BulletDefine.cs 7.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347
  1. using UnityEngine;
  2. using System.Collections;
  3. namespace YLBattle
  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. /// <summary>
  62. /// 子弹(技能)伤害计算类型
  63. /// </summary>
  64. public enum EBulletDamageType
  65. {
  66. /// <summary>
  67. /// 无,初始,默认值
  68. /// </summary>
  69. EBULLET_DAMAGE_NONE = 0,
  70. /// <summary>
  71. /// BUFF附加
  72. /// </summary>
  73. EBULLET_DAMAGE_BUFF = 1,
  74. /// <summary>
  75. /// 地图震动
  76. /// </summary>
  77. EBULLET_DAMAGE_SHAKE = 2,
  78. /// <summary>
  79. /// 地图拉动
  80. /// </summary>
  81. EBULLET_DAMAGE_DRAG = 3,
  82. /// <summary>
  83. /// 暴击
  84. /// </summary>
  85. EBULLET_DAMAGE_CRITICAL = 4,
  86. /// <summary>
  87. /// 魔法伤害
  88. /// </summary>
  89. EBULLET_DAMAGE_MAG = 5,
  90. /// <summary>
  91. /// 物理攻击
  92. /// </summary>
  93. EBULLET_DAMAGE_PHY = 6,
  94. /// <summary>
  95. /// 治疗类型
  96. /// </summary>
  97. EBULLET_DAMAGE_CURE = 7,
  98. }
  99. /// <summary>
  100. /// 伤害提示类型
  101. /// </summary>
  102. public enum EBattleTips
  103. {
  104. /// <summary>
  105. /// 默认值,初始值
  106. /// </summary>
  107. EDAMAGE_TIPS_NONE,
  108. /// <summary>
  109. /// 闪避
  110. /// </summary>
  111. EDAMAGE_TIPS_DODGE,
  112. /// <summary>
  113. /// 免疫
  114. /// </summary>
  115. EDAMAGE_IMMO,
  116. /// <summary>
  117. /// 伤害
  118. /// </summary>
  119. EDAMAGE_TIPS_DAMAGE,
  120. /// <summary>
  121. /// 治疗
  122. /// </summary>
  123. EDAMAGE_TIPS_CURE,
  124. /// <summary>
  125. /// 能量回复
  126. /// </summary>
  127. EDAMAGE_TIPS_POWERRECOVER,
  128. /// <summary>
  129. /// 暴击
  130. /// </summary>
  131. EDAMAGE_TIPS_CRIT,
  132. /// <summary>
  133. /// 被动技能
  134. /// </summary>
  135. EDAMAGE_TIPS_PASSIVESKILL,
  136. /// <summary>
  137. /// 真实伤害
  138. /// </summary>
  139. EDAMAGE_TIPS_REALDAMAGE,
  140. /// <summary>
  141. /// 反击
  142. /// </summary>
  143. EDAMAGE_TIPS_BEHITBACK,
  144. /// <summary>
  145. /// 斩杀
  146. /// </summary>
  147. EDAMAGE_TIPS_SKILL,
  148. /// <summary>
  149. ///
  150. /// </summary>
  151. EDAMAGE_TIPS
  152. }
  153. /// <summary>
  154. /// 瞄准目标枚举
  155. /// </summary>
  156. public enum EBulletAIMType
  157. {
  158. /// <summary>
  159. /// 默认值错误值
  160. /// </summary>
  161. EBULLET_AIM_NONE,
  162. /// <summary>
  163. /// 指定角色(指定ID)
  164. /// </summary>
  165. EBULLET_AIM_TARGET = 10,
  166. /// <summary>
  167. /// 11自己
  168. /// </summary>
  169. EBULLET_AIM_SELF = 11,
  170. /// <summary>
  171. /// 12地图中间位置(上一个攻击的人)
  172. /// </summary>
  173. EBULLET_AIM_CENTERTARGET = 12,
  174. /// <summary>
  175. /// 敌方随机N个
  176. /// </summary>
  177. EBULLET_AIM_RONDOMMOREENEMY = 13,
  178. /// <summary>
  179. /// 攻击力最高的N个(敌方)[勾引]
  180. /// </summary>
  181. EBULLET_AIM_HIGHATTACKMOREENEMY = 14,
  182. /// <summary>
  183. /// 自身以及相邻单位
  184. /// </summary>
  185. EBULLET_AIM_SELFAROUND = 21,
  186. /// <summary>
  187. /// 22当前目标及相邻单位
  188. /// </summary>
  189. EBULLET_AIM_TARGETAROUND = 22,
  190. /// <summary>
  191. /// 31所有友方(包括自己)
  192. /// </summary>
  193. EBULLET_AIM_ALLFRIENDS = 31,
  194. /// <summary>
  195. /// 32所有敌人
  196. /// </summary>
  197. EBULLET_AIM_ALLENEMIES = 32,
  198. /// <summary>
  199. /// 41血量高于一定百分比的敌方
  200. /// </summary>
  201. EBULLET_AIM_ABOVEHPENEMY = 41,
  202. /// <summary>
  203. /// 42血量低于一定百分比的敌方
  204. /// </summary>
  205. EBULLET_AIM_UNDERHPENEMY = 42,
  206. /// <summary>
  207. /// 43血量低于一定百分比的己方
  208. /// </summary>
  209. EBULLET_AIM_UNDERHPFRIEND = 43,
  210. /// <summary>
  211. /// 44血量最少的多个(己方)
  212. /// </summary>
  213. EBULLET_AIM_LEASTHPMOREFRIEND = 44,
  214. /// <summary>
  215. /// 45血量最少的多个 (敌方)
  216. /// </summary>
  217. EBULLET_AIM_LEASTHPMOREENEMY = 45,
  218. /// <summary>
  219. /// 47血量最少的一个(己方,除自己)
  220. /// </summary>
  221. EBULLET_AIM_LEASTHPFRIENDEXPME = 47,
  222. #region 技能特殊处理
  223. /// <summary>
  224. ///
  225. /// </summary>
  226. EBULLET_AIM_MAP = 1000,
  227. /// <summary>
  228. ///
  229. /// </summary>
  230. EBULLET_AIM_SCREEN = 1001
  231. #endregion
  232. }
  233. /// <summary>
  234. /// 弹道状态类型
  235. /// </summary>
  236. public enum EBulletTrajectStatusType
  237. {
  238. /// <summary>
  239. /// 默认值
  240. /// </summary>
  241. EBULLET_TRAJECTSTATUS_NONE,
  242. /// <summary>
  243. /// 模拟中
  244. /// </summary>
  245. EBULLET_TRAJECTSTATUS_IMITATE,
  246. /// <summary>
  247. /// 发生碰撞事件
  248. /// </summary>
  249. EBULLET_TRAJECTSTATUS_COLLIDE,
  250. /// <summary>
  251. /// 弹道结束
  252. /// </summary>
  253. EBULLET_TRAJECTSTATUS_FINISH,
  254. }
  255. /// <summary>
  256. /// 弹道类型
  257. /// </summary>
  258. public enum EBulletTrajectoryType
  259. {
  260. /// <summary>
  261. /// 无弹道,直接出现在目标位置处
  262. /// </summary>
  263. EBULLET_TRAJECT_NONE = 0,
  264. /// <summary>
  265. /// 抛物线
  266. /// </summary>
  267. EBULLET_TRAJECT_PARABOLA = 1,
  268. /// <summary>
  269. /// 直线
  270. /// </summary>
  271. EBULLET_TRAJECT_LINE = 2,
  272. }
  273. /// <summary>
  274. /// 关系枚举
  275. /// </summary>
  276. public enum EBattleRelation
  277. {
  278. /// <summary>
  279. /// 默认值
  280. /// </summary>
  281. EBATTLE_RELATION_NONE,
  282. /// <summary>
  283. /// 敌对关系
  284. /// </summary>
  285. EBATTLE_RELATION_ENEMY = 1,
  286. /// <summary>
  287. /// 友方关系
  288. /// </summary>
  289. EBATTLE_RELATION_FRIEND = 2,
  290. }
  291. }