public void IsWaveEnd()
 {
     if (0 == m_CharInScene.m_listMonster.Count)
     {
         SpawnHandler.GetInst().ReleaseNextWave();
     }
 }
        private static void SetMonsterData(CharHandler charHandler)
        {
            int lv = SpawnHandler.GetInst().CurSpawnIndex * 10 + SpawnHandler.GetInst().CurWave;

            CharData charData = charHandler.m_CharData;

            charData.m_eSide = BattleEnum.Enum_CharSide.Enemy;
            charData.m_eType = BattleEnum.Enum_CharType.Monster;

            ConfigRow monsterInfo = ConfigData.GetValue("Monster_Client", charData.m_iCharID.ToString());

            charData.m_fAtkX       = float.Parse(monsterInfo.GetValue("AttackX"));
            charData.m_fAtkRange   = float.Parse(monsterInfo.GetValue("AtkRange"));
            charData.m_fBodyRange  = float.Parse(monsterInfo.GetValue("BodyRange"));
            charData.m_fMoveSpeed  = float.Parse(monsterInfo.GetValue("MoveSpeed"));
            charData.CurAttack     = float.Parse(monsterInfo.GetValue("Attack")) * (1 + 0.2f * lv);
            charData.OriAtk        = charData.CurAttack;
            charData.CurDefence    = float.Parse(monsterInfo.GetValue("Defence")) * (1 + 0.2f * lv);
            charData.OriDef        = charData.CurDefence;
            charData.CriticalRatio = float.Parse(monsterInfo.GetValue("CriticalRatio"));
            charData.BlockRatio    = float.Parse(monsterInfo.GetValue("BlockRatio"));
            charData.MaxHP         = float.Parse(monsterInfo.GetValue("Hp")) * (1 + 0.2f * lv);
            charData.CurHP         = charData.MaxHP;
            charData.OriHP         = charData.MaxHP;
            charData.CurStar       = BattleManager.GetInst().m_iEnemyPlayerLevel;

            charHandler.m_CharDefence.m_fBackwardClock = 0;
        }
        public CharHandler AddHero(int heroId, int heroLv, int heroIndex)
        {
            CharHandler h = SpawnHandler.GetInst().CreateHeroM(heroId, heroIndex);

            h.EnableChar();
            BattleHeroListPanel.GetInst().InsertBattleHero(heroId, heroLv, heroIndex);
            return(h);
        }
 private void OnDestroy()
 {
     _inst = null;
 }
 private void Awake()
 {
     _inst = this;
 }