using UnityEngine; 
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using System.Collections; 
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public class Constants 
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{ 
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    public static readonly string baseURL = 
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#if UNITY_ANDROID 
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    "jar:file://" + Application.dataPath + "!/assets/"; 
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#elif UNITY_IPHONE 
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    Application.dataPath + "/Raw/"; 
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#elif UNITY_STANDALONE_WIN || UNITY_EDITOR 
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    "file://" + Application.dataPath + "/StreamingAssets/"; 
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#else 
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        string.Empty; 
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#endif 
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    public enum E_LoadFrom 
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    { 
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        Local, 
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        AssetBundle, 
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    } 
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    public static readonly Vector3 MainCity_Stage_LeftDown = new Vector3(5, -5.4f, 0); 
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    public static readonly Vector3 MainCity_Stage_RightUp = new Vector3(41, 31, 0); 
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    public const float GRAVITY_RATE = 10f;   //为了易于计算,也好理解,定义为10 
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    public const char STR_TAB = '\t'; 
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    public static E_LoadFrom LoadFromType = E_LoadFrom.Local; 
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    public const int PriorityStand = 51; 
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    public const int PriorityMove = 50; 
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    public const float F_BETA = 0.01f; 
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    public const float F_GAMMA = 0.001f; 
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    public const float F_DELTA = 0.0001f; 
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    public const float F_EPSILON = 0.00001f; 
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    //服务端的大数值通过两个字段表示,大数字位单位为亿 
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    public const long ExpPointValue = 100000000; 
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    public static readonly Vector3 Special_Hide_Position = new Vector3(10000, -10000, 10000); 
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    public readonly static Vector2 DESIGN_RESOLUTION = new Vector2(750, 1334); 
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    public static int UnUsedRes_Unload_Delay = 300; 
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    // public static AnimationCurveConfig deadAniCurve = BuiltInLoader.LoadScriptableObject<AnimationCurveConfig>("Anim_Curve_DeadFly"); 
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    // public static AnimationCurveConfig hurtAniCurve = BuiltInLoader.LoadScriptableObject<AnimationCurveConfig>("Anim_Curve_HurtFlash"); 
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    // public static AnimationCurveConfig zoomAniCurve = BuiltInLoader.LoadScriptableObject<AnimationCurveConfig>("Anim_Curve_Zoom"); 
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    // public static AnimationCurveConfig shakeAniCurve = BuiltInLoader.LoadScriptableObject<AnimationCurveConfig>("Anim_Curve_Shake"); 
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} 
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