List<CardData>();
         private static int _scoreType;
         private int _selectedIndex = 0;
-        private int _cardId = 0; //记录打开界面时的竞技场牌id
+        private int _cardId = 0; //记录打开界面时的竞技场牌id
         private int _skillId = 0;
 
         private List<EffectUI> _effects = new List<EffectUI>();

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightSingleScoreView.cs

@@ -16,8 +16,8 @@ namespace GFGGame
         private int _partId;//当前评分part
         private int _curIndex;//当前评分index
         private int _score;//当前总分数
-        private int _skillScore = 0;//当前牌技能分
-        private int _allSkillScore = 0;//当前牌技能叠加分,加到部件里的分,(部件开始、完美点击)
+        private int _skillScore = 0;//当前牌技能分
+        private int _allSkillScore = 0;//当前牌技能叠加分,加到部件里的分,(部件开始、完美点击)
         private int _partScore = 0;//当前部件分+技能评分(_skillScore)
         private int _currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
         private double _mainScore;//总主属性分

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightTargetScoreView.cs

@@ -42,8 +42,8 @@ namespace GFGGame
         private float _targetScore;
         private double _mainScore;//总主属性分
         private double _targetMainScore;//战斗目标总主属性分
-        private int _skillScore = 0;//当前牌技能分
-        private int _targetSkillScore = 0;//当前牌技能分
+        private int _skillScore = 0;//当前牌技能分
+        private int _targetSkillScore = 0;//当前牌技能分
         private bool _isAllPerfect = false;//登峰造极中
 
         private List<int> _roundTimes = new List<int>();//作用时机为对战开始的技能持续的回合数,为0表示技能未被触发或技能作用时机不是对战开始