356 Commits
one ... new0602

Author SHA1 Message Date
96ae0481d1 错误版本 2025-08-14 15:47:47 +08:00
3b4ce5b33e dd 2025-08-14 13:42:49 +08:00
3703b148e9 英雄卡牌 2025-08-14 10:52:37 +08:00
66acc50c49 ui继续 2025-08-13 23:52:44 +08:00
672e987c70 底部按钮ui 2025-08-13 10:43:36 +08:00
c7c4471d4d 商品页ui 2025-08-13 10:24:58 +08:00
e9db3305c5 dd 2025-08-13 00:14:24 +08:00
ba3fa75006 开始商店ui 2025-08-13 00:13:28 +08:00
d464491172 英雄和敌人 全死亡后,判定解决 2025-08-12 20:20:05 +08:00
b77f023548 本地数据存取 完成 2025-08-12 16:58:29 +08:00
5dd354a86b 刷怪完成 2025-08-12 15:54:56 +08:00
61cbd6e7bd 技能有bug 需要处理 2025-08-12 11:02:16 +08:00
1273ec6e99 去掉skillcom处理 buff skill只负责动画运行和碰撞伤害 2025-08-12 10:31:01 +08:00
ca8bbd397b 防御还是百分比减免 2025-08-12 00:01:10 +08:00
13d0a6d190 技能cd 完善 2025-08-11 23:13:16 +08:00
919ff09351 英雄去除 smchp 2025-08-11 22:33:22 +08:00
5bcf5e737b 清理掉 missioncomp的 抽卡相关的 游戏逻辑 2025-08-11 22:02:20 +08:00
89daacba36 继续游戏模式改变,不再是原先的肉鸽单局,而是闯关轻成长 2025-08-11 17:07:28 +08:00
7bece884da dd 2025-08-11 15:35:25 +08:00
829bf6ca38 dd 2025-08-11 15:35:16 +08:00
1f38e07b05 dd 2025-08-11 15:34:36 +08:00
43f6ab8f6a dd 2025-08-11 15:34:12 +08:00
f37b88d78b dd 2025-08-11 15:24:41 +08:00
755a2e83d8 英雄怪物都切换到帧动画 2025-08-11 11:06:14 +08:00
1521d9445c 去掉原先spine 英雄怪物 2025-08-10 22:34:04 +08:00
bce3580b22 再次清理英雄,切换到像素 2025-08-10 15:48:34 +08:00
4ea590e708 英雄 简单优化 2025-08-08 22:40:07 +08:00
bf241345bf 技能内存优化 2025-08-08 22:20:26 +08:00
570812de88 移动 技能方向基本完善 2025-08-08 20:17:40 +08:00
a283e98e98 英雄 位移 完成 2025-08-08 17:12:17 +08:00
1482e9989a 通过帧事件 实现技能的范围伤害完善 2025-08-08 16:36:54 +08:00
cd6675652b 调整盾技能, 盾图片资源需要换 2025-08-08 15:48:50 +08:00
2af32ee476 背景改变 2025-08-08 14:24:25 +08:00
25ed3a009a 角色 停止后 切换到idle动画 2025-08-08 13:44:28 +08:00
52ee731e3f dd 2025-08-07 23:37:18 +08:00
4b3cf36d95 dd 2025-08-07 10:51:23 +08:00
db5cacfe8f dd 2025-08-07 10:50:50 +08:00
471248eba8 英雄icon 直接使用json动画,不需要icon图片了 2025-08-07 00:34:59 +08:00
d77ce672b3 开始 继续技能动画,和技能配置, 并完成初步几个英雄设定 2025-08-06 17:39:55 +08:00
3f2001e2d1 当三个英雄后,不再出现其他英雄 2025-08-06 16:20:54 +08:00
af16f581dd 目前没有错误,不需要添加自定义计时器 2025-08-06 15:36:55 +08:00
d0f79c9207 再来一局 完善, todo : mission 添加自定义的 定时运行队列 方便销毁 2025-08-06 10:56:50 +08:00
228014bc8f 结束ui 2025-08-05 23:50:49 +08:00
97bba4edb7 英雄召唤基本完成 下一步 满3个英雄后 不再出现其他英雄 2025-08-05 22:28:24 +08:00
6f9529ada2 dd 2025-08-05 17:25:34 +08:00
3db3cc78eb 逐步 去掉 主英雄设定 2025-08-05 10:32:18 +08:00
b6228f7747 游戏 模式再次改变 2025-08-04 23:58:11 +08:00
2423b25dea dd 2025-08-04 17:16:05 +08:00
7b424d1649 ddd 2025-08-04 00:37:57 +08:00
f579ed49e7 老的ui 依赖完全去除 2025-08-03 20:26:28 +08:00
4b694120ff dd 2025-08-03 19:08:51 +08:00
a03b2516e3 dd 2025-08-03 19:03:43 +08:00
2a5d1ecbd9 继续清理 2025-08-03 19:00:09 +08:00
b12060f133 继续去掉老的ui 2025-08-03 16:46:16 +08:00
5c8a15262e ui调整 去掉一些不要的 2025-08-03 16:25:51 +08:00
eff5f21d04 ui添加 2025-08-03 08:52:33 +08:00
4daac778a0 开箱 随机buff 初步完成 2025-08-02 09:59:25 +08:00
fef5480322 动画位置完善 2025-08-01 23:54:20 +08:00
6e948020ef 去掉bbox 动画,有需要重做 2025-08-01 23:34:50 +08:00
1eb936a003 去掉goods 2025-08-01 23:33:37 +08:00
9d0fdfc0f8 去掉了item+ 小强化 动画 2025-08-01 23:32:39 +08:00
3c349f4195 ++lucky 功能ui 2025-08-01 17:24:55 +08:00
877abc9577 +刷新次数的增加和广告入口 2025-08-01 10:52:47 +08:00
7462e2aeef dd 2025-07-31 23:13:21 +08:00
0b0a217abc 每波添加一次刷新次数 2025-07-31 22:58:10 +08:00
626003c061 添加默认刷新次数 2025-07-31 22:57:04 +08:00
cac739c52b 天赋替换完成 2025-07-31 22:56:31 +08:00
15e41c628a 天赋信息显示,todo:替换 2025-07-31 22:31:52 +08:00
7bb49f86d5 死亡计数出错修复 + 刷怪5个后间隔5秒 2025-07-31 17:22:04 +08:00
d56b4293d7 掉血独立 2025-07-31 15:46:25 +08:00
db2acbf52e todo 天赋逐个验证 + 掉血改独立 2025-07-30 23:25:06 +08:00
23ef6c3ca0 天赋完善 继续 2025-07-30 22:25:31 +08:00
c3ecc08767 增益 再全面完善下 2025-07-30 00:41:20 +08:00
6c6fb64ab1 统一属性计算函数 2025-07-30 00:19:46 +08:00
11a957b08a 临时buff改成时间计算 cd 加速的逻辑改变 2025-07-30 00:08:46 +08:00
a4ebf3c651 dd 2025-07-29 23:55:49 +08:00
16195f4cb4 天赋触发和 ui制作完成 2025-07-29 17:08:42 +08:00
3fe8edf88a dd 2025-07-29 11:08:29 +08:00
9f820436fc 添加 缓冲倒计时 2025-07-29 00:04:57 +08:00
98039f36ca dd 2025-07-28 17:28:05 +08:00
d081695725 天赋 初步, 倒计时 添加 2025-07-28 17:12:43 +08:00
b3ea965c46 Merge branch 'new0602' of https://e.coding.net/walker_pan/heros/heros into new0602 2025-07-28 14:51:47 +08:00
cd6f10a534 dd 2025-07-28 14:51:44 +08:00
953ae2e0f9 dd 2025-07-28 14:17:56 +08:00
48eaa6d1ad 地图修改 2025-07-28 00:14:20 +08:00
4bd2e5566a 统一 英雄能量增长 2025-07-25 23:17:24 +08:00
655a4eef56 去掉英雄不同类型 出生点不同,去掉能量增长方式的不同 2025-07-25 22:26:43 +08:00
8832a2199e 去掉boss 面板 2025-07-25 17:24:07 +08:00
855fed2a47 技能都改为 cd 减少 玩家学习成本 2025-07-25 17:20:23 +08:00
509121a2ab dd 2025-07-25 13:23:54 +08:00
ac12d8cfe6 技能++ 2025-07-25 10:47:35 +08:00
2018e98e7c dd 2025-07-25 10:24:19 +08:00
0ba25c1cac 稍微改了点 2025-07-25 09:55:08 +08:00
a5a0c26e8f 技能添加 2025-07-24 23:43:22 +08:00
81a45e4387 技能清理 2025-07-24 17:15:28 +08:00
cafd6f4073 能量增长完善 下一步 开始设计英雄 2025-07-24 17:06:40 +08:00
054fc0a44a dd 2025-07-24 13:41:20 +08:00
87e1de7f16 Merge branch 'new0602' of https://e.coding.net/walker_pan/heros/heros into new0602 2025-07-24 13:36:42 +08:00
7bd7da427d dd 2025-07-24 13:36:39 +08:00
0b57ffa684 +2个技能 2025-07-24 11:03:24 +08:00
af89bb7707 涨能量需要再处理下, 怪物被攻击算命中 如何涨 2025-07-24 00:05:11 +08:00
690f0547cd 做了一个初始 物理技能,战士前排抗揍 触发被攻击被动,远程 攻击 触发攻击被动 2025-07-23 17:54:12 +08:00
e98de0ae84 dd 2025-07-23 17:37:29 +08:00
e3b403c162 dd 2025-07-23 17:36:03 +08:00
e96d5fca99 Merge branch 'new0602' of https://e.coding.net/walker_pan/heros/heros into new0602 2025-07-23 15:31:15 +08:00
d2b62bd351 dd 2025-07-23 15:31:12 +08:00
9c1a453ff7 dd 2025-07-23 15:26:03 +08:00
b6f026e5b7 dd 2025-07-23 13:50:51 +08:00
f805bbcd4a 修复bug和ui调整,下一步,达到特定等级才激活技能 2025-07-23 10:41:09 +08:00
1611b5d3b5 Merge branch 'new0602' of https://e.coding.net/walker_pan/heros/heros into new0602 2025-07-23 00:38:46 +08:00
a8dfceeb09 dd 2025-07-23 00:38:44 +08:00
147cb2bad7 装备 设计 修改 2025-07-22 17:29:32 +08:00
cde7da64ad 解决修改后的bug 2025-07-22 17:06:28 +08:00
a5ed2f5784 零时buff还是有必要的 可以增加玩法 2025-07-22 16:49:17 +08:00
b17de4a2ac FightConComp 的效用已经取消,下一步 进一步 精简,去掉临时 buff debuff 因为本身就是 当局游戏 没必要加零时debuff 直接当局永久debuff 2025-07-22 16:42:42 +08:00
e45ebd524b 添加了 英雄专门处理 装备加成的文件,接下来 去掉原先的光环类文件 FightCon 2025-07-22 16:16:36 +08:00
508c3b570a 乖乖数量减少,走精英路线 2025-07-22 10:17:52 +08:00
f841c9ec7f dd 2025-07-21 23:35:11 +08:00
a073682615 解决 穿刺错误问题,下一步 修改升级奖励为 手动触发 2025-07-21 17:15:12 +08:00
68c4d94ccc 解决 预制体刚生成还没移到出生点就发生碰撞问题 2025-07-21 16:51:33 +08:00
2d6e8de164 怪物攻击后不走路问题 2025-07-21 14:49:13 +08:00
163e8273c5 提速了下 2025-07-21 14:36:57 +08:00
9b4e9073a2 暂时 解决 血条错位和 打到新产生的怪问题 2025-07-21 10:08:54 +08:00
9fd8fa02af 注释 打印+怪物变强 2025-07-21 08:07:53 +08:00
c6dea41c80 修改了 spine 为缓存模式 2025-07-20 13:56:10 +08:00
75b2206b70 spine动画更有优势,不再考虑帧动画 2025-07-19 14:59:42 +08:00
8676b5340e + 龙怪 动画脚本 兼容2种动画 2025-07-18 17:24:38 +08:00
3b569068d4 dd 2025-07-18 13:53:34 +08:00
250df54c29 dd 2025-07-17 23:51:21 +08:00
db026e990d 群体技能还是需要修改 2025-07-17 10:09:52 +08:00
5a9da59acc 怪物 改为3条直线 进入, 攻击动画 直线的已改, 抛物线和群攻的 也需要修改 2025-07-17 09:53:19 +08:00
8aa4edabd4 怪物数 增加, 但强度太低了 需要考虑下 2025-07-16 23:50:21 +08:00
2c09abc373 ui 修改 2025-07-16 20:58:34 +08:00
326bd32183 技能cd 增益 需要修复 2025-07-16 17:46:17 +08:00
95e64c530a 升级bug 解决 2025-07-16 16:07:06 +08:00
de8924b84d 开始 英雄 信息ui 修改 2025-07-16 10:59:41 +08:00
82127a81ba 强化选项 完成 2025-07-16 10:38:47 +08:00
6f2af2f395 接下来测试强化 2025-07-15 23:22:52 +08:00
1780509509 简化 强化选项 2025-07-15 22:42:50 +08:00
0e069b5594 装备 数值 修改为5%的差值,接下来需要设计 几个流派,并给装备标注 2025-07-15 17:50:28 +08:00
04704d4526 dd 2025-07-14 23:33:36 +08:00
a1a6756b6c 再次 清理了一些东西 2025-07-14 17:12:50 +08:00
3a53b5e531 界面清理,现在开始 升级 进化设置 2025-07-14 17:02:56 +08:00
6b6d4db571 伙伴 系统基本清理 2025-07-14 16:59:29 +08:00
fbcd12a5b9 取消掉副英雄 2025-07-14 16:53:39 +08:00
0815d64f3c 必杀技和卡牌技能 签到 skillconcomp,统一执行 2025-07-14 14:29:51 +08:00
377c287eec 将必杀技 迁移到 skillconcom ,去除技能释放卡牌 2025-07-14 10:52:43 +08:00
9ebab375a9 dd 2025-07-14 00:12:44 +08:00
da71e04e83 dd 2025-07-14 00:11:53 +08:00
e6c3eefbcb 怪物 不变,添加boss 2025-07-13 20:32:17 +08:00
c6b017d5fe dd 怪物开始重做 2025-07-13 17:31:11 +08:00
ffc51c10a3 +肉鸽模式,接下来做boss 动画 2025-07-12 21:40:54 +08:00
37610439a6 dd 2025-07-11 17:23:20 +08:00
43c2dbcfa2 怪物根据怪物等级 掉落石头和经验 2025-07-11 16:20:05 +08:00
a302bbd65f dd 2025-07-11 11:12:06 +08:00
9dec586217 dd 2025-07-11 11:10:37 +08:00
933987eab1 怪物波次及等级++ 2025-07-11 10:55:48 +08:00
3072e8eccd dd 2025-07-10 23:22:55 +08:00
c9ecc5979c 技能配置基本完成,现在开始 怪物及关卡配置 2025-07-10 17:24:48 +08:00
e4263b5f47 武器 击晕 冰冻 易伤 效果添加 2025-07-10 16:35:16 +08:00
a75950d3a6 dd 2025-07-10 11:00:33 +08:00
8e4c7410b9 武器 技能 配置表修改 2025-07-10 10:48:11 +08:00
b832851842 武器配置表 2025-07-10 10:00:25 +08:00
541a944c0c ++护盾技能 2025-07-10 00:30:35 +08:00
7dcaf19925 buff 治疗等技能完善 2025-07-09 17:54:03 +08:00
f73badd5fc 对UI进行调整 2025-07-09 10:24:43 +08:00
da1db91368 技能图标需要和卡牌 统一 2025-07-08 15:17:05 +08:00
63a3433838 必杀技 与卡牌技能类似 的触发机制 2025-07-08 15:10:33 +08:00
0aaf45d20d 稍微优化技能目标 2025-07-08 14:35:54 +08:00
b2c49d978a 技能目标位置 完善 2025-07-08 10:44:28 +08:00
aa31ffb0e8 dd 2025-07-07 20:23:01 +08:00
b642c1d40f 技能系统基本完善 ,现在需要完善基础技能 2025-07-07 17:19:02 +08:00
3798f9da95 技能加入选择 ,继续完善 2025-07-07 10:58:21 +08:00
f7c231de00 基础主将添加+ 修复第一次伤害计算为穿刺伤害bug 2025-07-06 23:58:10 +08:00
9ebf620ed8 添加 了 饰品 锤子 + 冰冻同时冻住cd,眩晕则cd归零 后续 需要处理 boss 的技能cd归零和冻结 2025-07-05 17:48:59 +08:00
ed26a10a98 装备 新购 升级 基本完成, 接下来需要制作饰品 2025-07-04 16:22:15 +08:00
7413dc4e6e 装备 升级 制作 2025-07-04 15:57:25 +08:00
d0e411ac12 dd 2025-07-04 15:47:50 +08:00
352792b76f 装备ui 等级和品质 表现 2025-07-04 15:40:36 +08:00
85e4985311 dd 2025-07-03 23:31:09 +08:00
99f213e461 dd 盾牌配置表中断 需要继续完善 2025-07-03 17:16:38 +08:00
073a3bbd2f 穿透 加 穿透伤害比例 设定 2025-07-03 10:39:50 +08:00
f72691cecb 完成 剑类 初步设计 2025-07-03 10:34:27 +08:00
11e6ecdf48 装备 需要完善 2025-07-02 17:45:00 +08:00
ebeb5ea04b 技能装备 逻辑改变,ui 变动基本完成 2025-07-02 16:01:35 +08:00
42683db961 dd 2025-07-02 14:06:33 +08:00
a83b8efacb 装备技能 获取和提示 动画 修改 2025-07-02 10:41:23 +08:00
8c1216f24d 装备和技能获取逻辑改变 2025-07-01 23:30:00 +08:00
bdb0ca5bb1 穿刺和易伤为100% 暴击和风怒为概率 2025-07-01 17:15:08 +08:00
9b5c2f8fc8 dd 2025-06-30 17:26:38 +08:00
ded1b36cfb dd 2025-06-30 17:24:04 +08:00
63f85a223d 还有 关卡设定 2025-06-30 16:15:59 +08:00
db18064511 基本完成,进入 英雄 和装备设计阶段 2025-06-30 16:14:54 +08:00
326e9bb97c dd 2025-06-29 23:36:22 +08:00
2ec530d881 添加 升级系统 2025-06-27 16:26:12 +08:00
dde29136fa 加入 等级系统 开始 2025-06-27 10:59:12 +08:00
cba52086c2 dd 2025-06-27 08:36:34 +08:00
0a25259cf4 技能卡槽 需要测试确认 2025-06-26 16:57:55 +08:00
b00cc9536f 技能选择 需要确定是技能1 23 中的哪个 2025-06-26 16:44:22 +08:00
d31c495a54 属性弹窗++ 2025-06-26 10:49:08 +08:00
862777a9c7 继续 2025-06-25 23:57:19 +08:00
7363952dae hp buff 基本完成 2025-06-25 21:09:54 +08:00
db0a0dd19c 信息展示 继续 2025-06-25 17:00:43 +08:00
75136d665b dd 2025-06-25 13:45:05 +08:00
2b5ed007b4 光环和装备加成 都改为buff 不再使用buff 2025-06-25 13:44:51 +08:00
03456dd990 dd 2025-06-25 11:10:13 +08:00
b4ed42456e 伤害计算 需要统一 2025-06-25 11:10:03 +08:00
6b030894ef 继续 2025-06-24 23:33:19 +08:00
56a76f51b7 主将 伙伴 和boss 信息 使用mvvm 动态显示 2025-06-24 21:09:39 +08:00
766c1f8176 crt 改为crit 2025-06-24 21:08:46 +08:00
4ef2855e49 bar继续 2025-06-24 16:21:38 +08:00
ad67064e17 dd 2025-06-24 13:51:26 +08:00
4af72ba3ef 战斗信息展示 继续 2025-06-24 11:04:43 +08:00
f734708cf3 dd 2025-06-24 07:52:58 +08:00
b69222d24f dd 2025-06-24 00:13:13 +08:00
edba01722c ee 2025-06-23 16:19:41 +08:00
c62eda84bb 卡组刷新 及预置广告 抽紫装, 成功后刷紫装未做 2025-06-23 16:17:58 +08:00
c6fa6838db dd 2025-06-23 10:49:15 +08:00
6584fa0e72 改了 好多 2025-06-22 23:50:28 +08:00
80359de181 技能动画暂停 2025-06-20 16:35:57 +08:00
6ce9fc4c48 aoe技能继续添加 2025-06-20 16:29:11 +08:00
211dd26ca3 dd 2025-06-20 11:02:42 +08:00
a31710e2d9 dd 2025-06-20 10:26:28 +08:00
b7edf26cc9 aoe ++ 2025-06-20 00:25:05 +08:00
ff402f14ca dd 单独制作 卡牌特效 2025-06-19 17:28:55 +08:00
3582521e4e dd 2025-06-19 16:38:20 +08:00
492e052d5b 战斗结束情况 cards 队列 2025-06-19 16:06:17 +08:00
86378c16b7 卡牌样式修改 2025-06-19 16:04:13 +08:00
a1ba9efd89 卡片内圈++ 2025-06-19 13:26:25 +08:00
4ebd868d20 dd 2025-06-19 11:07:10 +08:00
b390d5bc90 卡牌调整为3张 2025-06-19 11:03:40 +08:00
3accaa1850 card ui调整 2025-06-19 10:28:31 +08:00
2c9f176912 cards icons ++ 2025-06-19 09:32:11 +08:00
ab9ff70f77 功能性卡牌功能继续 2025-06-18 17:17:29 +08:00
b6a2ab2921 dd 2025-06-18 16:32:17 +08:00
6e6b5c31c7 功能卡牌出不设定 2025-06-18 16:31:39 +08:00
5083910c95 技能清理 2025-06-18 16:04:57 +08:00
d6457be563 todo + 2025-06-18 11:00:14 +08:00
1d9aa0834c todo 2025-06-18 10:59:19 +08:00
be4543b62e 装备技能转变 触发+伙伴死亡 被攻击触发 2025-06-18 10:58:18 +08:00
fdfa9cbd37 dd 2025-06-17 17:21:54 +08:00
d7b6dd375a 装备特殊加成 继续完善 2025-06-17 16:19:02 +08:00
0a1e2b7813 伙伴复活时间减少完善 2025-06-17 14:49:26 +08:00
d02482a591 复活完成 2025-06-17 10:58:13 +08:00
5af0a314a6 去掉 HeroSelectEnd 等 无用 信号 2025-06-17 08:55:03 +08:00
3ad905cd59 dd 2025-06-17 00:00:56 +08:00
843d03ac20 FRIEND_WAVE_UP 2025-06-16 16:54:44 +08:00
9a2e2af37a dd 2025-06-16 16:52:23 +08:00
d9b7b6c966 英雄普通攻击改变 2025-06-16 10:53:02 +08:00
e7efaa9d1e DD 2025-06-15 23:22:19 +08:00
93ed6fae1e dd 2025-06-14 22:55:25 +08:00
cb91e66646 装备改为 buff 和 debuff 2种加成 2025-06-14 22:54:07 +08:00
d01b98f9c3 buff 重设 英雄和伙伴 改为公用debuff 2025-06-13 16:42:01 +08:00
8ea55fd99e 英雄主技能 加成有问题 需完善 2025-06-13 15:15:41 +08:00
008cd2ffc5 装备加成错误解决 2025-06-13 15:10:47 +08:00
3ec7c18ace dd 2025-06-13 10:59:50 +08:00
2376c952d2 修改了挺多, 继续完善 战斗流程设计 2025-06-13 10:59:41 +08:00
3312c2addf dd 2025-06-12 23:35:25 +08:00
8016ec78f1 出生点修改 2025-06-12 20:48:11 +08:00
741da016fd card 显示修改 2025-06-12 20:39:32 +08:00
6aeee46c7c 血条显示修改 2025-06-12 20:30:19 +08:00
c35ae83511 修复 层级不起效和移动问题 2025-06-12 20:04:27 +08:00
950b91441b dd 2025-06-12 16:51:47 +08:00
cb38aa55a4 继续完善 装备buff 2025-06-12 16:24:23 +08:00
4c0d1023a0 攻击次数 继续完善 2025-06-12 10:56:12 +08:00
a0bd1da1ca dd 2025-06-11 23:55:45 +08:00
d06d8fe910 dd 2025-06-11 16:54:50 +08:00
4096922e61 dd 2025-06-11 10:55:24 +08:00
1f5a4a7fb7 dd 2025-06-09 23:30:35 +08:00
9bace6aa99 dd 2025-06-09 09:54:52 +08:00
094b55f349 装备添加 2025-06-08 23:16:40 +08:00
63f4d1067e 得分结算页面 2025-06-06 22:54:09 +08:00
94128b05ca 任务开始 技能清空 2025-06-06 16:38:48 +08:00
fee9fc9852 去掉hartmodel 2025-06-06 16:26:13 +08:00
f9b3f56a04 dd 2025-06-06 10:45:29 +08:00
76c6fca2a5 完成 技能选择和英雄选择 2025-06-06 10:44:45 +08:00
6883916de1 dd 2025-06-05 23:06:53 +08:00
25202ccb35 英雄技能的加载 继续 2025-06-04 20:50:29 +08:00
b26efd07fd 游戏开始 初始技能功能 继续完善 2025-06-04 17:16:43 +08:00
899613c689 召唤逻辑改变 2025-06-03 16:34:27 +08:00
b66c69d925 dd 2025-06-03 10:51:25 +08:00
4585ee59d6 解决动画不切换问题 2025-06-02 20:38:13 +08:00
3fbfc2ea09 去掉了 技能系统,技能由单个精灵独立处理 2025-06-02 20:25:23 +08:00
c9a499e38b dd 2025-05-30 14:52:06 +08:00
37618b0bd5 dd 2025-05-30 14:35:10 +08:00
d448779c8d dd 2025-05-30 13:43:04 +08:00
96db3dc1bd 金币系统 2025-05-30 10:34:18 +08:00
564b3e2de9 dd 2025-05-29 16:48:14 +08:00
e695b9bdac 游戏流程控制通过节点间 通信完成 2025-05-29 16:45:43 +08:00
8cb3fe192d 战斗开始 延迟刷新卡牌 2025-05-29 10:11:24 +08:00
b7a05c2c24 延迟弹出结束 2025-05-29 09:21:19 +08:00
cb1ac100da 主体 死亡后结束战局 2025-05-29 09:02:38 +08:00
6a185a2361 dd 2025-05-28 16:59:59 +08:00
ba05b59f4d dd 2025-05-27 16:45:22 +08:00
cdb09a5ca1 ff 2025-05-27 10:57:42 +08:00
424edb89a7 dd 2025-05-26 23:20:17 +08:00
3efbf21a14 战斗等级显示需要完善 2025-05-26 16:38:59 +08:00
85856ccc28 dd 2025-05-23 16:23:16 +08:00
2c3f682b18 dd 2025-05-23 10:54:57 +08:00
9b97bff159 dd 2025-05-23 10:25:40 +08:00
da1124a065 dd 2025-05-15 17:00:06 +08:00
30d5cfbb7c 位置已取消 2025-05-15 16:51:52 +08:00
ea64303410 英雄召唤修改为到特定位置 取消类型与位置绑定 2025-05-15 16:27:14 +08:00
176bdbc811 dd 2025-05-14 10:11:51 +08:00
476be36a03 dd 2025-05-13 16:57:39 +08:00
14da4fb2d1 dd 2025-05-06 00:06:20 +08:00
64163a675f dd 2025-04-29 16:44:05 +08:00
999250c160 去掉技能,卡池等级,全场技能 2025-04-29 10:31:26 +08:00
32f3c75241 dd 2025-04-27 16:57:46 +08:00
ff172c7f72 dd 2025-04-27 16:08:39 +08:00
d75cce01d7 dd 2025-04-27 13:29:00 +08:00
789e4183ec dd 2025-04-25 16:56:27 +08:00
d553ddc9c5 dd 2025-04-25 13:48:53 +08:00
83b4794c13 加血修复 2025-04-25 08:14:13 +08:00
0d697c488d 加hp 有问题 2025-04-24 16:59:08 +08:00
dcc1a98b3b 战斗信息显示 2025-04-24 13:52:44 +08:00
28b557f18f dd 2025-04-24 10:51:37 +08:00
02547cb470 修复错误 2025-04-24 10:49:50 +08:00
084e641855 dd 2025-04-24 10:44:41 +08:00
ff01b741fc dd 2025-04-24 10:44:21 +08:00
d3cdbff3d9 启示位置变化 2025-04-22 16:19:43 +08:00
b75ee1da2d Merge branch 'new316' of https://e.coding.net/walker_pan/heros/heros into new316 2025-04-21 19:14:53 +08:00
4c96d7255d dd 2025-04-21 19:14:04 +08:00
42e57a89fd dd 2025-04-21 16:14:45 +08:00
fc35e40688 dd 2025-04-02 16:58:59 +08:00
2ae23e5915 dd 2025-04-02 14:23:08 +08:00
b094d4632f 为之后 一次技能 多次释放 提供基础 2025-03-31 10:38:49 +08:00
063764dc82 技能碰撞改回物理碰撞 2025-03-31 08:16:41 +08:00
798a831227 技能碰撞改回物理碰撞 2025-03-30 16:59:40 +08:00
67704725b2 修改了很多 2025-03-27 23:25:10 +08:00
3a15541170 清理之前文件 + 再次取消碰撞检测 2025-03-27 12:15:02 +08:00
63e182e214 修复 伤害错误 2025-03-26 16:57:15 +08:00
8b33abb973 技能系统修改为 只负责普通技能 2025-03-26 16:42:52 +08:00
8e0aa200a6 dd 2025-03-26 13:50:40 +08:00
4335a8500b 技能系统还要,伤害逻辑交给碰撞系统处理 2025-03-26 13:49:11 +08:00
ae30a865c7 重新 使用碰撞来处理 抛射型技能逻辑处理 2025-03-26 11:04:58 +08:00
0f9fb4e8fb dd 2025-03-26 00:10:05 +08:00
1a6bff9d49 卡片召唤英雄 2025-03-25 16:34:09 +08:00
9fbad1f405 dd 2025-03-20 23:07:15 +08:00
eec698fd0a dd 2025-03-20 16:28:59 +08:00
776c2819de ui 2025-03-20 10:51:13 +08:00
27edecb94e 卡牌ui更新 2025-03-20 10:47:55 +08:00
f3f0e87b3c dd 2025-03-19 17:32:13 +08:00
d58c9f7c79 Merge branch 'new316' of https://e.coding.net/walker_pan/heros/heros into new316 2025-03-19 12:09:52 +08:00
028a89348e dd 2025-03-19 12:09:49 +08:00
492c073349 英雄修改 2025-03-19 10:52:57 +08:00
8b04e5c80b dd 2025-03-18 16:23:00 +08:00
7f82edf4f9 技能逻辑修改,怪物只攻击最前方,友方和地方逻辑分开 2025-03-18 16:17:46 +08:00
3a7b0e4762 清理smc 2025-03-18 16:00:04 +08:00
f7f9849d14 怪物等级 2025-03-18 10:22:09 +08:00
82d80a7537 去除 英雄升级相关 2025-03-18 10:21:57 +08:00
b0d35b6ff5 去掉smc.heros 2025-03-18 09:39:02 +08:00
eb20011f07 dd 2025-03-17 23:18:29 +08:00
610f66de38 dd 2025-03-17 16:40:35 +08:00
ff086b7114 dd 2025-03-16 23:13:14 +08:00
57c56c0d11 dd 2025-03-16 22:50:47 +08:00
1096 changed files with 271044 additions and 272938 deletions

View File

@@ -10,4 +10,9 @@
- 修改了直线技能的结束条件,改为到达目标点时销毁
- 移除了不必要的屏幕边界检测
- 优化了技能伤害延迟计算逻辑
- 为抛物线类型技能添加了基于距离和速度的动态延迟计算
- 为抛物线类型技能添加了基于距离和速度的动态延迟计算
## 技能系统改进
- 优化了技能效果延迟时间的计算
- 添加了目标移动速度的考虑
- 实现了相向运动时的相对速度计算

View File

@@ -8,6 +8,8 @@
- 确保技能行为符合设计意图
- 实现了抛物线技能的动态伤害延迟计算
- 保持了其他类型技能的默认延迟时间
- 在技能系统中实现了相对速度的计算
- 优化了技能效果的延迟时间计算机制
## 下一步工作建议
- 测试 EndAnmCom 组件在不同类型技能上的表现
@@ -18,4 +20,14 @@
- 验证不同距离和速度下的技能表现
- 测试抛物线技能在不同距离下的伤害延迟表现
- 验证伤害时机是否与技能动画同步
- 考虑是否需要为其他类型技能添加自定义延迟计算
- 考虑是否需要为其他类型技能添加自定义延迟计算
## 待处理的任务
- 可能需要添加更复杂的相对运动计算
- 考虑添加不同角度的相对运动支持
- 可能需要添加目标加速度的考虑
## 下一步计划
1. 验证相对速度计算的准确性
2. 考虑添加更多运动参数的支持
3. 可能需要添加碰撞预测功能

View File

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@@ -470,7 +1141,7 @@
},
"_enabled": true,
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"__id__": 51
},
"playOnLoad": true,
"_clips": [
@@ -499,13 +1170,13 @@
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"visible": false
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"ver": "1.0.22",
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{
"__type__": "cc.Material",
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"_effectAsset": {
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"__expectedType__": "cc.EffectAsset"
},
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{
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}
],
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}
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}
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{
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},
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}
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{}
]
}
}
],
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"g": 235,
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},
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}
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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

View File

@@ -0,0 +1,15 @@
{
"ver": "1.7.1",
"importer": "effect",
"imported": true,
"uuid": "cfeeea4f-db9c-42cd-a0f7-fc5cb37bd3d7",
"files": [
".json"
],
"subMetas": {},
"userData": {
"combinations": [
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}

View File

@@ -0,0 +1,169 @@
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

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"__type__": "cc.AnimationClipAdditiveSettings",
"enabled": false,
"refClip": null
}
]

View File

@@ -0,0 +1 @@
{"ver":"2.0.3","importer":"animation-clip","imported":true,"uuid":"8dfd321c-e500-460e-8483-2adac64e4bb7","files":[".cconb"],"subMetas":{},"userData":{"name":"buff"}}

View File

@@ -0,0 +1,113 @@
[
{
"__type__": "cc.AnimationClip",
"_name": "debuff",
"_objFlags": 0,
"__editorExtras__": {
"embeddedPlayerGroups": []
},
"_native": "",
"sample": 10,
"speed": 1,
"wrapMode": 2,
"enableTrsBlending": false,
"_duration": 0.8,
"_hash": 500763545,
"_tracks": [
{
"__id__": 1
}
],
"_exoticAnimation": null,
"_events": [],
"_embeddedPlayers": [],
"_additiveSettings": {
"__id__": 6
},
"_auxiliaryCurveEntries": []
},
{
"__type__": "cc.animation.ObjectTrack",
"_binding": {
"__type__": "cc.animation.TrackBinding",
"path": {
"__id__": 2
},
"proxy": null
},
"_channel": {
"__id__": 4
}
},
{
"__type__": "cc.animation.TrackPath",
"_paths": [
{
"__id__": 3
},
"spriteFrame"
]
},
{
"__type__": "cc.animation.ComponentPath",
"component": "cc.Sprite"
},
{
"__type__": "cc.animation.Channel",
"_curve": {
"__id__": 5
}
},
{
"__type__": "cc.ObjectCurve",
"_times": [
0,
0.1,
0.2,
0.3,
0.4,
0.5,
0.6,
0.7
],
"_values": [
{
"__uuid__": "6da392a3-789c-4523-a2f1-8ac8c7bb0112@39c36",
"__expectedType__": "cc.SpriteFrame"
},
{
"__uuid__": "6da392a3-789c-4523-a2f1-8ac8c7bb0112@2cb55",
"__expectedType__": "cc.SpriteFrame"
},
{
"__uuid__": "6da392a3-789c-4523-a2f1-8ac8c7bb0112@cf214",
"__expectedType__": "cc.SpriteFrame"
},
{
"__uuid__": "6da392a3-789c-4523-a2f1-8ac8c7bb0112@b8727",
"__expectedType__": "cc.SpriteFrame"
},
{
"__uuid__": "6da392a3-789c-4523-a2f1-8ac8c7bb0112@1c4d8",
"__expectedType__": "cc.SpriteFrame"
},
{
"__uuid__": "6da392a3-789c-4523-a2f1-8ac8c7bb0112@149f7",
"__expectedType__": "cc.SpriteFrame"
},
{
"__uuid__": "6da392a3-789c-4523-a2f1-8ac8c7bb0112@66c1c",
"__expectedType__": "cc.SpriteFrame"
},
{
"__uuid__": "6da392a3-789c-4523-a2f1-8ac8c7bb0112@019f1",
"__expectedType__": "cc.SpriteFrame"
}
]
},
{
"__type__": "cc.AnimationClipAdditiveSettings",
"enabled": false,
"refClip": null
}
]

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