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