//############################################过场动画接口############################################
 public GameObject GetStoryCamAnimsObj()
 {
     return(StoryAnimEditorContrler.GetInst().GetStoryCamAnimsObj());
 }
 /// <summary>
 /// 开启出生怪物行为
 /// </summary>
 /// <param name="obj">怪物Obj</param>
 /// <param name="data">怪物数据</param>
 /// <param name="isLocal">是否本地加载</param>
 public void SetMonsterBirthState(GameObject obj, Monsterdata data, bool isLocal, int DynamicID = 0)
 {
     StoryAnimEditorContrler.GetInst().SetMonsterBirthState(obj, data, isLocal, DynamicID);
     StoryAnimEditorContrler.GetInst().GetMonsterObjList().Add(obj);
 }
 /// <summary>
 /// 设置初始当前战斗回合数;
 /// </summary>
 /// <param name="count"></param>
 public void SetBeginFightCount(int count)
 {
     StoryAnimEditorContrler.GetInst().SetBeginFightCount(count);
 }
 public List <Monsterdata> GetMonsterGroupEditorData(int i)
 {
     return(StoryAnimEditorContrler.GetInst().GetMonsterGroupEditorData(i));
 }
 /// <summary>
 /// 设置怪物阵型状态1-前2后3;2-前3后2;
 /// </summary>
 /// <param name="type"></param>
 public void SetMonsterTroopType(int type)
 {
     StoryAnimEditorContrler.GetInst().SetMonsterTroopType(1);
 }
 /// <summary>
 /// 当前波数怪物是否有支援怪物
 /// </summary>
 /// <returns></returns>
 public bool IsFightOver()
 {
     return(StoryAnimEditorContrler.GetInst().IsFightOver());
 }
 /// <summary>
 /// 获取当前波数是否有支援的怪物
 /// </summary>
 /// <returns></returns>
 public bool GetisSupport()
 {
     return(StoryAnimEditorContrler.GetInst().GetisSupport());
 }
 /// <summary>
 /// 获取当前战斗的总波数
 /// </summary>
 /// <returns></returns>
 public int GetMonsterGroupCount()
 {
     return(StoryAnimEditorContrler.GetInst().GetMonsterGroupCount());
 }