| | |
| | | typeof(StoryBossBattleWin), |
| | | typeof(ArenaBattleWin), |
| | | typeof(BoneFieldBattleWin), |
| | | typeof(TianziBillboradBattleWin), |
| | | }; |
| | | |
| | | public static Dictionary<string, string> battleNameToWinName = new Dictionary<string, string>() |
| | |
| | | { "StoryBossBattleField", "StoryBossBattleWin" }, |
| | | { "ArenaBattleField", "ArenaBattleWin" }, |
| | | { "BoneBattleField", "BoneFieldBattleWin" }, |
| | | { "TianziBillboradBattleField", "TianziBillboradBattleWin" }, |
| | | }; |
| | | |
| | | public const int BattleStartEffectID = 1001; // Example effect ID for battle start |
| | |
| | | // 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 |
| | |
| | | } |
| | | } |
| | | |
| | | //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; |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | 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; |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | get |
| | | { |
| | | return BattleWinSortingOrder - 7; |
| | | return UnactiveHeroSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | get |
| | | { |
| | | return BattleWinSortingOrder - 6; |
| | | return UnactiveHeroFrontSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | | // 激活英雄的后特效 |
| | | public static int ActiveHeroBackSortingOrder |
| | | { |
| | | get |
| | | { |
| | | return BlockerSortingOrder + 1; |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | 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; |
| | | } |
| | | } |
| | | |
| | |
| | | { |
| | | 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 |
| | | } |