void GetEnemyProperty(Monster m) { // Debug.Log("thisEnemyId = " + m.id); enemy = new Unit(); enemy.monsterId = m.id; enemy.name = m.name; //怪物实力随等级增强 enemy.level = m.level + GameData._playerData.dayNow / GameConfigs.MonsterUpgradeTime; //鬼的实力随地图增加而增加 if (m.id == 1 || m.id == 2 || m.id == 3) { enemy.level += GameData._playerData.placeNowId * 2; } // Debug.Log (enemy.level); MonsterModel md = LoadTxt.GetMonsterModel(m.model); enemy.hp = md.hp + md.hp_inc * (enemy.level - 1); enemyMaxHp = enemy.hp; enemy.spirit = m.spirit; enemy.atk = md.atk + md.atk_inc * (enemy.level - 1); // Debug.Log("ThisEnemyInitAtk = " + enemy.atk); enemy.def = md.def + md.def_inc * (enemy.level - 1); enemy.hit = md.hit; enemy.dodge = md.dodge; enemy.speed = m.speed; enemy.range = m.range; // print(m.range); enemy.castSpeedBonus = 0; enemy.skillList = m.skillList; enemy.drop = m.drop; enemy.vitalSensibility = m.vitalSensibility; enemy.hit_Body = m.bodyPart[0]; enemy.hit_Vital = m.bodyPart[1]; enemy.hit_Move = m.bodyPart [2]; enemy.canCapture = m.canCapture; enemy.mapOpen = m.mapOpen; enemy.renown = m.renown; }