feat(Animation): 添加技能动画状态和过渡

- 在base人类型士控制器中添加skill动画状态
- 添加从默认状态到技能状态的过渡条件
- 配置技能动画的状态转换参数
- 在蓝色怪物override controller中添加技能动画覆盖

fix(Model): 修复模型导入设置和骨骼位置

- 将人类型士Idle模型材质导入模式从2改为1
- 调整蓝色怪物怒吼动画的最后一帧从85到65
- 修正模型骨骼位置数据,统一缩放比例
- 更新蓝色怪物模型的全局缩放从0.023到2.3

docs(Codely): 删除剪贴板图片文件
```
This commit is contained in:
huadexuan committed 2026-08-30 23:20:49 +08:00
1 parent 2728c1d2cc
commit 21aceb6c04
44 files changed
+23820 -173

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@@ -7,6 +7,7 @@ public class Projectile : MonoBehaviour
private float damage;
private float speed;
private float lifetime;
private bool registerEnergyOnHit;
private bool initialized;
private bool hasHit;
@@ -15,13 +16,15 @@ public class Projectile : MonoBehaviour
float damageAmount,
GameObject ownerObject,
float moveSpeed,
float lifeTime)
float lifeTime,
bool registerEnergy = true)
{
target = targetObject;
damage = damageAmount;
owner = ownerObject;
speed = moveSpeed;
lifetime = lifeTime;
registerEnergyOnHit = registerEnergy;
initialized = true;
hasHit = false;
@@ -112,7 +115,7 @@ public class Projectile : MonoBehaviour
hasHit = true;
healthBar.TakeDamage(damage);
if (owner != null)
if (registerEnergyOnHit && owner != null)
{
UnitBase unit = owner.GetComponent<UnitBase>();
if (unit != null)