# Conflicts:
#	.obsidian/workspace.json
#	待办事项/TODO.md
This commit is contained in:
zzz
2022-10-28 00:45:15 +08:00
10 changed files with 35 additions and 33 deletions

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@@ -19,12 +19,8 @@
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@@ -41,12 +37,8 @@
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@@ -55,7 +47,7 @@
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@@ -75,12 +67,8 @@
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@@ -142,7 +130,7 @@
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@@ -170,15 +158,15 @@
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"Mesh Renderer 与 Skinned Mesh Renderer.md",
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"Pasted image 20221021171104.png",
"SearchFilter UnityEditor筛选器.md",
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@@ -25,16 +25,11 @@ kanban-plugin: basic
- [ ] UWA课程
## 书籍
## Demo进度
- [ ] 疗愈
- [ ] 提高性能力自助手册
- [ ] 晚安我的不安
- [ ] 找到创伤之外的生活
- [ ] 自我关怀的力量
- [ ] 走出心灵的误区
- [ ] 跳出头脑·融入生活*
- [ ] 幸福的陷阱
- [ ] 重新设计技能数据模块<br>@{2022-06-23}
- [ ] 技能原子部分测试
- [ ] 接入数据模块
***

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@@ -0,0 +1,17 @@
## 技能环节(SkillProcUnit):
负责每个环节要做的事情:
例如:0.2s治疗 0.4s根据治疗量上攻击buff 0.6s造成AOE伤害
前摇后腰
## 技能流程管理纳入到Base管理
对于环节类,应该有一个管理类来管理时间戳到哪个环节,流传上个环节的数值到下个环节,然后调用场景管理类的实际功能
## 场景管理:
实际触发
## 技能信息类:
受到技能的级数技能buff加成等影响技能元数据的装饰类
## 技能表现

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@@ -27,4 +27,6 @@
#### Q
AssetDataBase.Load()到底是序列化作用还是从内存中找到GameObject对应的SerializedObject
反射命中对象到底是SerializedObject还是GameObject
反射命中对象到底是SerializedObject还是GameObject
![[Pasted image 20221025121100.png]]
当脚本Load出来的时候会自动反序列化

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