SkillDefine.cs 4.9 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. namespace YLBattle
  4. {
  5. /// <summary>
  6. /// 技能触发条件
  7. /// </summary>
  8. public enum ESkillTrigger
  9. {
  10. /// <summary>
  11. /// 空
  12. /// </summary>
  13. NONE = 0,
  14. /// <summary>
  15. /// 1:战斗开始
  16. /// </summary>
  17. ESkill_TRIGGER_BATTLESTART = 1,
  18. /// <summary>
  19. /// 2:hp
  20. /// 备注:默认低于某个数值触发
  21. /// </summary>
  22. ESkill_TRIGGER_HP = 2,
  23. /// <summary>
  24. /// 3:被攻击
  25. /// 备注:非增益的效果均视为被攻击状态[暂定减血]
  26. /// </summary>
  27. ESkill_TRIGGER_BEATTACK = 3,
  28. /// <summary>
  29. /// 死亡
  30. /// </summary>
  31. ESkill_TRIGGER_DEAD = 4,
  32. /// <summary>
  33. /// hp减少{数值高于指定数值}
  34. /// </summary>
  35. ESkill_TRIGGER_HPREDUCE = 5,
  36. /// <summary>
  37. /// 攻击(普通伤害类)
  38. /// </summary>
  39. ESkill_TRIGGER_ATTACK = 6,
  40. /// <summary>
  41. /// 释放技能
  42. /// </summary>
  43. ESkill_TRIGGER_CASTSKILL = 7
  44. }
  45. /// <summary>
  46. /// 技能属性
  47. /// </summary>
  48. public enum ESkillProperty
  49. {
  50. /// <summary>
  51. /// 名字
  52. /// </summary>
  53. ESKILL_PROPERTY_DESC,
  54. /// <summary>
  55. /// 效果分段
  56. /// </summary>
  57. ESKILL_PROPERTY_SECTION,
  58. /// <summary>
  59. /// 动作
  60. /// </summary>
  61. ESKILL_PROPERTY_ACTION,
  62. /// <summary>
  63. /// 技能类型
  64. /// 1、普通攻击
  65. /// 2、点击技能
  66. /// 3、必杀技能
  67. /// 4、个人被动
  68. /// 5、队长被动
  69. /// </summary>
  70. ESKILL_PROPERTY_SKILLTYPE,
  71. /// <summary>
  72. /// 11、自身
  73. /// 12、当前敌方
  74. /// 21、自身以及相邻单位
  75. /// 22、当前目标及相邻单位
  76. /// 31、我方全体
  77. /// 32、敌方全体
  78. /// 41、我方坦克职业角色
  79. /// 42、敌方坦克职业角色
  80. /// .......
  81. /// </summary>
  82. ESKILL_PROPERTY_AIM,
  83. /// <summary>
  84. /// 技能效果修正
  85. ///0=根据aim列锁定目标生成特效
  86. ///1=生成一个特效放在地图中间
  87. ///2=生成一个特效在屏幕上
  88. /// </summary>
  89. ESKILL_PROPERTY_AIMPARM,
  90. /// <summary>
  91. /// 1、被动触发,人在就有效
  92. /// 2、消耗能量点类型
  93. /// 3、消耗必杀点的类型
  94. /// 9、条件触发
  95. /// </summary>
  96. ESKILL_PROPERTY_CONDITION,
  97. /// <summary>
  98. ///
  99. /// </summary>
  100. ESKILL_PROPERTY_VALUE,
  101. /// <summary>
  102. ///
  103. /// </summary>
  104. ESKILL_PROPERTY_REDRES,
  105. /// <summary>
  106. ///
  107. /// </summary>
  108. ESKILL_PROPERTY_BLUERES,
  109. /// <summary>
  110. /// 技能爆炸(只是bomb效果)的持续时间
  111. /// </summary>
  112. ESKILL_PROPERTY_BOMBTIME,
  113. //2017-09-21
  114. /// <summary>
  115. ///
  116. /// </summary>
  117. ESKILL_PROPERTY_parmValue,
  118. /// <summary>
  119. ///
  120. /// </summary>
  121. ESKILL_PROPERTY_proType,
  122. /// <summary>
  123. ///
  124. /// </summary>
  125. ESKILL_PROPERTY_proValue,
  126. /// <summary>
  127. ///
  128. /// </summary>
  129. ESKILL_PROPERTY_BuffLst,
  130. }
  131. /// <summary>
  132. /// 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
  133. /// </summary>
  134. public enum ESkillType
  135. {
  136. /// <summary>
  137. /// 普通攻击
  138. /// </summary>
  139. ATTACK = 0,
  140. /// <summary>
  141. /// 必杀
  142. /// </summary>
  143. BISHA = 1,
  144. /// <summary>
  145. /// 闪避
  146. /// </summary>
  147. SHANBI = 2,
  148. /// <summary>
  149. /// 冲刺
  150. /// </summary>
  151. CHONGCI = 3,
  152. /// <summary>
  153. /// JIXIANSHANBI
  154. /// </summary>
  155. JIXIANSHANBI = 4,
  156. /// <summary>
  157. /// 队长被动
  158. /// </summary>
  159. DUIZHANG = 5,
  160. /// <summary>
  161. /// 被动技
  162. /// </summary>
  163. BEIDONG = 6,
  164. /// <summary>
  165. /// 创建技
  166. /// </summary>
  167. CHUANGJIAN = 7,
  168. /// <summary>
  169. /// 言灵技
  170. /// </summary>
  171. YANLING = 8,
  172. }
  173. /// <summary>
  174. /// 技能附加瞄准策略
  175. /// </summary>
  176. public enum ESkillAIM
  177. {
  178. /// <summary>
  179. /// 跟着技能锁定目标。。。
  180. /// </summary>
  181. None,
  182. /// <summary>
  183. /// 地图中心
  184. /// </summary>
  185. Map = 1,
  186. /// <summary>
  187. /// 敌我双方中心效果
  188. /// </summary>
  189. Screen = 2,
  190. /// <summary>
  191. /// 屏幕中心
  192. /// </summary>
  193. Center = 3,
  194. }
  195. }