BattleDefine.cs 4.0 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. namespace BattleDefine
  4. {
  5. public class EffectPath : MonoBehaviour
  6. {
  7. public static string Eff_Battle_Suoding = "1_Artist/2_Effects/NiuZhiYing/Prefabs/yanlingshijie/zhandou_suoding";
  8. }
  9. /// <summary>
  10. /// 技能发射位置
  11. /// </summary>
  12. public enum Skill_LaunchPos
  13. {
  14. /// <summary>
  15. /// 头部
  16. /// </summary>
  17. Head = 0,
  18. /// <summary>
  19. /// 胸部
  20. /// </summary>
  21. Chest = 1,
  22. /// <summary>
  23. /// 手部
  24. /// </summary>
  25. Hand = 2,
  26. /// <summary>
  27. /// 脚部
  28. /// </summary>
  29. Foot = 3,
  30. }
  31. /// <summary>
  32. /// 发射排列阵型
  33. /// </summary>
  34. public enum SKill_LaunchFormation
  35. {
  36. /// <summary>
  37. /// 线性
  38. /// </summary>
  39. Line = 0,
  40. /// <summary>
  41. /// 环形的
  42. /// </summary>
  43. circular = 1,
  44. /// <summary>
  45. /// 方形
  46. /// </summary>
  47. Rect = 2,
  48. }
  49. /// <summary>
  50. /// 瞄准目标枚举
  51. /// </summary>
  52. public enum ERoleAIMType
  53. {
  54. /// <summary>
  55. /// 默认值错误值
  56. /// </summary>
  57. EROLE_AIM_NONE,
  58. /// <summary>
  59. /// 1指定角色(指定ID)
  60. /// </summary>
  61. EROLE_AIM_TARGET = 1,
  62. /// <summary>
  63. /// 2自己
  64. /// </summary>
  65. EROLE_AIM_SELF = 2,
  66. /// <summary>
  67. /// 3自身以及相邻单位
  68. /// </summary>
  69. EROLE_AIM_SELFAROUND = 3,
  70. /// <summary>
  71. /// 4所有友方(包括自己)
  72. /// </summary>
  73. EROLE_AIM_ALLFRIENDS = 4,
  74. /// <summary>
  75. /// 5敌方随机N个
  76. /// </summary>
  77. EROLE_AIM_RONDOMMOREENEMY = 5,
  78. /// <summary>
  79. /// 6当前目标及相邻单位
  80. /// </summary>
  81. EROLE_AIM_TARGETAROUND = 6,
  82. /// <summary>
  83. /// 7所有敌人
  84. /// </summary>
  85. EROLE_AIM_ALLENEMIES = 7,
  86. }
  87. public enum ERoleIdleType
  88. {
  89. EROLE_IDLE_NONE = 0,
  90. }
  91. public enum ERoleMoveType
  92. {
  93. EROLE_MOVE_NONE = 0,
  94. }
  95. public enum ERoleAttackType
  96. {
  97. EROLE_MOVE_NONE = 0,
  98. }
  99. public enum ERoleDieType
  100. {
  101. EROLE_DIE_NONE = 0,
  102. }
  103. /// <summary>
  104. /// 弱点类型
  105. /// </summary>
  106. public enum EWeakType
  107. {
  108. EWeak_None = 0, // 空的
  109. EWeak_Gold = 1, // 金
  110. EWeak_Ice = 2, // 冰
  111. EWeak_Fire = 3, // 火
  112. EWeak_Wind = 4, // 风
  113. EWeak_Thunder = 5, // 雷
  114. EWeak_Drug = 6, // 毒
  115. EWeak_Dark = 7, // 黑暗
  116. EWeak_Ghost = 8, // 亡灵
  117. EWeak_Phy = 9, // 物理
  118. EWeak_Count = 10, // 元素数量
  119. }
  120. /// <summary>
  121. /// 弱点系数类型
  122. /// </summary>
  123. public enum EWeakRatioType
  124. {
  125. EWeakRatioType_Empty = 0, // 默认的
  126. EWeakRatioType_Weak = 1, // 弱点类型
  127. EWeakRatioType_Antibody = 2, // 抗体类型
  128. }
  129. /// <summary>
  130. /// 战斗场景类型(0普通 怪物全部创建 1Boss战 2引导剧情 3竞技场 4非战斗场景)
  131. /// </summary>
  132. public enum EBattleSceneType
  133. {
  134. EBattleType_Default = 0, // 默认的
  135. EBattleType_Boss = 1, // Boss战
  136. EBattleType_Guide = 2, // 引导场景
  137. EBattleType_Arena = 3, // 竞技场
  138. EBattleType_Safe = 4, // 非战斗 安全的 大厅
  139. EBattleType_Duplicate = 5, // 副本
  140. EBattleType_Endless = 6, // 无尽模式
  141. EBattleType_WorldBoss = 7, // 世界Boss
  142. EBattleType_Defense = 8, // 守护模式
  143. EBattleType_YanJiuSuo = 9, // 安全 研究所
  144. EBattleType_HuanLingShi = 10, // 安全 唤灵师详情
  145. }
  146. }