加一个动画版本开关
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51cbcf60bc
commit
726693c408
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@ -12,10 +12,11 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 841ad42020e5c4c46be013e4341027d5, type: 3}
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m_Script: {fileID: 11500000, guid: 841ad42020e5c4c46be013e4341027d5, type: 3}
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m_Name: GameConfig
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m_Name: GameConfig
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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IsDebug: 1
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IsDebug: 0
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IsAutoLevel: 0
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IsAutoLevel: 0
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UseDiamond: 0
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UseDiamond: 0
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JumpText: 0
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JumpText: 0
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IsSimpleAni: 1
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PlayerNear: Monster
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PlayerNear: Monster
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PlayerFar: Human
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PlayerFar: Human
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EnemyNear: Monster
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EnemyNear: Monster
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@ -12,6 +12,7 @@ public class GameConfig : ConfigBase<GameConfig>
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public bool IsAutoLevel;
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public bool IsAutoLevel;
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public bool UseDiamond;
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public bool UseDiamond;
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public bool JumpText = true;
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public bool JumpText = true;
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public bool IsSimpleAni = true;
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public string PlayerNear = "Monster";
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public string PlayerNear = "Monster";
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public string PlayerFar = "Human";
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public string PlayerFar = "Human";
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@ -521,9 +521,10 @@ public class BlockManager : MonoBehaviour
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PetManager.Instance.Happy();
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PetManager.Instance.Happy();
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}
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}
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#if !MERGE_SIMPLE_ANI
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if (!GameConfig.Instance.IsSimpleAni)
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pUnit.SetTrigger(SoldierACTrigger.TriggerHappy);
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{
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#endif
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pUnit.SetTrigger(SoldierACTrigger.TriggerHappy);
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}
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pUnit.transform.localScale = Vector3.zero;
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pUnit.transform.localScale = Vector3.zero;
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pUnit.transform.DOScale(1, 0.5f).SetEase(Ease.OutBounce);
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pUnit.transform.DOScale(1, 0.5f).SetEase(Ease.OutBounce);
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@ -79,12 +79,14 @@ public class BlockSlot : MonoBehaviour
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private void OnMouseDown()
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private void OnMouseDown()
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{
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{
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#if !MERGE_SIMPLE_ANI
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if (!GameConfig.Instance.IsSimpleAni)
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if (mUnit != null)
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{
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{
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mUnit.SetTrigger(SoldierACTrigger.TriggerPickUp);
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if (mUnit != null)
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{
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mUnit.SetTrigger(SoldierACTrigger.TriggerPickUp);
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}
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}
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}
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#endif
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mDelPickUp?.Invoke(mIndex);
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mDelPickUp?.Invoke(mIndex);
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}
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}
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@ -95,12 +97,14 @@ public class BlockSlot : MonoBehaviour
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private void OnMouseUp()
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private void OnMouseUp()
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{
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{
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#if !MERGE_SIMPLE_ANI
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if (!GameConfig.Instance.IsSimpleAni)
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if (mUnit != null)
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{
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{
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mUnit.SetTrigger(SoldierACTrigger.TriggerPutDown);
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if (mUnit != null)
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{
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mUnit.SetTrigger(SoldierACTrigger.TriggerPutDown);
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}
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}
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}
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#endif
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mDelDrowDown?.Invoke(mIndex);
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mDelDrowDown?.Invoke(mIndex);
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}
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}
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}
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}
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@ -7,10 +7,17 @@ public class AvatarGroup : MonoBehaviour
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{
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{
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private Animator[] mAnimators;
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private Animator[] mAnimators;
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List<string> mExcludeResetACs = new List<string>();
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private void Awake()
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private void Awake()
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{
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{
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//mAnimators = GetComponentsInChildren<Animator>();
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//mAnimators = GetComponentsInChildren<Animator>();
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mAnimators = new Animator[1] { GetComponentInChildren<Animator>()};
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mAnimators = new Animator[1] { GetComponentInChildren<Animator>()};
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if (GameConfig.Instance.IsSimpleAni)
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{
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mExcludeResetACs = new List<string>() { "TriggerPickUp", "TriggerPutDown", "TriggerHappy", "TriggerAttack2", "TriggerAttack3" };
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}
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}
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}
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public void SetACTrigger(SoldierACTrigger pTrigger, float pSpeed = 1)
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public void SetACTrigger(SoldierACTrigger pTrigger, float pSpeed = 1)
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@ -20,7 +27,10 @@ public class AvatarGroup : MonoBehaviour
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{
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{
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for (int i = 0; i < mAnimators.Length; i++)
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for (int i = 0; i < mAnimators.Length; i++)
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{
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{
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mAnimators[i].ResetTrigger(tTriggerName);
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if (!mExcludeResetACs.Contains(tTriggerName))
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{
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mAnimators[i].ResetTrigger(tTriggerName);
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}
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}
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}
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}
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}
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@ -34,23 +44,14 @@ public class AvatarGroup : MonoBehaviour
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public enum SoldierACTrigger
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public enum SoldierACTrigger
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{
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{
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#if !MERGE_SIMPLE_ANI
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TriggerIdle,
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TriggerIdle,
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TriggerRun,
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TriggerHappy,
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TriggerPickUp,
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TriggerPickUp,
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TriggerPutDown,
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TriggerPutDown,
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TriggerHappy,
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TriggerRun,
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TriggerAttack,
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TriggerAttack,
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TriggerAttack2,
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TriggerAttack2,
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TriggerAttack3,
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TriggerAttack3,
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TriggerWin,
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TriggerWin,
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TriggerDie
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TriggerDie
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#else
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TriggerIdle,
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TriggerRun,
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TriggerAttack,
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TriggerWin,
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TriggerDie
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#endif
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}
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}
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@ -51,21 +51,24 @@ public class SoldierStateAttack : BaseState<SoldierUnit>
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mMaster.LookToTarget(mMaster.AttackTarget[0].RelativePos(mMaster.RelativePos()));
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mMaster.LookToTarget(mMaster.AttackTarget[0].RelativePos(mMaster.RelativePos()));
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SoldierACTrigger tAtkTrigger = SoldierACTrigger.TriggerAttack;
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SoldierACTrigger tAtkTrigger = SoldierACTrigger.TriggerAttack;
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#if !MERGE_SIMPLE_ANI
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int tRandomNum = UnityEngine.Random.Range(1, 4);
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if (!GameConfig.Instance.IsSimpleAni)
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if (tRandomNum == 1)
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{
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{
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tAtkTrigger = SoldierACTrigger.TriggerAttack;
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int tRandomNum = UnityEngine.Random.Range(1, 4);
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if (tRandomNum == 1)
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{
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tAtkTrigger = SoldierACTrigger.TriggerAttack;
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}
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else if (tRandomNum == 2)
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{
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tAtkTrigger = SoldierACTrigger.TriggerAttack2;
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}
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else if (tRandomNum == 3)
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{
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tAtkTrigger = SoldierACTrigger.TriggerAttack3;
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}
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}
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}
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else if (tRandomNum == 2)
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{
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tAtkTrigger = SoldierACTrigger.TriggerAttack2;
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}
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else if (tRandomNum == 3)
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{
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tAtkTrigger = SoldierACTrigger.TriggerAttack3;
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}
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#endif
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mMaster.SetACTrigger(tAtkTrigger, Mathf.Max(mAtkAniLength / mMaster.AtkInterval, mAtkAniLength));
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mMaster.SetACTrigger(tAtkTrigger, Mathf.Max(mAtkAniLength / mMaster.AtkInterval, mAtkAniLength));
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mActiveTimer.StartTimer(ActiveOnce, Mathf.Min(mAtkAniLength * 0.6f, mMaster.AtkInterval * 0.6f));
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mActiveTimer.StartTimer(ActiveOnce, Mathf.Min(mAtkAniLength * 0.6f, mMaster.AtkInterval * 0.6f));
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