hch
4 小时以前 03942026b95aba9f0af1c637749ad27de399b932
Main/System/Battle/BattleConst.cs
@@ -10,6 +10,7 @@
        typeof(StoryBossBattleWin),
        typeof(ArenaBattleWin),
        typeof(BoneFieldBattleWin),
        typeof(TianziBillboradBattleWin),
    };
    public static Dictionary<string, string> battleNameToWinName = new Dictionary<string, string>()
@@ -18,6 +19,7 @@
        { "StoryBossBattleField", "StoryBossBattleWin" },
        { "ArenaBattleField", "ArenaBattleWin" },
        { "BoneBattleField", "BoneFieldBattleWin" },
        { "TianziBillboradBattleField", "TianziBillboradBattleWin" },
    };
    public const int BattleStartEffectID = 1001; // Example effect ID for battle start
@@ -58,14 +60,7 @@
    //  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 BattleBackgroundOrder
    {
        get
        {
            return BattleWinSortingOrder - 10;
        }
    }
    //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
@@ -101,13 +96,12 @@
        }
    }
    //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
    //  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 - 8;
            return BattleWinSortingOrder - 10;
        }
    }
@@ -116,7 +110,18 @@
    {
        get
        {
            return BattleWinSortingOrder - 9;
            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;
        }
    }
@@ -125,7 +130,7 @@
    {
        get
        {
            return BattleWinSortingOrder - 7;
            return UnactiveHeroSortingOrder + 1;
        }
    }
@@ -135,7 +140,16 @@
    {
        get
        {
            return BattleWinSortingOrder - 6;
            return UnactiveHeroFrontSortingOrder + 1;
        }
    }
    // 激活英雄的后特效
    public static int ActiveHeroBackSortingOrder
    {
        get
        {
            return BlockerSortingOrder + 1;
        }
    }
@@ -145,26 +159,7 @@
    {
        get
        {
            return BattleWinSortingOrder - 4;
        }
    }
    // 激活英雄的后特效
    public static int ActiveHeroBackSortingOrder
    {
        get
        {
            return ActiveHeroSortingOrder - 5;
        }
    }
    // 激活英雄的前特效
    public static int ActiveHeroFrontSortingOrder
    {
        get
        {
            return ActiveHeroSortingOrder - 3;
            return ActiveHeroBackSortingOrder + 1;
        }
    }
@@ -174,9 +169,38 @@
    {
        get
        {
            return ActiveHeroSortingOrder - 2;
            return ActiveHeroSortingOrder + 1;
        }
    }
    // 激活英雄的前特效
    public static int ActiveHeroFrontSortingOrder
    {
        get
        {
            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
}