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;
}
}