BulletDefine.cs 9.6 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. namespace X2Battle
  4. {
  5. /// <summary>
  6. /// 子弹属性
  7. /// </summary>
  8. public enum EBulletProperty
  9. {
  10. /// <summary>
  11. /// 音效
  12. /// </summary>
  13. EBULLET_PROPERTY_AUDIO = 0,
  14. /// <summary>
  15. /// 弹道类型
  16. /// </summary>
  17. EBULLET_PROPERTY_TRAJECTTYPE,
  18. /// <summary>
  19. /// 爆炸延迟
  20. /// </summary>
  21. EBULLET_PROPERTY_BOMBDELAY,
  22. /// <summary>
  23. /// 颤抖
  24. /// </summary>
  25. EBULLET_PROPERTY_SHAKE,
  26. /// <summary>
  27. /// 拖拽
  28. /// </summary>
  29. EBULLET_PROPERTY_DRAG,
  30. /// <summary>
  31. /// 特效运行时间(以作为逻辑上检测是否已经释放完技能的标准时间)
  32. /// </summary>
  33. EBULLET_PROPERTY_RUNTIME,
  34. }
  35. /// <summary>
  36. /// 子弹位置目标类型
  37. /// </summary>
  38. public enum EBulletTargeType
  39. {
  40. /// <summary>
  41. /// // 初始值(注意瞄准扩展处理,当前AIM扩展不会出现滴~)
  42. /// </summary>
  43. EBULLET_TARGET_NONE = 0,
  44. /// <summary>
  45. /// 目标 参数:跟随角色位置
  46. /// </summary>
  47. EBULLET_TARGET_FIGHTER = 1,
  48. /// <summary>
  49. /// 目标 参数:地图跟随
  50. /// </summary>
  51. EBULLET_TARGET_MAP = 2,
  52. /// <summary>
  53. /// 目标 参数:敌我双方中心
  54. /// </summary>
  55. EBULLET_TARGET_SCREEN = 3,
  56. /// <summary>
  57. /// 目标 参数:屏幕中心
  58. /// </summary>
  59. EBULLET_TARGET_Center = 4,
  60. }
  61. public enum EBulletDamageType
  62. {
  63. /// <summary>
  64. /// 无,初始,默认值
  65. /// </summary>
  66. EBULLET_DAMAGE_NONE = 0,
  67. /// <summary>
  68. /// 物理攻击
  69. /// </summary>
  70. EBULLET_DAMAGE_PHY = 1,
  71. /// <summary>
  72. /// 魔法伤害
  73. /// </summary>
  74. EBULLET_DAMAGE_MAG = 2,
  75. /// <summary>
  76. /// 治疗类型
  77. /// </summary>
  78. EBULLET_DAMAGE_CURE = 3,
  79. }
  80. ///// <summary>
  81. ///// 子弹(技能)伤害计算类型
  82. ///// </summary>
  83. //public enum EBulletDamageType
  84. //{
  85. // /// <summary>
  86. // /// 无,初始,默认值
  87. // /// </summary>
  88. // EBULLET_DAMAGE_NONE = 0,
  89. // /// <summary>
  90. // /// BUFF附加
  91. // /// </summary>
  92. // EBULLET_DAMAGE_BUFF = 1,
  93. // /// <summary>
  94. // /// 地图震动
  95. // /// </summary>
  96. // EBULLET_DAMAGE_SHAKE = 2,
  97. // /// <summary>
  98. // /// 地图拉动
  99. // /// </summary>
  100. // EBULLET_DAMAGE_DRAG = 3,
  101. // /// <summary>
  102. // /// 暴击
  103. // /// </summary>
  104. // EBULLET_DAMAGE_CRITICAL = 4,
  105. // /// <summary>
  106. // /// 魔法伤害
  107. // /// </summary>
  108. // EBULLET_DAMAGE_MAG = 5,
  109. // /// <summary>
  110. // /// 物理攻击
  111. // /// </summary>
  112. // EBULLET_DAMAGE_PHY = 6,
  113. // /// <summary>
  114. // /// 治疗类型
  115. // /// </summary>
  116. // EBULLET_DAMAGE_CURE = 7,
  117. //}
  118. /// <summary>
  119. /// 伤害提示类型
  120. /// </summary>
  121. public enum EBattleTips
  122. {
  123. /// <summary>
  124. /// 默认值,初始值
  125. /// </summary>
  126. EDAMAGE_TIPS_NONE,
  127. /// <summary>
  128. /// 闪避
  129. /// </summary>
  130. EDAMAGE_TIPS_DODGE,
  131. /// <summary>
  132. /// 免疫
  133. /// </summary>
  134. EDAMAGE_IMMO,
  135. /// <summary>
  136. /// 伤害
  137. /// </summary>
  138. EDAMAGE_TIPS_DAMAGE,
  139. /// <summary>
  140. /// 治疗
  141. /// </summary>
  142. EDAMAGE_TIPS_CURE,
  143. /// <summary>
  144. /// 能量回复
  145. /// </summary>
  146. EDAMAGE_TIPS_POWERRECOVER,
  147. /// <summary>
  148. /// 暴击
  149. /// </summary>
  150. EDAMAGE_TIPS_CRIT,
  151. /// <summary>
  152. /// 被动技能
  153. /// </summary>
  154. EDAMAGE_TIPS_PASSIVESKILL,
  155. /// <summary>
  156. /// 真实伤害
  157. /// </summary>
  158. EDAMAGE_TIPS_REALDAMAGE,
  159. /// <summary>
  160. /// 反击
  161. /// </summary>
  162. EDAMAGE_TIPS_BEHITBACK,
  163. /// <summary>
  164. /// 斩杀
  165. /// </summary>
  166. EDAMAGE_TIPS_SKILL,
  167. /// <summary>
  168. ///
  169. /// </summary>
  170. EDAMAGE_TIPS
  171. }
  172. /// <summary>
  173. /// 瞄准目标枚举
  174. /// </summary>
  175. public enum EBulletAIMType
  176. {
  177. /// <summary>
  178. /// 默认值错误值
  179. /// </summary>
  180. EBULLET_AIM_NONE,
  181. /// <summary>
  182. /// 指定角色(指定ID)
  183. /// </summary>
  184. EBULLET_AIM_TARGET = 10,
  185. /// <summary>
  186. /// 11自己
  187. /// </summary>
  188. EBULLET_AIM_SELF = 11,
  189. /// <summary>
  190. /// 12地图中间位置(上一个攻击的人)
  191. /// </summary>
  192. EBULLET_AIM_CENTERTARGET = 12,
  193. /// <summary>
  194. /// 敌方随机N个
  195. /// </summary>
  196. EBULLET_AIM_RONDOMMOREENEMY = 13,
  197. /// <summary>
  198. /// 攻击力最高的N个(敌方)[勾引]
  199. /// </summary>
  200. EBULLET_AIM_HIGHATTACKMOREENEMY = 14,
  201. /// <summary>
  202. /// 自身以及相邻单位
  203. /// </summary>
  204. EBULLET_AIM_SELFAROUND = 21,
  205. /// <summary>
  206. /// 22当前目标及相邻单位
  207. /// </summary>
  208. EBULLET_AIM_TARGETAROUND = 22,
  209. /// <summary>
  210. /// 31所有友方(包括自己)
  211. /// </summary>
  212. EBULLET_AIM_ALLFRIENDS = 31,
  213. /// <summary>
  214. /// 32所有敌人
  215. /// </summary>
  216. EBULLET_AIM_ALLENEMIES = 32,
  217. /// <summary>
  218. /// 41血量高于一定百分比的敌方
  219. /// </summary>
  220. EBULLET_AIM_ABOVEHPENEMY = 41,
  221. /// <summary>
  222. /// 42血量低于一定百分比的敌方
  223. /// </summary>
  224. EBULLET_AIM_UNDERHPENEMY = 42,
  225. /// <summary>
  226. /// 43血量低于一定百分比的己方
  227. /// </summary>
  228. EBULLET_AIM_UNDERHPFRIEND = 43,
  229. /// <summary>
  230. /// 44血量最少的多个(己方)
  231. /// </summary>
  232. EBULLET_AIM_LEASTHPMOREFRIEND = 44,
  233. /// <summary>
  234. /// 45血量最少的多个 (敌方)
  235. /// </summary>
  236. EBULLET_AIM_LEASTHPMOREENEMY = 45,
  237. /// <summary>
  238. /// 47血量最少的一个(己方,除自己)
  239. /// </summary>
  240. EBULLET_AIM_LEASTHPFRIENDEXPME = 47,
  241. #region 技能特殊处理
  242. /// <summary>
  243. ///
  244. /// </summary>
  245. EBULLET_AIM_MAP = 1000,
  246. /// <summary>
  247. ///
  248. /// </summary>
  249. EBULLET_AIM_SCREEN = 1001
  250. #endregion
  251. }
  252. /// <summary>
  253. /// 弹道状态类型
  254. /// </summary>
  255. public enum EBulletTrajectStatusType
  256. {
  257. /// <summary>
  258. /// 默认值
  259. /// </summary>
  260. EBULLET_TRAJECTSTATUS_NONE,
  261. /// <summary>
  262. /// 模拟中
  263. /// </summary>
  264. EBULLET_TRAJECTSTATUS_IMITATE,
  265. /// <summary>
  266. /// 发生碰撞事件
  267. /// </summary>
  268. EBULLET_TRAJECTSTATUS_COLLIDE,
  269. /// <summary>
  270. /// 弹道结束
  271. /// </summary>
  272. EBULLET_TRAJECTSTATUS_FINISH,
  273. }
  274. /// <summary>
  275. /// 弹道类型
  276. /// </summary>
  277. public enum EBulletTrajectoryType
  278. {
  279. /// <summary>
  280. /// 无弹道,直接出现在目标位置处
  281. /// </summary>
  282. EBULLET_TRAJECT_NONE = 0,
  283. /// <summary>
  284. /// 直线
  285. /// </summary>
  286. EBULLET_TRAJECT_LINE = 1,
  287. /// <summary>
  288. /// 抛物线
  289. /// </summary>
  290. EBULLET_TRAJECT_PARABOLA = 2,
  291. /// <summary>
  292. /// 追踪
  293. /// </summary>
  294. EBULLET_TRAJECT_TRACK = 3,
  295. /// <summary>
  296. /// 激光
  297. /// </summary>
  298. EBULLET_TRAJECT_LASER = 4,
  299. }
  300. /// <summary>
  301. /// 爆炸状态类型
  302. /// </summary>
  303. public enum EBulletBombStatusType
  304. {
  305. /// <summary>
  306. /// 爆炸状态
  307. /// </summary>
  308. EBULLET_BOMBSTATUS_NONE = 0,
  309. /// <summary>
  310. /// 爆炸持续 伤害
  311. /// </summary>
  312. EBULLET_BOMBSTATUS_CONTINUE = 1,
  313. /// <summary>
  314. /// 爆炸完成
  315. /// </summary>
  316. EBULLET_BOMBSTATUS_COMPLATE = 2,
  317. }
  318. /// <summary>
  319. /// 爆炸类型
  320. /// </summary>
  321. public enum EBulletBombType
  322. {
  323. /// <summary>
  324. /// 空的
  325. /// </summary>
  326. EBULLET_BOMB_NONE = 0,
  327. /// <summary>
  328. /// 单独目标
  329. /// </summary>
  330. EBULLET_BOMB_ONLY = 1,
  331. /// <summary>
  332. /// 单体/持续 激光
  333. /// </summary>
  334. EBULLET_BOMB_LASER = 2,
  335. /// <summary>
  336. /// 矩形群体/单次
  337. /// </summary>
  338. EBULLET_BOMB_RECT = 3,
  339. /// <summary>
  340. /// 圆形群体/持续
  341. /// </summary>
  342. EBULLET_BOMB_CIRCLE_MANY = 4,
  343. }
  344. /// <summary>
  345. /// 关系枚举
  346. /// </summary>
  347. public enum EBattleRelation
  348. {
  349. /// <summary>
  350. /// 默认值
  351. /// </summary>
  352. EBATTLE_RELATION_NONE,
  353. /// <summary>
  354. /// 敌对关系
  355. /// </summary>
  356. EBATTLE_RELATION_ENEMY = 1,
  357. /// <summary>
  358. /// 友方关系
  359. /// </summary>
  360. EBATTLE_RELATION_FRIEND = 2,
  361. }
  362. public enum EBulletCastPoint
  363. {
  364. ECAST_POINT_DEFLUAT, // 默认 角色枪口
  365. ECAST_POINT_HEAD, // 头部 挂载组件
  366. ECAST_POINT_SHOULDER, // 肩部 挂载组件
  367. ECAST_POINT_SHOULDER02, // 肩部 挂载组件
  368. ECAST_POINT_FOOT, // 足部 挂载组件
  369. }
  370. }