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NDark edited this page May 11, 2014
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- 關卡讀入Unit之後把UnitDataStruct放到GlobalSingleton , 然後 CharDisplay 上面掛的就是 Unit 指到UnitDataStruct (done)
- 由一個levelgenrator創造unitdatastruct,然後轉場到fightsystem拉取unitdatastruct (done)
- 招式的屬性資料 (done)
- Skill Animation 內的對象判斷寫正確 (done)
- 招式被擊中取得SkillSetting的DefenseProperty來計算 (done)
- 在 SkillAnimation 上加上 SkillVariable (done)
- 攻擊及擊中系統 攻擊及擊中系統 (done)
- 用兩種屬性做測試 (done)
- 測試角色的屬性 (done)
- PosAnchor (PositionStr)
xxx PosAnchor=“x,y,z”
xxx PosAnchor=“objectName”
- Position3D
Position3D x=“x” y=“y” z=“z”
Position3D objectName=“objectName”
- OrientationEuler
OrientationEuler x="x" y="y" z="z"
- SupplementalPair
SupplementalPair label=“label” value=“value”
- ParseStandardParameter
Name min=“min” max=“max” std=“std” init=“init”
- StaticObject
StaticObject Name=“Name” PrefabName=“PrefabName”
ParsePosition()
ParseQuaternion()
- MapZoneObject
MapZoneObject Name=“Name” PrefabName=“PrefabName” TextureName=“TextureName”
ParsePosition()
ParseQuaternion()
- ParseAddScriptOnObject
AddScriptOnObject objectName=“objectName” scriptName=“scriptName”
- ParseBackgroundMusic
BackgroundMusicAudioPath name=“name”
- ParseVictoryCondition
VictoryCondition ConditionName=“ConditionName”
- ParseLoseCondition
LoseCondition ConditionName=“ConditionName”
- ParseUsualEvent
UsualEvent EventName=“EventName”
- ParseConversationSet
- ParseConversation
- ParseTalkStr
- ParsePotrit