V3.3.7 转移SceneBlockPrefabSet
转移SceneBlockPrefabSet至Scene Start的StartSceneData中
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@@ -13,12 +13,14 @@ public class MouseInMap : MonoBehaviour
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public GameObject enemyContainerObj;
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public GameObject sceneBlockContainerObj;
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public GameObject targetControllerObj;
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public GameObject parameterContainerObj;
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public GameObject HUDObj;
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private Vector3 nowHitPosition = Vector3.zero;
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private Vector3 nowHitPositionRelative = Vector3.zero;
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private LayerMask groundMask;
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private int blockNum;
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private ParameterContainer paramCon;
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private GameObject previewModel;
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private TargetController targetCon;
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private MousePreview mousePreviewCon;
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@@ -45,6 +47,7 @@ public class MouseInMap : MonoBehaviour
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private void Start()
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{
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paramCon = parameterContainerObj.GetComponent<ParameterContainer>();
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groundMask = LayerMask.GetMask("Ground");
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targetCon = targetControllerObj.GetComponent<TargetController>();
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mousePreviewCon = mousePreviewObj.GetComponent<MousePreview>();
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@@ -137,7 +140,7 @@ public class MouseInMap : MonoBehaviour
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// while blockLevel is not set, send error message
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messageCon.PushMessage(new List<string> { "[ERROR]MouseInMap:ChangeMouseMode:", "Level not set!", "mouseMode=", mouseMode.ToString() },
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new List<string> { messageCon.errorColor });
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blockLevel = sceneBlockCon.scenePrefabSet.GetLevelNumber(nowTargetType);
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blockLevel = paramCon.scenePrefabSet.GetLevelNumber(nowTargetType);
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}
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else
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{
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@@ -149,7 +152,7 @@ public class MouseInMap : MonoBehaviour
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if (blockNum < 0)
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{
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// while blockNum is not set, random choose block type
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this.blockNum = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(blockLevel, nowTargetType));
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this.blockNum = Random.Range(0, paramCon.scenePrefabSet.GetBlockNumber(blockLevel, nowTargetType));
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}
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else
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{
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@@ -157,7 +160,7 @@ public class MouseInMap : MonoBehaviour
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this.blockNum = blockNum;
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}
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// set previewModel
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previewModel = sceneBlockCon.scenePrefabSet.GetPrefab(blockLevel, this.blockNum, nowTargetType);
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previewModel = paramCon.scenePrefabSet.GetPrefab(blockLevel, this.blockNum, nowTargetType);
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mousePreviewCon.ChangePreviewTo(previewModel);
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break;
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