using UnityEngine; using System.Collections; public class Constants { public static readonly string baseURL = #if UNITY_ANDROID "jar:file://" + Application.dataPath + "!/assets/"; #elif UNITY_IPHONE Application.dataPath + "/Raw/"; #elif UNITY_STANDALONE_WIN || UNITY_EDITOR "file://" + Application.dataPath + "/StreamingAssets/"; #else string.Empty; #endif public enum E_LoadFrom { Local, AssetBundle, } public static readonly Vector3 MainCity_Stage_LeftDown = new Vector3(5, -5.4f, 0); public static readonly Vector3 MainCity_Stage_RightUp = new Vector3(41, 31, 0); public const float GRAVITY_RATE = 10f; //为了易于计算,也好理解,定义为10 public const char STR_TAB = '\t'; public static E_LoadFrom LoadFromType = E_LoadFrom.Local; public const int PriorityStand = 51; public const int PriorityMove = 50; public const float F_BETA = 0.01f; public const float F_GAMMA = 0.001f; public const float F_DELTA = 0.0001f; public const float F_EPSILON = 0.00001f; //服务端的大数值通过两个字段表示,大数字位单位为亿 public const ulong ExpPointValue = 100000000; public static readonly Vector3 Special_Hide_Position = new Vector3(10000, -10000, 10000); public readonly static Vector2 DESIGN_RESOLUTION = new Vector2(750, 1334); public static int UnUsedRes_Unload_Delay = 300; // public static AnimationCurveConfig deadAniCurve = BuiltInLoader.LoadScriptableObject("Anim_Curve_DeadFly"); // public static AnimationCurveConfig hurtAniCurve = BuiltInLoader.LoadScriptableObject("Anim_Curve_HurtFlash"); // public static AnimationCurveConfig zoomAniCurve = BuiltInLoader.LoadScriptableObject("Anim_Curve_Zoom"); // public static AnimationCurveConfig shakeAniCurve = BuiltInLoader.LoadScriptableObject("Anim_Curve_Shake"); }