| | |
| | | { |
| | | typeof(BattleWin), |
| | | typeof(StoryBossBattleWin), |
| | | typeof(ArenaBattleWin), |
| | | typeof(BoneFieldBattleWin), |
| | | typeof(TianziBillboradBattleWin), |
| | | }; |
| | | |
| | | public static Dictionary<string, string> battleNameToWinName = new Dictionary<string, string>() |
| | | { |
| | | { "StoryBattleField", "BattleWin" }, |
| | | { "StoryBossBattleField", "StoryBossBattleWin" }, |
| | | { "ArenaBattleField", "ArenaBattleWin" }, |
| | | { "BoneBattleField", "BoneFieldBattleWin" }, |
| | | { "TianziBillboradBattleField", "TianziBillboradBattleWin" }, |
| | | }; |
| | | |
| | | public const int BattleStartEffectID = 1001; // Example effect ID for battle start |
| | |
| | | |
| | | public const int BattleTotalRecoverType = 100002; // 总治疗类型ID |
| | | |
| | | public const int BattleComboAttack = 100003; // 连击 |
| | | |
| | | public const int BattleCounterAttack = 100004; // 反击 |
| | | |
| | | public const int BattleChaseAttack = 100005; // 追击 |
| | | |
| | | public const int BattleStun = 100006; // 击晕 |
| | | |
| | | // 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 |
| | |
| | | |
| | | // 激活英雄后特效|激活英雄|激活英雄前特效 |
| | | |
| | | public const int BattleBlackTransparentMaskOffset = 100; |
| | | // ---------------------2025、10.23更新 |
| | | // 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 |
| | | |
| | | |
| | | |
| | | //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 BattleWinSortingOrder |
| | | { |
| | | get |
| | |
| | | } |
| | | } |
| | | |
| | | // 非激活英雄的层级 |
| | | public static int UnactiveHeroSortingOrder |
| | | // 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 BattleWinSortingOrder + BattleBlackTransparentMaskOffset - 50; |
| | | return BattleWinSortingOrder - 10; |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | get |
| | | { |
| | | return UnactiveHeroSortingOrder - 1; |
| | | return BattleBackgroundOrder + 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 |
| | | // 非激活英雄的层级 |
| | | public static int UnactiveHeroSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return UnactiveHeroBackSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | |
| | | } |
| | | } |
| | | |
| | | // 挡板的层级 |
| | | //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 |
| | |
| | | } |
| | | } |
| | | |
| | | // 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 BattleWinSortingOrder + BattleBlackTransparentMaskOffset + 50; |
| | | 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 |
| | | { |
| | |
| | | } |
| | | } |
| | | |
| | | // 激活英雄的后特效 |
| | | public static int ActiveHeroBackSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return ActiveHeroSortingOrder - 1; |
| | | } |
| | | } |
| | | |
| | | // 激活英雄的前特效 |
| | | public static int ActiveHeroFrontSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return ActiveHeroSortingOrder + 1; |
| | | return ActiveHeroActionSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | | |
| | | public const int HardControlGroup = 1; |
| | | |
| | | public const int SoftControlGroup = 2; |
| | | |
| | | public const int NormalAttackLimitGroup = 3; |
| | | |
| | | public const int RageAttackLimitGroup = 4; |
| | | |
| | | public const int PassiveSkillLimitGroup = 5; |
| | | |
| | | public static readonly int[] BuffLimitGroups = new int[] |
| | | { |
| | | HardControlGroup, |
| | | SoftControlGroup, |
| | | NormalAttackLimitGroup, |
| | | RageAttackLimitGroup, |
| | | PassiveSkillLimitGroup, |
| | | }; |
| | | |
| | | public const int ShieldBuffAttackType = 1003;//护盾吸收伤害类型ID |
| | | } |