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 ulong 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(1334, 750);  
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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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