using UnityEngine; using System.Collections; namespace YLBattle { /// /// 技能触发条件 /// public enum ESkillTrigger { /// /// 空 /// NONE = 0, /// /// 1:战斗开始 /// ESkill_TRIGGER_BATTLESTART = 1, /// /// 2:hp /// 备注:默认低于某个数值触发 /// ESkill_TRIGGER_HP = 2, /// /// 3:被攻击 /// 备注:非增益的效果均视为被攻击状态[暂定减血] /// ESkill_TRIGGER_BEATTACK = 3, /// /// 死亡 /// ESkill_TRIGGER_DEAD = 4, /// /// hp减少{数值高于指定数值} /// ESkill_TRIGGER_HPREDUCE = 5, /// /// 攻击(普通伤害类) /// ESkill_TRIGGER_ATTACK = 6, /// /// 释放技能 /// ESkill_TRIGGER_CASTSKILL = 7 } /// /// 技能属性 /// public enum ESkillProperty { /// /// 名字 /// ESKILL_PROPERTY_DESC, /// /// 效果分段 /// ESKILL_PROPERTY_SECTION, /// /// 动作 /// ESKILL_PROPERTY_ACTION, /// /// 技能类型 /// 1、普通攻击 /// 2、点击技能 /// 3、必杀技能 /// 4、个人被动 /// 5、队长被动 /// ESKILL_PROPERTY_SKILLTYPE, /// /// 11、自身 /// 12、当前敌方 /// 21、自身以及相邻单位 /// 22、当前目标及相邻单位 /// 31、我方全体 /// 32、敌方全体 /// 41、我方坦克职业角色 /// 42、敌方坦克职业角色 /// ....... /// ESKILL_PROPERTY_AIM, /// /// 技能效果修正 ///0=根据aim列锁定目标生成特效 ///1=生成一个特效放在地图中间 ///2=生成一个特效在屏幕上 /// ESKILL_PROPERTY_AIMPARM, /// /// 1、被动触发,人在就有效 /// 2、消耗能量点类型 /// 3、消耗必杀点的类型 /// 9、条件触发 /// ESKILL_PROPERTY_CONDITION, /// /// /// ESKILL_PROPERTY_VALUE, /// /// /// ESKILL_PROPERTY_REDRES, /// /// /// ESKILL_PROPERTY_BLUERES, /// /// 技能爆炸(只是bomb效果)的持续时间 /// ESKILL_PROPERTY_BOMBTIME, //2017-09-21 /// /// /// ESKILL_PROPERTY_parmValue, /// /// /// ESKILL_PROPERTY_proType, /// /// /// ESKILL_PROPERTY_proValue, /// /// /// ESKILL_PROPERTY_BuffLst, } /// /// 技能类型 技能大分类:0.普攻,1.必杀技,2.闪避,3.冲刺,4.极限闪避,5.队长技,6.被动技,7.创建技能,8.言灵技 /// public enum ESkillType { /// /// 普通攻击 /// ATTACK = 0, /// /// 必杀 /// BISHA = 1, /// /// 闪避 /// SHANBI = 2, /// /// 冲刺 /// CHONGCI = 3, /// /// JIXIANSHANBI /// JIXIANSHANBI = 4, /// /// 队长被动 /// DUIZHANG = 5, /// /// 被动技 /// BEIDONG = 6, /// /// 创建技 /// CHUANGJIAN = 7, /// /// 言灵技 /// YANLING = 8, } /// /// 技能附加瞄准策略 /// public enum ESkillAIM { /// /// 跟着技能锁定目标。。。 /// None, /// /// 地图中心 /// Map = 1, /// /// 敌我双方中心效果 /// Screen = 2, /// /// 屏幕中心 /// Center = 3, } }