monster数据添加
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@@ -12,6 +12,15 @@ public class MonsterControl : MonoBehaviour
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public bool isSpine = true;
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public Dictionary<CharacterAnimationType, string> dic_AnimKeyAnimName = new Dictionary<CharacterAnimationType, string>();
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public CharacterStateType currState;
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public GameObject effect_Hurt;//遮罩闪烁
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public GameObject effect_Die;//删除
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public void InitAnimList()
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{
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dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
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}
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//这里捕鱼的结构很简单可以穿模直接写移动
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void Update()
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{
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@@ -19,6 +28,7 @@ public class MonsterControl : MonoBehaviour
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}
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public void Start()
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{
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InitAnimList();
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ChangeState(CharacterStateType.move);
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}
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public virtual void OnMoveEnter()
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@@ -42,6 +42,7 @@ public class BullitMove : MonoBehaviour
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if (collision.tag == "Monster")
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{
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isTriggerFirst=false;
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//击中特效
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Instantiate(effectPrefab,transform.position,Quaternion.identity);
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//受激
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collision.transform.GetComponent<MonsterControl>().monsterData.charactersHealth.OnHurt(10, CharacterHurtType.none);
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@@ -21,7 +21,7 @@ public class Test_All : MonoBehaviour
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//初始化
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GameObject obj = Instantiate(monsterPrefab,Vector3.one*999,Quaternion.identity);
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var v = obj.GetComponent<MonsterControl>();
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v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
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//v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
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v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线"+Random.Range(1,4).ToString()], 10);
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