using UnityEngine; using System.Collections; using System.Collections.Generic; namespace YLBattle { /// /// 战场配置常量 /// public class BattleConst { /// /// 战斗连击特效(指头)显示间隔时间(秒) /// public const float BattleLianjiSpanTime = 0.3f; /// /// 战斗连击计数(重置)间隔时间 (毫秒) /// public const int BattleLianjiCountTime = 2000; /// /// 角色暴击倍数 /// public const int BattleCriticalDamageRate = 2; /// /// 技能分段伤害及提示间隔时间 /// public const float BattleSectionSkillSpanTime = 200; #region 出场部分时间设置 /// /// 子弹飞行速度(单位时间秒,帧率下的速度) /// public const float BattleBulletSpeed = 3.0f; /// /// 红队(怪)出场间隔时间(毫秒) /// public const int BattleMonsterArrivalSpanTime = 500; /// /// 角色出场总时间 /// public const int BattleFighterArrivalTime = 1500; /// /// UI出现总时间 /// public const int BattleUIAppearTime = 1200; /// /// 战前准备时间 /// 战前“开战”动画加载 /// public const int BattleFighterPrewarTime = 1700; /// /// 战斗进入UI波次特效显示时间 /// public const int BattleLevelEffectTime = 1500; #endregion /// /// 队长技能提示时间 /// public const int BattleLeaderTipTime = 1100; /// /// boss出场时间 /// public const int BattleBossArrivalTime = 1050; /// /// boss介绍界面最长时间 /// public const int BattleBossDescriptionTime = 10000; /// /// 底层逻辑到顶层UI的默认延迟 /// public const int LogicToUILogicDelayTime = 500; /// /// 角色攻击动画时间 /// public static int FighterAttackAniTime = 800; /// /// 角色被攻击时间(转盘需要转到指定位置) /// public const int FighterHitTime = 500; /// /// 尸体消亡时间, 单位毫秒 /// public const int BattleCorpseDisapperTime = 1000; /// /// 己方最大占位数 /// public const int BattleBlueSeatMax = 5; } }