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,
}
}