将控制BOSS的动画注册脚本完善了一下,开始Debug工作。
//添加状态对应动画
mBoss.GetComponent<AIState>().AddAnimation(walk,"Walk");
mBoss.GetComponent<AIState>().AddAnimation(runaway,"RunAway");
mBoss.GetComponent<AIState>().AddAnimation(trace,"Trace");
mBoss.GetComponent<AIState>().AddAnimation(relax,"Relax");
mBoss.GetComponent<AIState>().AddAnimation(attack,"Attack");
mBoss.GetComponent<AIState>().AddAnimation(rushattack,"RushAttack");
mBoss.GetComponent<AIState>().AddAnimation(farattack,"FarAttack");
mBoss.GetComponent<AIState>().AddAnimation(magicattack,"FarMagic");
mBoss.GetComponent<AIState> ().tempID = walk;
//其他
mBoss.GetComponent<AIState> ().mStateRecorder = mRecorder;
mBoss.GetComponent<AIState> ().LastEntityData.AddComponent<HPComponent> (new HPComponent());
mBoss.GetComponent<AIState> ().LastEntityData.PlayerEntity = mPlayerLast;
mPlayerLast.AddComponent<HPComponent> (playerLast_hp);
mPlayer.AddComponent<HPComponent> (player_hp);
player_hp.allHP = 700;
player_hp.tempHP = 700;
mBoss.GetComponent<myBossAI> ().FarFire = fire;
mBoss.GetComponent<myBossAI> ().FarMagic = magic;
mBoss.GetComponent<myBossAI> ().FireSlot = fireSlot;
mBoss.GetComponent<myBossAI> ().MagicSlot = magicSlot;
剩下的时间在寻找一个可用模型开始Debug。