| | |
| | | |
| | | 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(ArenaBattleWin), |
| | | typeof(BoneFieldBattleWin), |
| | | typeof(TianziBillboradBattleWin), |
| | | typeof(WarlordPavilionBattleWin), |
| | | typeof(PreviewBattleWin), |
| | | typeof(QYBattleWin), |
| | | }; |
| | | |
| | | // 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 const string WarlordPavilionBattleField = "WarlordPavilionBattleField"; |
| | | public const string PriviewBattleField = "PriviewBattleField"; //预览战斗 |
| | | public const string QYBattleField = "QYBattleField"; |
| | | |
| | | 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" }, |
| | | { WarlordPavilionBattleField, "WarlordPavilionBattleWin" }, |
| | | { PriviewBattleField, "PreviewBattleWin" }, |
| | | { QYBattleField, "QYBattleWin" }, |
| | | }; |
| | | |
| | | // 索引配置用 |
| | | public static Dictionary<string, int> FieldNameToIndex = new Dictionary<string, int>() |
| | | { |
| | | { StoryBossBattleField, 1 }, |
| | | { ArenaBattleField, 2 }, |
| | | { BoneBattleField, 3}, |
| | | { TianziBillboradBattleField, 4 }, |
| | | { WarlordPavilionBattleField, 5 }, |
| | | { PriviewBattleField, 6 }, |
| | | { QYBattleField, 7 }, |
| | | }; |
| | | |
| | | //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}, |
| | | {30030, WarlordPavilionBattleField}, |
| | | {30000, PriviewBattleField}, |
| | | {32000, QYBattleField}, |
| | | }; |
| | | |
| | | //pvp战斗的战场,不在这个列表的视为pve类型的战场 |
| | | public static List<string> pvpBattleNameDic = new List<string>() |
| | | { |
| | | ArenaBattleField, |
| | | QYBattleField, |
| | | }; |
| | | |
| | | |
| | | #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 BattleStun = 100006; // 击晕 |
| | | |
| | | public const int BreakArmor = 100007; // 贯穿 |
| | | |
| | | public const int Parry = 100008; // 招架 |
| | | |
| | | public const int CompletelyDodge = 100009;// 绝对闪避 |
| | | |
| | | #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 |
| | |
| | | // 现在期望 蒙版不要压住UI 更改策略 |
| | | // 释放技能英雄>受影响英雄>正常UI>黑色蒙版>未受影响英雄>底图 |
| | | |
| | | |
| | | // ----------------------2025 12/30更新 start |
| | | // BattleBackground = -10 |
| | | // BattleWinLayer 0 |
| | | |
| | | // { |
| | | // BehindHeroUI = 1 Offset -2 |
| | | // BehindHeroEffect = 2 -1 |
| | | // UnactiveHero = BattleBackground + BattleHero = 3 0 |
| | | // FrontUIEffect = 4 1 |
| | | // BattleHeroUI = 5 2 |
| | | // FrontHeroEffect = 6 3 |
| | | // } |
| | | |
| | | // SkillMask = 10 |
| | | |
| | | // { |
| | | // BehindHeroUI = 1 Offset -2 |
| | | // BehindHeroEffect = 2 -1 |
| | | // ActiveHero = SkillMask + BattleHero = 3 0 |
| | | // FrontUIEffect = 4 1 |
| | | // BattleHeroUI = 5 2 |
| | | // FrontHeroEffect = 6 3 |
| | | // } |
| | | |
| | | // BattleStartEffect = 30 |
| | | // ----------------------2025 12/30更新 end |
| | | |
| | | |
| | | //释放技能英雄>受影响英雄>[正常UI]>黑色蒙版>未受影响英雄>底图 |
| | |
| | | } |
| | | } |
| | | |
| | | // 释放技能英雄>受影响英雄>正常UI>黑色蒙版>未受影响英雄>[底图] |
| | | public static int BattleBackgroundOrder |
| | | |
| | | public static int BattleBehindCharUIOffset = 1; //角色后面的UI 主要是阴影(处理) |
| | | |
| | | public static int BattleBehindHeroEffect = 2; //角色身后的特效(处理) |
| | | |
| | | public static int BattleHeroOffset = 3; //角色本身的层级(不需处理) |
| | | |
| | | |
| | | public static int BattleActiveHeroOffset = 4; |
| | | |
| | | public static int BattleFrontHeroBehindUIEffect = 5; //角色身前的 但是UI后面特效 |
| | | |
| | | public static int BattleFrontCharUIOffset = 6; //角色身前的UI |
| | | |
| | | public static int BattleFrontHeroEffect = 7; //角色身前的特效 |
| | | |
| | | |
| | | public static int SkillMaskOrder |
| | | { |
| | | get |
| | | { |
| | |
| | | } |
| | | } |
| | | |
| | | // 非激活英雄的后特效 |
| | | public static int UnactiveHeroBackSortingOrder |
| | | |
| | | // 释放技能英雄>受影响英雄>正常UI>黑色蒙版>未受影响英雄>[底图] |
| | | public static int BattleBackgroundOrder |
| | | { |
| | | get |
| | | { |
| | | return BattleBackgroundOrder + 1; |
| | | return BattleWinSortingOrder - 30; |
| | | } |
| | | } |
| | | |
| | | |
| | | //释放技能英雄>受影响英雄>正常UI>黑色蒙版>[未受影响英雄]>底图 |
| | | // 非激活英雄的层级 |
| | | public static int UnactiveHeroSortingOrder |
| | | public static int BattleStartEffectOrder |
| | | { |
| | | get |
| | | { |
| | | return UnactiveHeroBackSortingOrder + 1; |
| | | return SkillMaskOrder + BattleFrontHeroEffect + 5; |
| | | } |
| | | } |
| | | |
| | | // 非激活英雄的前特效 |
| | | public static int UnactiveHeroFrontSortingOrder |
| | | public static int NotFolowTipsOrder |
| | | { |
| | | get |
| | | { |
| | | return UnactiveHeroSortingOrder + 1; |
| | | return SkillMaskOrder + BattleFrontHeroEffect + 1; |
| | | } |
| | | } |
| | | |
| | | //释放技能英雄>受影响英雄>正常UI>[黑色蒙版]>未受影响英雄>底图 |
| | | // 黑色蒙版的层级 |
| | | public static int BlockerSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return UnactiveHeroFrontSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | | #endregion |
| | | |
| | | // 激活英雄的后特效 |
| | | public static int ActiveHeroBackSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return BlockerSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | | //释放技能英雄>[受影响英雄]>正常UI>黑色蒙版>未受影响英雄>底图 |
| | | // 激活英雄的层级 |
| | | public static int ActiveHeroSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return ActiveHeroBackSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | | //[释放技能英雄]>受影响英雄>正常UI>黑色蒙版>未受影响英雄>底图 |
| | | // 释放技能钟的英雄层级 |
| | | public static int ActiveHeroActionSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return ActiveHeroSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | | // 激活英雄的前特效 |
| | | public static int ActiveHeroFrontSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return ActiveHeroActionSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | | |
| | | #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 = 10025; // 复活特效ID |
| | | |
| | | public const int BreakArmorEffectID = 10026; // 贯穿特效ID |
| | | |
| | | public const int ParryEffectID = 10027; // 招架特效ID |
| | | |
| | | #endregion |
| | | |
| | | #region 音效ID |
| | | |
| | | public const int DodgeSoundID = 5999999; // 闪避音效ID |
| | | |
| | | #endregion |
| | | } |