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chore:清理无用的引用

chenbin 5 dni temu
rodzic
commit
7003707d59
64 zmienionych plików z 142 dodań i 166 usunięć
  1. 1 1
      Assets/Scripts/Business/Domain/DatabaseExt/Attributes.cs
  2. 2 2
      Assets/Scripts/Business/Domain/DatabaseExt/ChapterTableRepo.cs
  3. 1 5
      Assets/Scripts/Business/Domain/DatabaseExt/EquipmentDropTableRepo.cs
  4. 4 4
      Assets/Scripts/Business/Domain/DatabaseExt/equipmentPeculiarAttrTableRepo.cs
  5. 1 1
      Assets/Scripts/Business/Domain/Framework/FGUI/FguiAssetModule.cs
  6. 1 1
      Assets/Scripts/Business/Domain/Framework/FGUI/FguiModule.cs
  7. 1 1
      Assets/Scripts/Business/Domain/Framework/FGUI/FguiTree.cs
  8. 1 1
      Assets/Scripts/Business/Domain/Framework/FGUI/GLoader/CustomLoader.cs
  9. 4 4
      Assets/Scripts/Business/Runtime/Battle/Actions/MoveBezierAction.cs
  10. 1 3
      Assets/Scripts/Business/Runtime/Battle/Buffs/Api/IBuffListener.cs
  11. 4 5
      Assets/Scripts/Business/Runtime/Battle/Buffs/BuffsComponent.cs
  12. 5 5
      Assets/Scripts/Business/Runtime/Battle/Buffs/Impl/Buff.cs
  13. 1 1
      Assets/Scripts/Business/Runtime/Battle/Buffs/Impl/DotDebuff.cs
  14. 2 2
      Assets/Scripts/Business/Runtime/Battle/Buffs/Impl/ShieldBuff.cs
  15. 2 2
      Assets/Scripts/Business/Runtime/Battle/Components/AI/BulletAI.cs
  16. 2 2
      Assets/Scripts/Business/Runtime/Battle/Components/Animators/AnimatorComponent.cs
  17. 4 4
      Assets/Scripts/Business/Runtime/Battle/Components/MoveComponent.cs
  18. 2 2
      Assets/Scripts/Business/Runtime/Battle/Enities/EntityAttributes.cs
  19. 1 1
      Assets/Scripts/Business/Runtime/Battle/Enities/IEntity.cs
  20. 1 1
      Assets/Scripts/Business/Runtime/Battle/Skills/SkillComponent.cs
  21. 1 1
      Assets/Scripts/Business/Runtime/Battle/Target/ITargetSelector.cs
  22. 7 7
      Assets/Scripts/Business/Runtime/Data/DragonEggData.cs
  23. 6 6
      Assets/Scripts/Business/Runtime/Data/DragonEggService.cs
  24. 2 2
      Assets/Scripts/Business/Runtime/Data/Items/EquipItem.cs
  25. 2 2
      Assets/Scripts/Business/Runtime/Data/Items/IItem.cs
  26. 1 1
      Assets/Scripts/Business/Runtime/Data/Partners/PartnerAttributes.cs
  27. 4 4
      Assets/Scripts/Business/Runtime/Data/PlayerData.cs
  28. 1 4
      Assets/Scripts/Business/Runtime/Data/PlayerService.cs
  29. 1 1
      Assets/Scripts/Business/Runtime/FGUI/BattleMap/BattleMapTest/BattleMapBattleMapTestView.cs
  30. 0 1
      Assets/Scripts/Business/Runtime/FGUI/Common/TipsItem/CommonTipsItemCtrl.cs
  31. 4 6
      Assets/Scripts/Business/Runtime/FGUI/Common/ToastPanel/CommonToastPanelCtrl.cs
  32. 3 4
      Assets/Scripts/Business/Runtime/FGUI/Common/UseItem/CommonUseItemCtrl.cs
  33. 3 3
      Assets/Scripts/Business/Runtime/FGUI/DragonEgg/AttrItem/DragonEggAttrItemCtrl.cs
  34. 20 19
      Assets/Scripts/Business/Runtime/FGUI/DragonEgg/Box/DragonEggBoxCtrl.cs
  35. 1 1
      Assets/Scripts/Business/Runtime/FGUI/DragonEgg/Box/DragonEggBoxView.cs
  36. 0 1
      Assets/Scripts/Business/Runtime/FGUI/DragonEgg/EggQualityList/DragonEggEggQualityListCtrl.cs
  37. 1 1
      Assets/Scripts/Business/Runtime/FGUI/DragonEgg/Equip/DragonEggEquipCtrl.cs
  38. 3 3
      Assets/Scripts/Business/Runtime/FGUI/DragonEgg/EquipItem/DragonEggEquipItemCtrl.cs
  39. 2 2
      Assets/Scripts/Business/Runtime/FGUI/DragonEgg/EquipmentUI/DragonEggEquipmentUICtrl.cs
  40. 4 4
      Assets/Scripts/Business/Runtime/FGUI/DragonEgg/Upgrade/DragonEggUpgradeCtrl.cs
  41. 0 1
      Assets/Scripts/Business/Runtime/FGUI/Main/BuffInfoListItem/MainBuffInfoListItemCtrl.cs
  42. 1 1
      Assets/Scripts/Business/Runtime/FGUI/Main/BuffPreviewPanel/MainBuffPreviewPanelView.cs
  43. 2 2
      Assets/Scripts/Business/Runtime/FGUI/Main/HomeBottomPanel/MainHomeBottomPanelCtrl.cs
  44. 0 2
      Assets/Scripts/Business/Runtime/FGUI/Main/HomeBuffInfoNested/MainHomeBuffInfoNestedCtrl.cs
  45. 1 1
      Assets/Scripts/Business/Runtime/FGUI/Main/HomePanel/MainHomePanelView.cs
  46. 3 3
      Assets/Scripts/Business/Runtime/FGUI/Partner/MainPanel/PartnerMainPanelCtrl.cs
  47. 1 1
      Assets/Scripts/Business/Runtime/FGUI/Partner/MainPanel/PartnerMainPanelView.cs
  48. 1 3
      Assets/Scripts/Business/Runtime/FGUI/Player/AttributeItem/PlayerAttributeItemCtrl.cs
  49. 0 2
      Assets/Scripts/Business/Runtime/FGUI/Player/AttributeList/PlayerAttributeListCtrl.cs
  50. 2 2
      Assets/Scripts/Business/Runtime/FGUI/Player/DetailsAttribute/PlayerDetailsAttributeCtrl.cs
  51. 2 2
      Assets/Scripts/Business/Runtime/FGUI/Player/MainPanel/PlayerMainPanelCtrl.cs
  52. 1 1
      Assets/Scripts/Business/Runtime/FGUI/Player/MainPanel/PlayerMainPanelView.cs
  53. 0 1
      Assets/Scripts/Business/Runtime/FGUI/Player/SpecialAttributeList/PlayerSpecialAttributeListCtrl.cs
  54. 1 3
      Assets/Scripts/Business/Runtime/Map/Entities/BulletEntityView.cs
  55. 1 1
      Assets/Scripts/Business/Runtime/Map/Entities/PlayerEntityView.cs
  56. 4 4
      Assets/Scripts/Business/Runtime/Map/TestMainMap/EntitiesComponent.Update.cs
  57. 1 1
      Assets/Scripts/Business/Runtime/Map/TestMainMap/EntitiesComponent.cs
  58. 2 2
      Assets/Scripts/Business/Runtime/Map/TestMainMap/MapUIComponent.cs
  59. 1 1
      Assets/Scripts/Business/Runtime/Map/UI/EntityBattleInfoView.cs
  60. 2 2
      Assets/Scripts/Business/Runtime/Nodes/DragonEgg/DragonEggNode.cs
  61. 5 5
      Assets/Scripts/Business/Runtime/Nodes/DragonEgg/UIComponent.cs
  62. 2 2
      Assets/Scripts/Business/Runtime/Nodes/GameMain/LoadEntitiesDto.cs
  63. 1 1
      Assets/Scripts/Business/Runtime/Nodes/GameMain/MapComponent.cs
  64. 1 1
      Assets/Scripts/Business/Runtime/Nodes/GameMain/UIComponent.cs

+ 1 - 1
Assets/Scripts/Business/Domain/DatabaseExt/Attributes.cs

@@ -72,7 +72,7 @@ namespace XGame.Database
         /// <param name="target"></param>
         public void CopyTo(Attributes target)
         {
-            foreach(var item in _attributeMap)
+            foreach (var item in _attributeMap)
             {
                 target.SetValue(item.Key, item.Value);
             }

+ 2 - 2
Assets/Scripts/Business/Domain/DatabaseExt/ChapterTableRepo.cs

@@ -7,8 +7,8 @@ namespace XGame.Database
         public static ChapterTable Next(int chapterId)
         {
             var tables = GetAll();
-            var index = Array.FindIndex(tables, (a)=> a.Id == chapterId);
-            if (index  < 0)
+            var index = Array.FindIndex(tables, (a) => a.Id == chapterId);
+            if (index < 0)
             {
                 Log.Error($"没有找到ChapterTable. chapterId: {chapterId}");
                 return default;

+ 1 - 5
Assets/Scripts/Business/Domain/DatabaseExt/EquipmentDropTableRepo.cs

@@ -1,8 +1,4 @@
-
-
-using Spine;
-
-namespace XGame.Database
+namespace XGame.Database
 {
     public partial class EquipmentDropTableRepo
     {

+ 4 - 4
Assets/Scripts/Business/Domain/DatabaseExt/equipmentPeculiarAttrTableRepo.cs

@@ -2,11 +2,11 @@
 
 namespace XGame.Database
 {
-    public partial class EquipmentPeculiarAttrTableRepo 
+    public partial class EquipmentPeculiarAttrTableRepo
     {
-       /***
-        * 品质*10+条数的索引值
-       */
+        /***
+         * 品质*10+条数的索引值
+        */
         public static EquipmentPeculiarAttrTable GetEquipmentSpecialAttrTable(EQualityLevel quality, int index)
         {
             int tableId = (int)quality * 10 + index;

+ 1 - 1
Assets/Scripts/Business/Domain/Framework/FGUI/FguiAssetModule.cs

@@ -12,7 +12,7 @@ namespace XGame.Framework.FGUI
         private IAssetModule Asset => _assetModule ?? (_assetModule = new AssetModule());
         private UIContext _context;
         private IPackageHandle _pkgHandle;
-        public FguiAssetModule(UIContext context, IPackageHandle pkgHandle) 
+        public FguiAssetModule(UIContext context, IPackageHandle pkgHandle)
         {
             _context = context;
             _pkgHandle = pkgHandle;

+ 1 - 1
Assets/Scripts/Business/Domain/Framework/FGUI/FguiModule.cs

@@ -324,7 +324,7 @@ namespace XGame.Framework.FGUI
                 var asset = loadAsync.Result;
                 item.owner.SetItemAsset(item, Convert(asset, type), DestroyMethod.Custom);
             });
-           
+
         }
         private object Convert(UnityEngine.Object value, Type type)
         {

+ 1 - 1
Assets/Scripts/Business/Domain/Framework/FGUI/FguiTree.cs

@@ -41,7 +41,7 @@ namespace XGame.Framework.FGUI
             var size = new Vector2Int(756, 1344);
             if (Screen.orientation == ScreenOrientation.Portrait)
             { // 竖屏
-                size.y = (int) (Screen.height * size.x * 1f / Screen.width);
+                size.y = (int)(Screen.height * size.x * 1f / Screen.width);
             }
             else
             { // 横屏

+ 1 - 1
Assets/Scripts/Business/Domain/Framework/FGUI/GLoader/CustomLoader.cs

@@ -29,7 +29,7 @@ namespace XGame.Framework.FGUI
             var addressable = this.url;
             _loadingAsync?.RemoveAll();
             _loadingAsync = null;
-            
+
             var loadAsync = _handle.LoadNTexture(addressable);
             _loadingAsync = loadAsync;
             loadAsync.On(_ =>

+ 4 - 4
Assets/Scripts/Business/Runtime/Battle/Actions/MoveBezierAction.cs

@@ -16,10 +16,10 @@ namespace FL.Battle.Actions
         private Tween _tween;
         private bool _paused;
 
-        float ITimeScalable.TimeScale 
-        { 
-            get => _tween?.timeScale ?? 1; 
-            set 
+        float ITimeScalable.TimeScale
+        {
+            get => _tween?.timeScale ?? 1;
+            set
             {
                 if (_tween == null)
                 {

+ 1 - 3
Assets/Scripts/Business/Runtime/Battle/Buffs/Api/IBuffListener.cs

@@ -1,6 +1,4 @@
-using XGame.Database;
-
-namespace FL.Battle.Buffs
+namespace FL.Battle.Buffs
 {
     /// <summary>
     /// Buff事件监听

+ 4 - 5
Assets/Scripts/Business/Runtime/Battle/Buffs/BuffsComponent.cs

@@ -1,5 +1,4 @@
 using FL.Battle.Buffs;
-using System;
 using System.Collections.Generic;
 using UnityEngine;
 using XGame;
@@ -61,7 +60,7 @@ namespace FL.Battle.Components
             {
                 buffs.Clear();
             }
-            foreach(var buff in _buffsMap.Values)
+            foreach (var buff in _buffsMap.Values)
             {
                 if (!buff.IsShowIcon)
                     continue;
@@ -168,7 +167,7 @@ namespace FL.Battle.Components
         public int GetDamageAdd(EElementType elementType, IEntity target, BuffsComponent targetBuffs)
         {
             var result = 0;
-            foreach(var buff in _buffsMap.Values)
+            foreach (var buff in _buffsMap.Values)
             {
                 var buffType = buff.BuffType;
                 if (buffType is EBuffType.DizzAdd)
@@ -196,7 +195,7 @@ namespace FL.Battle.Components
                 { // 非元素技能
                     continue;
                 }
-                else if (buffType != EBuffType.ElementAddIce || target.EntityId != Context.Entity.EntityId || 
+                else if (buffType != EBuffType.ElementAddIce || target.EntityId != Context.Entity.EntityId ||
                     ((buff as ElementAddDebuff)?.IsReachLayer5(elementType) ?? false))
                 { // 目标有冻伤
                     continue;
@@ -373,7 +372,7 @@ namespace FL.Battle.Components
                 TotalShieldVal = 0;
             }
             IsShieldDirty = true;
-            
+
         }
         void IBuffListener.OnCompleted(int buffId)
         {

+ 5 - 5
Assets/Scripts/Business/Runtime/Battle/Buffs/Impl/Buff.cs

@@ -26,17 +26,17 @@ namespace FL.Battle.Buffs
         /// <summary>
         /// 叠加层数
         /// </summary>
-        public int Layers 
-        { 
-            get => _layers;  
-            set 
+        public int Layers
+        {
+            get => _layers;
+            set
             {
                 //var last = _layers;
                 _layers = Mathf.Clamp(value, 1, LayerLimit);
                 (_dieTimer as IReset)?.Reset();
                 //if (last != _layers)
                 //    OnLayerChanged();
-            } 
+            }
         }
         /// <summary>
         /// 叠加层数上限

+ 1 - 1
Assets/Scripts/Business/Runtime/Battle/Buffs/Impl/DotDebuff.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
-using XGame.Framework.Time;
 using XGame.Database;
+using XGame.Framework.Time;
 
 namespace FL.Battle.Buffs
 {

+ 2 - 2
Assets/Scripts/Business/Runtime/Battle/Buffs/Impl/ShieldBuff.cs

@@ -70,7 +70,7 @@ namespace FL.Battle.Buffs
         public int Reduce(int damage)
         {
             var remain = Mathf.Abs(damage);
-            if ( remain >= _absorption)
+            if (remain >= _absorption)
             { // 伤害值大于等于剩余吸收值
                 remain = (int)(_absorption - remain);
                 XGame.Log.Debug($"护盾{EntityId} 伤害破盾, 吸收:{_absorption} 伤害剩余:{remain}");
@@ -79,7 +79,7 @@ namespace FL.Battle.Buffs
                 return remain;
             }
             var last = _absorption;
-            for(var i = 0; i < _shields.Count;)
+            for (var i = 0; i < _shields.Count;)
             {
                 var dto = _shields[i];
                 if (dto.absorption > remain)

+ 2 - 2
Assets/Scripts/Business/Runtime/Battle/Components/AI/BulletAI.cs

@@ -210,7 +210,7 @@ namespace FL.Battle.Components.AI
                     var masterId = Context.MasterId;
                     bulletArgs.onFinish = () =>
                     {
-                        if (target== null || target.IsDead)
+                        if (target == null || target.IsDead)
                         {
                             return;
                         }
@@ -321,7 +321,7 @@ namespace FL.Battle.Components.AI
             var hitTarget = Context.Selector.FindSync(finderInfo, targetType, ETargetFindType.NearestAlive);
             if (hitTarget != null)
             {
-                
+
                 hitTarget.Calculation.Damage(-_skill.Damage, Context.MasterId, _skill);
             }
             // 查找爆炸受击目标

+ 2 - 2
Assets/Scripts/Business/Runtime/Battle/Components/Animators/AnimatorComponent.cs

@@ -29,7 +29,7 @@ namespace FL.Battle.Components
         private Dictionary<EAnimationName, AnimationClip> _nameToClipMap;
         private float _baseSpeed = 1;
 
-        
+
 
         protected override void OnEnable(object intent)
         {
@@ -96,7 +96,7 @@ namespace FL.Battle.Components
             //    callback?.Invoke();
             //};
         }
-        
+
         private void RefreshClips()
         {
             if (_nameToClipMap == null)

+ 4 - 4
Assets/Scripts/Business/Runtime/Battle/Components/MoveComponent.cs

@@ -62,8 +62,8 @@ namespace FL.Battle.Components
         public bool IsMoving => _action != null;
 
         Vector3 IParallelTarget.Position => Context.OwnerTr.position;
-        public float TimeScale 
-        { 
+        public float TimeScale
+        {
             get
             {
                 if (_action is ITimeScalable scalable)
@@ -102,7 +102,7 @@ namespace FL.Battle.Components
                 //onUpdate = args.onUpdate,
                 onComplete = OnCompleted
             };
-            
+
             if (args.moveType == EMoveType.Line)
             {
                 var move = ObjectPool.Acquire<MoveLineAction>();
@@ -142,7 +142,7 @@ namespace FL.Battle.Components
 
         public void StopMove()
         {
-            if (_action != null )
+            if (_action != null)
             {
                 ObjectPool.Recycle(_action);
                 _action = null;

+ 2 - 2
Assets/Scripts/Business/Runtime/Battle/Enities/EntityAttributes.cs

@@ -1,5 +1,4 @@
 using System;
-using UnityEngine;
 using XGame.Database;
 using XGame.Framework;
 
@@ -30,7 +29,8 @@ namespace FL.Battle
         /// 移动速度缩放值
         /// EAttributeType.SpeedAdd 最低值必须大于 -10000
         /// </summary>
-        public float MoveSpeedScale {
+        public float MoveSpeedScale
+        {
             get
             {
                 var scale = 1 + (float)GetValue(EAttributeType.SpeedAdd).ToRealDouble();

+ 1 - 1
Assets/Scripts/Business/Runtime/Battle/Enities/IEntity.cs

@@ -28,7 +28,7 @@ namespace FL.Battle
         /// <summary>
         /// 是否待机,没有任何状态
         /// </summary>
-        bool IsIdle {  get; }
+        bool IsIdle { get; }
         bool IsDead { get; }
         EntityAttributes Attr { get; }
         /// <summary>

+ 1 - 1
Assets/Scripts/Business/Runtime/Battle/Skills/SkillComponent.cs

@@ -352,7 +352,7 @@ namespace FL.Battle.Components
             }
             if (_buffSkillInfos != null)
             { // 移除队列里的触发类技能
-                for(var i = _skillQueue.Count - 1; i >= 0; i--)
+                for (var i = _skillQueue.Count - 1; i >= 0; i--)
                 {
                     var skillId = _skillQueue[i];
                     if (_buffSkillInfos.ContainsKey(skillId))

+ 1 - 1
Assets/Scripts/Business/Runtime/Battle/Target/ITargetSelector.cs

@@ -90,7 +90,7 @@ namespace FL.Battle
         /// <param name="targets"></param>
         /// <returns></returns>
         bool FindTargets(Rect rect, EEntityType targetType, ETargetFindType findType, Func<ITarget, bool> customFilter, ref List<ITarget> targets);
-        
+
         /// <summary>
         /// Òì²½²éÕÒÄ¿±ê
         /// </summary>

+ 7 - 7
Assets/Scripts/Business/Runtime/Data/DragonEggData.cs

@@ -15,7 +15,7 @@ namespace FL.Data
         /// </summary>
         public int DragonEggSocre
         {
-            set;get;
+            set; get;
         }
         /// <summary>
         /// 当前龙蛋进度条的最大积分
@@ -30,7 +30,7 @@ namespace FL.Data
         /// </summary>
         public int EggLv
         {
-            set;get;
+            set; get;
         }
 
         /// <summary>
@@ -51,7 +51,7 @@ namespace FL.Data
         /// </summary>
         public long UpgradeEndTime
         {
-            set;get;
+            set; get;
         }
 
         /// <summary>
@@ -67,7 +67,7 @@ namespace FL.Data
         /// </summary>
         public int AccelerateId
         {
-            set;get;
+            set; get;
         }
 
         /// <summary>
@@ -75,7 +75,7 @@ namespace FL.Data
         /// </summary>
         public int ReduceTime
         {
-            set;get;
+            set; get;
         }
 
         /// <summary>
@@ -107,13 +107,13 @@ namespace FL.Data
         /// </summary>
         public bool IsUnLockDecompose
         {
-            set;get;
+            set; get;
         }
 
         // 测试今日不再显示出售高战力装备提示
         public bool CheckDayTipsKey
         {
-            set;get;
+            set; get;
         }
 
         public void AddUnlockQualityDic(int quality, int globalId)

+ 6 - 6
Assets/Scripts/Business/Runtime/Data/DragonEggService.cs

@@ -1,10 +1,10 @@
 using FL.Data.Items;
+using System;
 using System.Collections.Generic;
-using XGame.Database;
+using UnityEngine;
 using XGame;
+using XGame.Database;
 using XGame.Framework.Data;
-using UnityEngine;
-using System;
 using Random = UnityEngine.Random;
 
 namespace FL.Data
@@ -189,7 +189,7 @@ namespace FL.Data
             // 测试龙蛋品质宝箱数量
             for (int i = 0; i < 5; i++)
             {
-                OnchangeDragonEgg((EQualityLevel)i, (5-i) * 100);
+                OnchangeDragonEgg((EQualityLevel)i, (5 - i) * 100);
             }
             DragonEggData.Instance.DragonEggSocre = 0;
             DragonEggData.Instance.MaxDragonEggSocre = 10;
@@ -345,7 +345,7 @@ namespace FL.Data
                 attr.SetValue(specialType2, GetSpecialAttrVal(specialType2, specialAttrs2));
             }
         }
-      
+
         private int GetSpecialAttrVal(EAttributeType attrType, EquipmentPeculiarAttrTable specialAttrs)
         {
             switch (attrType)
@@ -390,7 +390,7 @@ namespace FL.Data
 
         void IDisposable.Dispose()
         {
-            
+
         }
     }
 }

+ 2 - 2
Assets/Scripts/Business/Runtime/Data/Items/EquipItem.cs

@@ -5,7 +5,7 @@ using XGame.Framework;
 
 namespace FL.Data.Items
 {
-    public struct ChangeEquipParam 
+    public struct ChangeEquipParam
     {
         public EEquipType equipType;
         public long equipUid;    // 当前要穿戴的装备唯一id
@@ -35,7 +35,7 @@ namespace FL.Data.Items
         public EEquipType EquipType => Table.Part;
 
         public EQualityLevel Quality => Table.Quality;
-        
+
         public string Name => Table.Name;
 
         string IItem.Icon => Table.Icon;

+ 2 - 2
Assets/Scripts/Business/Runtime/Data/Items/IItem.cs

@@ -27,12 +27,12 @@ namespace FL.Data.Items
         /// <summary>
         /// 品质等级
         /// </summary>
-        public EQualityLevel Quality { get;}
+        public EQualityLevel Quality { get; }
 
         /// <summary>
         /// 物品名称
         /// </summary>
-        public string Name { get;}
+        public string Name { get; }
 
         /// <summary>
         /// 物品图标

+ 1 - 1
Assets/Scripts/Business/Runtime/Data/Partners/PartnerAttributes.cs

@@ -16,7 +16,7 @@ namespace FL.Data
         {
             if (_attr != null)
             {
-                ObjectPool.Recycle( _attr);
+                ObjectPool.Recycle(_attr);
                 _attr = null;
             }
         }

+ 4 - 4
Assets/Scripts/Business/Runtime/Data/PlayerData.cs

@@ -37,15 +37,15 @@ namespace FL.Data
         /// 当前经验值
         /// </summary>
         public long Exp
-        { 
-            get; set; 
+        {
+            get; set;
         }
 
         /// <summary>
         /// 角色称号
         /// </summary>
         public string Title
-        {  
+        {
             get; set;
         }
 
@@ -53,7 +53,7 @@ namespace FL.Data
         {
             if (_attr != null)
             {
-                ObjectPool.Recycle( _attr);
+                ObjectPool.Recycle(_attr);
                 _attr = null;
             }
         }

+ 1 - 4
Assets/Scripts/Business/Runtime/Data/PlayerService.cs

@@ -1,7 +1,4 @@
-using FL.Data.Items;
-using System.Collections.Generic;
-using XGame;
-using XGame.Database;
+using XGame;
 using XGame.Framework.Data;
 
 namespace FL.Data

+ 1 - 1
Assets/Scripts/Business/Runtime/FGUI/BattleMap/BattleMapTest/BattleMapBattleMapTestView.cs

@@ -15,7 +15,7 @@ namespace FL.FGUI
     }
     public partial class BattleMapBattleMapTestView : UIView
     {
-        
+
         protected override void AddController(IUIControllerGroup group)
         {
             group.Add(new BattleMapBattleMapTestCtrl());

+ 0 - 1
Assets/Scripts/Business/Runtime/FGUI/Common/TipsItem/CommonTipsItemCtrl.cs

@@ -4,7 +4,6 @@
 /// 该脚本由模板创建
 /// created by cb 2024
 
-using FairyGUI;
 using System;
 using XGame.Framework.UI;
 

+ 4 - 6
Assets/Scripts/Business/Runtime/FGUI/Common/ToastPanel/CommonToastPanelCtrl.cs

@@ -4,8 +4,6 @@
 /// 该脚本由模板创建
 /// created by cb 2024
 
-using FairyGUI;
-using System;
 using System.Collections.Generic;
 using XGame.Framework.FGUI;
 using XGame.Framework.UI;
@@ -45,7 +43,7 @@ namespace FL.FGUI
         #region Tips
         private void OnShowTips(int eventId, object args)
         {
-            var tips = (string) args;
+            var tips = (string)args;
             if (_unusedTips != null && _unusedTips.Count > 0)
             {
                 var tipsItemView = _unusedTips.Pop();
@@ -57,7 +55,7 @@ namespace FL.FGUI
             async.On(_ =>
             {
                 var result = async.Result as CommonTipsItemView;
-                if ( result == null )
+                if (result == null)
                 {
                     return;
                 }
@@ -82,9 +80,9 @@ namespace FL.FGUI
         }
         private void ClearTips()
         {
-            if ( _showingTips != null )
+            if (_showingTips != null)
             {
-                foreach(var item in _showingTips)
+                foreach (var item in _showingTips)
                 {
                     Context.Asset.Recycle(item);
                 }

+ 3 - 4
Assets/Scripts/Business/Runtime/FGUI/Common/UseItem/CommonUseItemCtrl.cs

@@ -7,7 +7,6 @@
 using FairyGUI;
 using FL.Data;
 using System;
-using XGame.Database;
 using XGame.Framework.UI;
 
 namespace FL.FGUI
@@ -79,7 +78,7 @@ namespace FL.FGUI
         }
         private void OnClickUseBtn(EventContext context)
         {
-            if (_useItemParam?.endTime  > 0)
+            if (_useItemParam?.endTime > 0)
             {
                 XGame.Log.Warn($"当前服务器时间:{Context.Time.GetNowTime()},_openUIServerTime:{_openUIServerTime}");
                 if (Context.Time.GetNowTime() - _openUIServerTime > stayTime)
@@ -124,11 +123,11 @@ namespace FL.FGUI
         #region 事件监听
         private void AddEventListeners()
         {
-            
+
         }
         private void RemoveEventListeners()
         {
-            
+
         }
         #endregion
 

+ 3 - 3
Assets/Scripts/Business/Runtime/FGUI/DragonEgg/AttrItem/DragonEggAttrItemCtrl.cs

@@ -56,9 +56,9 @@ namespace FL.FGUI
 
         private string GetAttributeDesc(AttrDescTable attributeInfo, long attrVal, bool bAtkSpeed)
         {
-                string desc = attributeInfo.Num_type == 1 ? TableUtils.ToRealDouble(attrVal).ToString("F3") + "%" : 
-                                (bAtkSpeed ? TableUtils.ToRealDouble(attrVal).ToString("F1") : attrVal.ToString());
-                return $"{attributeInfo.ShowName} {desc}";
+            string desc = attributeInfo.Num_type == 1 ? TableUtils.ToRealDouble(attrVal).ToString("F3") + "%" :
+                            (bAtkSpeed ? TableUtils.ToRealDouble(attrVal).ToString("F1") : attrVal.ToString());
+            return $"{attributeInfo.ShowName} {desc}";
 
         }
 

+ 20 - 19
Assets/Scripts/Business/Runtime/FGUI/DragonEgg/Box/DragonEggBoxCtrl.cs

@@ -50,7 +50,7 @@ namespace FL.FGUI
             VM.MenusBtnCtrl.onChanged.Remove(OnMenusBtnCtrlChange);
             if (_flyingList != null)
             {
-                foreach(var flying in _flyingList)
+                foreach (var flying in _flyingList)
                 {
                     Context.Asset.Recycle(flying);
                 }
@@ -98,7 +98,7 @@ namespace FL.FGUI
                     return;
                 }
                 OpenDragonEggBoxAni(true);
-                _autoTimer = Context.Time.AddLooperTimer(500, (int dt)=>
+                _autoTimer = Context.Time.AddLooperTimer(500, (int dt) =>
                 {
                     if (IsEmptyBox(false))
                     {
@@ -154,8 +154,8 @@ namespace FL.FGUI
 
         private void Init()
         {
-            _startPos = VM.DragonSpineBtn.displayObject.LocalToWorld(new Vector3(VM.DragonSpineBtn.width/3, VM.DragonSpineBtn.height/2,0));
-            _endPos = VM.BagBtn.displayObject.LocalToWorld(new Vector3(VM.BagBtn.width /10, VM.BagBtn.height/8, 0));
+            _startPos = VM.DragonSpineBtn.displayObject.LocalToWorld(new Vector3(VM.DragonSpineBtn.width / 3, VM.DragonSpineBtn.height / 2, 0));
+            _endPos = VM.BagBtn.displayObject.LocalToWorld(new Vector3(VM.BagBtn.width / 10, VM.BagBtn.height / 8, 0));
             _scoreEndPos = VM.EggPointBar.displayObject.LocalToWorld(new Vector3(VM.EggPointBar.width / 2, VM.EggPointBar.height / 2, 0));
             InitDrangonBoxUI();
             InitAttributeDescMap();
@@ -176,11 +176,11 @@ namespace FL.FGUI
         /// </summary>
         /// <param name="addScore"></param>
         /// <param name="bTweenValue"></param>
-        private void ShowDragonEggScoreUI(int addScore,bool bTweenValue = false)
+        private void ShowDragonEggScoreUI(int addScore, bool bTweenValue = false)
         {
             if (addScore != 0) DragonEggData.Instance.DragonEggSocre += addScore;
             VM.EggPointBar.max = DragonEggData.Instance.MaxDragonEggSocre;
-            if (bTweenValue) 
+            if (bTweenValue)
                 VM.EggPointBar.TweenValue(DragonEggData.Instance.DragonEggSocre, 0.5f);
             else
                 VM.EggPointBar.value = DragonEggData.Instance.DragonEggSocre;
@@ -188,8 +188,8 @@ namespace FL.FGUI
         }
         private void InitDrangonBoxUI()
         {
-            if (_dragonBtnList == null) _dragonBtnList = new List<GButton>(){ VM.DragonBtn1, VM.DragonBtn2, VM.DragonBtn3, VM.DragonBtn4, VM.DragonBtn5 };
-         
+            if (_dragonBtnList == null) _dragonBtnList = new List<GButton>() { VM.DragonBtn1, VM.DragonBtn2, VM.DragonBtn3, VM.DragonBtn4, VM.DragonBtn5 };
+
             int index = -1;
             for (int i = 0; i < 5; i++)
             {
@@ -233,7 +233,7 @@ namespace FL.FGUI
         {
             var flyParam = new FlyingIconParam()
             {
-                iconName = i < 6 ? $"itemicon_{i+1}" : $"itemicon_{99}",
+                iconName = i < 6 ? $"itemicon_{i + 1}" : $"itemicon_{99}",
                 startPos = _startPos,
                 bScore = bScore,
                 endPos = _endPos,
@@ -242,7 +242,8 @@ namespace FL.FGUI
             if (_flyingList == null) _flyingList = new HashSet<DragonEggFlyIconView>();
 
             var loadAsync = Context.Asset.LoadFguiNested(UINestedKeys.DragonEggFlyIcon, VM.DragonSpineBtn);
-            loadAsync.On(_ =>{
+            loadAsync.On(_ =>
+            {
                 var flyView = loadAsync.Result as DragonEggFlyIconView;
                 if (flyView != null)
                 {
@@ -263,14 +264,14 @@ namespace FL.FGUI
             if (_flyingList.Count == 0) OnchangBagState(false);
             if (bScore)
             {
-                ShowDragonEggScoreUI(_addSocre,true);
+                ShowDragonEggScoreUI(_addSocre, true);
             }
         }
         private void OnchangBagState(bool bOpen)
         {
             VM.BagBtn.GetController("State").selectedIndex = bOpen ? 1 : 0;
         }
-       
+
         /// <summary>
         /// 开龙蛋宝箱的掉落动画
         /// </summary>
@@ -282,12 +283,12 @@ namespace FL.FGUI
             DragonEggService.Instance.OnchangeDragonEgg(quality, -num);
             ShowDragonBoxNum((int)quality, DragonEggData.Instance.GetDragonEgg(quality));
 
-            _addSocre = (VM.MenusBtnCtrl.selectedIndex + 1)* num;
+            _addSocre = (VM.MenusBtnCtrl.selectedIndex + 1) * num;
             OnchangBagState(true);
             //ShowFlyIconView(0, true);
             for (int i = 0; i < num; i++)
             {
-                ShowFlyIconView(i,i == num - 1);
+                ShowFlyIconView(i, i == num - 1);
             }
         }
 
@@ -349,7 +350,7 @@ namespace FL.FGUI
         {
             if (_attributeDescMap == null)
             {
-                _attributeDescMap = new Dictionary<EAttributeType, string>() 
+                _attributeDescMap = new Dictionary<EAttributeType, string>()
                 {
                     {EAttributeType.Atk, GetAttributeDesc(EAttributeType.Atk)},
                     {EAttributeType.Hp, GetAttributeDesc(EAttributeType.Hp)},
@@ -368,8 +369,8 @@ namespace FL.FGUI
         private void ShowAttributeUI()
         {
             ShowAtrributeVal(VM.AttackLabel, EAttributeType.Atk);
-            ShowAtrributeVal(VM.HpLabel,     EAttributeType.Hp);
-            ShowAtrributeVal(VM.DefenseLabel,EAttributeType.Def);
+            ShowAtrributeVal(VM.HpLabel, EAttributeType.Hp);
+            ShowAtrributeVal(VM.DefenseLabel, EAttributeType.Def);
         }
         private void ShowAtrributeVal(GTextField attrLabel, EAttributeType attrType)
         {
@@ -388,7 +389,7 @@ namespace FL.FGUI
             {
                 ShowAtrributeVal(VM.AttackLabel, EAttributeType.Atk);
             }
-            else if(attrType == EAttributeType.Hp)
+            else if (attrType == EAttributeType.Hp)
             {
                 ShowAtrributeVal(VM.HpLabel, EAttributeType.Hp);
             }
@@ -412,7 +413,7 @@ namespace FL.FGUI
                     {
                         VM.DragonSpine.Play("box_idle", true);
                     });
-                }  
+                }
             }
         }
 

+ 1 - 1
Assets/Scripts/Business/Runtime/FGUI/DragonEgg/Box/DragonEggBoxView.cs

@@ -15,7 +15,7 @@ namespace FL.FGUI
     }
     public partial class DragonEggBoxView : UIView
     {
-        
+
         protected override void AddController(IUIControllerGroup group)
         {
             group.Add(new DragonEggBoxCtrl());

+ 0 - 1
Assets/Scripts/Business/Runtime/FGUI/DragonEgg/EggQualityList/DragonEggEggQualityListCtrl.cs

@@ -4,7 +4,6 @@
 /// 该脚本由模板创建
 /// created by cb 2024
 
-using System.Runtime.InteropServices;
 using XGame.Framework.FGUI;
 using XGame.Framework.UI;
 

+ 1 - 1
Assets/Scripts/Business/Runtime/FGUI/DragonEgg/Equip/DragonEggEquipCtrl.cs

@@ -129,7 +129,7 @@ namespace FL.FGUI
             {
                 VM.WearEquipItem.Ctrl.ShowUI(_newEquip, _wearEquip, true);
             }
-           
+
             VM.NewEquipItem.Ctrl.ShowUI(_newEquip, _wearEquip);
             ShowBtnUI(bShowWear);
         }

+ 3 - 3
Assets/Scripts/Business/Runtime/FGUI/DragonEgg/EquipItem/DragonEggEquipItemCtrl.cs

@@ -112,12 +112,12 @@ namespace FL.FGUI
             if (_specialAttrTypeList.Count > 0)
             {
                 _basicAttrItemMap.Add(_specialAttrTypeList[0], VM.SpecialAttrItem1);
-            }   
+            }
             if (_specialAttrTypeList.Count > 1)
             {
                 _basicAttrItemMap.Add(_specialAttrTypeList[1], VM.SpecialAttrItem2);
             }
-           
+
             foreach (var item in _basicAttrItemMap)
             {
                 bool bShowAttrItem = _allAttrTypeList.FindIndex(attrType => attrType == item.Key) != -1;
@@ -145,7 +145,7 @@ namespace FL.FGUI
         {
             if (wearEquip == null) return eCompareType.None;
             long val = wearEquip.Attributes.GetValue(attributeType);
-            return atrrVal == val ? eCompareType.None : (atrrVal > val ? eCompareType.Higth : eCompareType.Low); 
+            return atrrVal == val ? eCompareType.None : (atrrVal > val ? eCompareType.Higth : eCompareType.Low);
         }
 
     }

+ 2 - 2
Assets/Scripts/Business/Runtime/FGUI/DragonEgg/EquipmentUI/DragonEggEquipmentUICtrl.cs

@@ -4,11 +4,11 @@
 /// 该脚本由模板创建
 /// created by cb 2024
 
-using FL.Data.Items;
 using FL.Data;
+using FL.Data.Items;
 using System.Collections.Generic;
-using XGame.Framework.UI;
 using XGame.Database;
+using XGame.Framework.UI;
 
 namespace FL.FGUI
 {

+ 4 - 4
Assets/Scripts/Business/Runtime/FGUI/DragonEgg/Upgrade/DragonEggUpgradeCtrl.cs

@@ -6,12 +6,12 @@
 
 using FairyGUI;
 using FL.Data;
-using System.Collections.Generic;
 using System;
+using System.Collections.Generic;
+using UnityEngine;
 using XGame.Database;
 using XGame.Framework.Time;
 using XGame.Framework.UI;
-using UnityEngine;
 
 namespace FL.FGUI
 {
@@ -98,7 +98,7 @@ namespace FL.FGUI
             var needTime = DragonEggData.Instance.UpgradeEndTime - Context.Time.GetNowTime();
             var args = new UseItemParam
             {
-                id= DragonEggData.Instance.AccelerateId,
+                id = DragonEggData.Instance.AccelerateId,
                 showNum = DragonEggService.Instance.GetAccelerationCardNum(DragonEggData.Instance.AccelerateId, needTime, false),
                 maxNum = DragonEggService.Instance.GetAccelerationCardNum(DragonEggData.Instance.AccelerateId, needTime),
                 endTime = DragonEggData.Instance.UpgradeEndTime,
@@ -371,6 +371,6 @@ namespace FL.FGUI
             ShowUI();
         }
 
-        
+
     }
 }

+ 0 - 1
Assets/Scripts/Business/Runtime/FGUI/Main/BuffInfoListItem/MainBuffInfoListItemCtrl.cs

@@ -4,7 +4,6 @@
 /// 该脚本由模板创建
 /// created by cb 2024
 
-using FairyGUI;
 using FL.Battle.Buffs;
 using FL.Data;
 using XGame.Database;

+ 1 - 1
Assets/Scripts/Business/Runtime/FGUI/Main/BuffPreviewPanel/MainBuffPreviewPanelView.cs

@@ -15,7 +15,7 @@ namespace FL.FGUI
     }
     public partial class MainBuffPreviewPanelView : UIView
     {
-        
+
         protected override void AddController(IUIControllerGroup group)
         {
             group.Add(new MainBuffPreviewPanelCtrl());

+ 2 - 2
Assets/Scripts/Business/Runtime/FGUI/Main/HomeBottomPanel/MainHomeBottomPanelCtrl.cs

@@ -86,7 +86,7 @@ namespace FL.FGUI
         {
             return index switch
             {
-                1 =>UIKeys.PlayerMainPanel,
+                1 => UIKeys.PlayerMainPanel,
                 2 => UIKeys.PartnerMainPanel,
                 6 => UIKeys.DragonEggBox,
                 _ => null,
@@ -106,7 +106,7 @@ namespace FL.FGUI
             if (lastUIKey != null)
             {
                 _tempKey = lastUIKey;
-                Context.UI.Close(lastUIKey);   
+                Context.UI.Close(lastUIKey);
             }
             _tempKey = null;
             var nextUIKey = IndexToKey(VM.BtnCtrl.selectedIndex);

+ 0 - 2
Assets/Scripts/Business/Runtime/FGUI/Main/HomeBuffInfoNested/MainHomeBuffInfoNestedCtrl.cs

@@ -6,8 +6,6 @@
 
 using FairyGUI;
 using FL.Battle.Buffs;
-using System;
-using UnityEngine;
 using XGame.Database;
 using XGame.Framework.UI;
 

+ 1 - 1
Assets/Scripts/Business/Runtime/FGUI/Main/HomePanel/MainHomePanelView.cs

@@ -15,7 +15,7 @@ namespace FL.FGUI
     }
     public partial class MainHomePanelView : UIView
     {
-        
+
         protected override void AddController(IUIControllerGroup group)
         {
             group.Add(new MainHomePanelCtrl());

+ 3 - 3
Assets/Scripts/Business/Runtime/FGUI/Partner/MainPanel/PartnerMainPanelCtrl.cs

@@ -100,12 +100,12 @@ namespace FL.FGUI
             var count = goneUpUIDs.Count;
             if (_goneUpPartners.Count > count)
             {
-                for(var i = 0; i < _goneUpPartners.Count - count; i++)
+                for (var i = 0; i < _goneUpPartners.Count - count; i++)
                 {
                     _goneUpPartners.RemoveAt(0);
                 }
             }
-            for(var i = 0; i < count; i++)
+            for (var i = 0; i < count; i++)
             {
                 var data = GetOrAddListItemData(_goneUpPartners, i);
                 data.uid = goneUpUIDs[i];
@@ -133,7 +133,7 @@ namespace FL.FGUI
                 data.isShowUpMask = isGoneUp;
                 owneds.Add(partner.TableId);
             }
-            foreach(var table in tables)
+            foreach (var table in tables)
             {
                 if (owneds.Contains(table.Id))
                     continue;

+ 1 - 1
Assets/Scripts/Business/Runtime/FGUI/Partner/MainPanel/PartnerMainPanelView.cs

@@ -15,7 +15,7 @@ namespace FL.FGUI
     }
     public partial class PartnerMainPanelView : UIView
     {
-        
+
         protected override void AddController(IUIControllerGroup group)
         {
             group.Add(new PartnerMainPanelCtrl());

+ 1 - 3
Assets/Scripts/Business/Runtime/FGUI/Player/AttributeItem/PlayerAttributeItemCtrl.cs

@@ -4,8 +4,6 @@
 /// 该脚本由模板创建
 /// created by cb 2024
 
-using Codice.CM.Common;
-using FairyGUI;
 using XGame.Database;
 using XGame.Framework.UI;
 
@@ -46,7 +44,7 @@ namespace FL.FGUI
         public void OnRefresh(int index, AttributeParam attrParam)
         {
             var attributeInfo = AttrDescTableRepo.Get((int)attrParam.attributeType);
-            if (attributeInfo != null) 
+            if (attributeInfo != null)
             {
                 //生命属性 [color=#33CCFF]123456789[/color]	
                 string format = attrParam.attributeValue > 0 ? "F3" : "F0";

+ 0 - 2
Assets/Scripts/Business/Runtime/FGUI/Player/AttributeList/PlayerAttributeListCtrl.cs

@@ -4,9 +4,7 @@
 /// 该脚本由模板创建
 /// created by cb 2024
 
-using FairyGUI;
 using System.Collections.Generic;
-using XGame.Database;
 using XGame.Framework.UI;
 
 namespace FL.FGUI

+ 2 - 2
Assets/Scripts/Business/Runtime/FGUI/Player/DetailsAttribute/PlayerDetailsAttributeCtrl.cs

@@ -31,7 +31,7 @@ namespace FL.FGUI
         protected override void OnDisable()
         {
             RemoveUIListenres();
-            if (_baseAttributeList != null) 
+            if (_baseAttributeList != null)
             {
                 _baseAttributeList.Clear();
                 _baseAttributeList = null;
@@ -68,7 +68,7 @@ namespace FL.FGUI
         {
             if (_baseAttributeList == null)
             {
-                _baseAttributeList = new List<AttributeParam>() 
+                _baseAttributeList = new List<AttributeParam>()
                 {
                     GetAttributeParam(EAttributeType.Atk),
                     GetAttributeParam(EAttributeType.Hp),

+ 2 - 2
Assets/Scripts/Business/Runtime/FGUI/Player/MainPanel/PlayerMainPanelCtrl.cs

@@ -5,8 +5,8 @@
 /// created by cb 2024
 
 using FairyGUI;
-using FL.Data.Items;
 using FL.Data;
+using FL.Data.Items;
 using System.Collections.Generic;
 using XGame.Database;
 using XGame.Framework.UI;
@@ -242,7 +242,7 @@ namespace FL.FGUI
 
         private void ShowExp(bool bShowAni = true)
         {
-            var expInfo = LevelTableRepo.Get(PlayerData.Instance.Level+1);
+            var expInfo = LevelTableRepo.Get(PlayerData.Instance.Level + 1);
             if (expInfo == null)
             {
                 // 等级上限

+ 1 - 1
Assets/Scripts/Business/Runtime/FGUI/Player/MainPanel/PlayerMainPanelView.cs

@@ -15,7 +15,7 @@ namespace FL.FGUI
     }
     public partial class PlayerMainPanelView : UIView
     {
-        
+
         protected override void AddController(IUIControllerGroup group)
         {
             group.Add(new PlayerMainPanelCtrl());

+ 0 - 1
Assets/Scripts/Business/Runtime/FGUI/Player/SpecialAttributeList/PlayerSpecialAttributeListCtrl.cs

@@ -4,7 +4,6 @@
 /// 该脚本由模板创建
 /// created by cb 2024
 
-using FairyGUI;
 using System.Collections.Generic;
 using XGame.Framework.UI;
 

+ 1 - 3
Assets/Scripts/Business/Runtime/Map/Entities/BulletEntityView.cs

@@ -1,10 +1,8 @@
-using FL.Battle;
-using FL.Battle.Components;
+using FL.Battle.Components;
 using FL.Battle.Components.AI;
 using UnityEngine;
 using XGame.Framework.Map;
 using XGame.Framework.ObjectCollection;
-using XGame.Framework.Time;
 
 namespace FL.Map
 {

+ 1 - 1
Assets/Scripts/Business/Runtime/Map/Entities/PlayerEntityView.cs

@@ -34,7 +34,7 @@ namespace FL.Map
     }
     public class PlayerEntityVM : EntityViewModel
     {
-        public Transform ActionRoot {  get; private set; }
+        public Transform ActionRoot { get; private set; }
         public SkeletonAnimation PlayerSkeleton { get; private set; }
         public Transform VfxRoot { get; private set; }
         public Transform UIPoint { get; private set; }

+ 4 - 4
Assets/Scripts/Business/Runtime/Map/TestMainMap/EntitiesComponent.Update.cs

@@ -6,7 +6,7 @@ using XGame.Framework.Interfaces;
 
 namespace FL.Map.TestMainMap
 {
-    public partial class EntitiesComponent: ILateUpdate
+    public partial class EntitiesComponent : ILateUpdate
     {
         private HashSet<long> _buffOwnerIds;
         private bool _isElementBuffDirty;
@@ -117,7 +117,7 @@ namespace FL.Map.TestMainMap
                 return true;
             }
             return false;
-        } 
+        }
         private void NotifyBuffPreview(IBuff buff, long partnerUID, bool isSkill, int skillId)
         {
             _buffPreview = new BuffPreviewDto()
@@ -149,8 +149,8 @@ namespace FL.Map.TestMainMap
             var dto = (BuffEventDto)args;
             if (_buffPreview.ownerId == dto.ownerId && _buffPreview.buffTableId == dto.buffTableId)
             {
-               ResetBuffPreview();
-               _isElementBuffDirty = true;
+                ResetBuffPreview();
+                _isElementBuffDirty = true;
             }
         }
         private void OnRequestBuffList(int eventId, object args)

+ 1 - 1
Assets/Scripts/Business/Runtime/Map/TestMainMap/EntitiesComponent.cs

@@ -72,7 +72,7 @@ namespace FL.Map.TestMainMap
                 Context.Asset.Recycle(partner);
             }
             _partnerMap.Clear();
-            foreach(var monster in _monsterMap.Values)
+            foreach (var monster in _monsterMap.Values)
             {
                 Context.Asset.Recycle(monster);
             }

+ 2 - 2
Assets/Scripts/Business/Runtime/Map/TestMainMap/MapUIComponent.cs

@@ -191,13 +191,13 @@ namespace FL.Map.TestMainMap
                 var timer = Context.Time.AddDelayTimer(delay, () =>
                 {
                     LoadHpAddView(dto);
-                }); 
+                });
             }
             else
             {
                 LoadHpAddView(dto);
             }
-            
+
         }
         private void LoadHpAddView(HpAddDto dto)
         {

+ 1 - 1
Assets/Scripts/Business/Runtime/Map/UI/EntityBattleInfoView.cs

@@ -67,7 +67,7 @@ namespace FL.Map.UI
                     shieldImg.rectTransform.sizeDelta = size;
                 }
             }
-            
+
         }
         public void AddHp(int addVal)
         {

+ 2 - 2
Assets/Scripts/Business/Runtime/Nodes/DragonEgg/DragonEggNode.cs

@@ -13,12 +13,12 @@ namespace FL.Nodes
     {
         protected override void OnDispose()
         {
-            
+
         }
 
         protected override void OnInited()
         {
-            
+
         }
 
         protected override void AddComponent(INodeComponentGroup group)

+ 5 - 5
Assets/Scripts/Business/Runtime/Nodes/DragonEgg/UIComponent.cs

@@ -1,8 +1,8 @@
-using XGame.Framework.Nodes;
-using XGame.Framework.Time;
-using XGame;
+using FL.Data;
 using FL.FGUI;
-using FL.Data;
+using XGame;
+using XGame.Framework.Nodes;
+using XGame.Framework.Time;
 
 
 namespace FL.Nodes.DragonEgg
@@ -10,7 +10,7 @@ namespace FL.Nodes.DragonEgg
     // 属性比较枚举
     public enum eCompareType
     {
-        None = 0, 
+        None = 0,
         Low = 1,   // 红色箭头(属性比原来低)
         Higth = 2, // 绿色向上箭头(属性比原来的高)
         New = 3,   // 新的属性

+ 2 - 2
Assets/Scripts/Business/Runtime/Nodes/GameMain/LoadEntitiesDto.cs

@@ -1,5 +1,5 @@
-using UnityEngine;
-using FL.Battle;
+using FL.Battle;
+using UnityEngine;
 using XGame.Database;
 
 namespace FL.Nodes.GameMain

+ 1 - 1
Assets/Scripts/Business/Runtime/Nodes/GameMain/MapComponent.cs

@@ -220,7 +220,7 @@ namespace FL.Nodes.GameMain
             var count = goneUpMap.Count;
             var partners = new PartnerEntity[count];
             var index = 0;
-            foreach(var partnerUID in  goneUpMap.Keys)
+            foreach (var partnerUID in goneUpMap.Keys)
             {
                 partners[index++] = GenPartner(targetPosition, partnerUID);
             }

+ 1 - 1
Assets/Scripts/Business/Runtime/Nodes/GameMain/UIComponent.cs

@@ -22,7 +22,7 @@ namespace FL.Nodes.GameMain
 
         void ILoadAsyncHandle.OnLoadAsync(IAsyncGroup group)
         {
-           Context.UI.Preload(UINestedKeys.CommonItemBase).Join(group);
+            Context.UI.Preload(UINestedKeys.CommonItemBase).Join(group);
         }
         void ILoadAsyncHandle.OnUnloadAsync(IAsyncGroup group)
         {