//############################################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()); }