| | |
| | | |
| | | using System; |
| | | using System.Collections.Generic; |
| | | |
| | | public static class BattleConst |
| | | { |
| | | #region 战斗窗口配置 |
| | | |
| | | public static List<Type> BattleWindows = new List<Type>() |
| | | { |
| | | typeof(BattleWin), |
| | |
| | | typeof(TianziBillboradBattleWin), |
| | | }; |
| | | |
| | | // 战场名称 |
| | | public const string StoryBattleField = "StoryBattleField"; |
| | | public const string StoryBossBattleField = "StoryBossBattleField"; |
| | | public const string ArenaBattleField = "ArenaBattleField"; |
| | | public const string BoneBattleField = "BoneBattleField"; |
| | | public const string TianziBillboradBattleField = "TianziBillboradBattleField"; |
| | | |
| | | public static Dictionary<string, string> battleNameToWinName = new Dictionary<string, string>() |
| | | { |
| | | { "StoryBattleField", "BattleWin" }, |
| | | { "StoryBossBattleField", "StoryBossBattleWin" }, |
| | | { "ArenaBattleField", "ArenaBattleWin" }, |
| | | { "BoneBattleField", "BoneFieldBattleWin" }, |
| | | { "TianziBillboradBattleField", "TianziBillboradBattleWin" }, |
| | | { StoryBattleField, "BattleWin" }, |
| | | { StoryBossBattleField, "StoryBossBattleWin" }, |
| | | { ArenaBattleField, "ArenaBattleWin" }, |
| | | { BoneBattleField, "BoneFieldBattleWin" }, |
| | | { TianziBillboradBattleField, "TianziBillboradBattleWin" }, |
| | | }; |
| | | |
| | | public static Dictionary<string, int> FieldNameToIndex = new Dictionary<string, int>() |
| | | { |
| | | { StoryBossBattleField, 1 }, |
| | | { ArenaBattleField, 2 }, |
| | | { BoneBattleField, 3}, |
| | | { TianziBillboradBattleField, 4 }, |
| | | }; |
| | | |
| | | //和 CreateBattleField 里的对应 |
| | | public static Dictionary<int, string> mapIDToBattleNameDic = new Dictionary<int, string>() |
| | | { |
| | | {1, StoryBattleField}, |
| | | {2, StoryBossBattleField}, |
| | | {3, ArenaBattleField}, |
| | | {30010, BoneBattleField}, |
| | | {30020, TianziBillboradBattleField}, |
| | | }; |
| | | |
| | | |
| | | |
| | | #endregion |
| | | |
| | | #region 战斗基础配置 |
| | | |
| | | public const int BattleStartEffectID = 1001; // Example effect ID for battle start |
| | | |
| | | public const int skillMotionFps = 30; |
| | | |
| | | public const int BattlePointItemID = 3;//战锤ID |
| | | |
| | | #endregion |
| | | |
| | | #region 战斗统计类型 |
| | | |
| | | public const int BattleTotalDamageType = 100001; // 总伤害类型ID |
| | | |
| | | public const int BattleTotalRecoverType = 100002; // 总治疗类型ID |
| | |
| | | public const int BattleChaseAttack = 100005; // 追击 |
| | | |
| | | public const int BattleStun = 100006; // 击晕 |
| | | |
| | | #endregion |
| | | |
| | | #region 战斗层级排序 |
| | | |
| | | // 1000~10000之间的战斗层级 |
| | | // 需要考虑根据UI 特效 战斗角色三方的层级关系 |
| | | // 确立基本的层级范围 后往上累加 |
| | |
| | | return ActiveHeroActionSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | | #endregion |
| | | |
| | | |
| | | #region Buff限制组 |
| | | |
| | | public const int HardControlGroup = 1; |
| | | |
| | | public const int SoftControlGroup = 2; |
| | |
| | | PassiveSkillLimitGroup, |
| | | }; |
| | | |
| | | public const int ShieldBuffAttackType = 1003;//护盾吸收伤害类型ID |
| | | |
| | | #endregion |
| | | |
| | | #region 特效ID |
| | | |
| | | public const int BlockEffectID = 19999; // 格挡特效ID |
| | | |
| | | public const int RebornEffectID = 20000; // 复活特效ID |
| | | |
| | | #endregion |
| | | |
| | | #region 音效ID |
| | | |
| | | public const int DodgeSoundID = 5999999; // 闪避音效ID |
| | | |
| | | #endregion |
| | | } |