Skip to content
NDark edited this page May 11, 2014 · 42 revisions

備忘錄

  1. 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)
  2. 由一個levelgenrator創造unitdatastruct,然後轉場到fightsystem拉取unitdatastruct (done)
  3. 招式的屬性資料 (done)
  4. Skill Animation 內的對象判斷寫正確 (done)
  5. 招式被擊中取得SkillSetting的DefenseProperty來計算 (done)
  6. 在 SkillAnimation 上加上 SkillVariable (done)
  7. 攻擊及擊中系統 攻擊及擊中系統 (done)
  8. 用兩種屬性做測試 (done)
  9. 測試角色的屬性 (done)

關卡讀檔

基礎元件

  1. PosAnchor (PositionStr)

    xxx PosAnchor=“x,y,z”
    xxx PosAnchor=“objectName”
  2. Position3D

    Position3D x=“x” y=“y” z=“z”
    Position3D objectName=“objectName”
  3. OrientationEuler
OrientationEuler x="x" y="y" z="z"
  1. SupplementalPair

    SupplementalPair label=“label” value=“value”
  2. ParseStandardParameter

    Name min=“min” max=“max” std=“std” init=“init”

基礎物件

  1. StaticObject

    StaticObject Name=“Name” PrefabName=“PrefabName”
    ParsePosition()
    ParseQuaternion()
  2. MapZoneObject

    MapZoneObject Name=“Name” PrefabName=“PrefabName” TextureName=“TextureName”
    ParsePosition()
    ParseQuaternion()

系統功能

  1. ParseAddScriptOnObject

    AddScriptOnObject objectName=“objectName” scriptName=“scriptName”
  2. ParseBackgroundMusic

    BackgroundMusicAudioPath name=“name”
  3. ParseVictoryCondition

    VictoryCondition ConditionName=“ConditionName”
  4. ParseLoseCondition

    LoseCondition ConditionName=“ConditionName”
  5. ParseUsualEvent

    UsualEvent EventName=“EventName”

ConversationManager

  1. ParseConversationSet
  2. ParseConversation
  3. ParseTalkStr
  4. ParsePotrit