2021-12-21 09:40:39 +08:00

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using UnityEngine;
using System.Collections;
public enum Level_Type
{
Small_Level = 1, //小关卡
Big_Level = 2, //大关卡
SwitchMap_Level = 3, //切换地图的关卡
}
public enum Position_Type
{
Position_None = 0, //未指定
Position_Front = 1, //前排
Position_Middle = 2, //中排
Position_Back = 3, //后排
}
//技能目标阵营
public enum FilterTeamType
{
Team_Type_Self_Team = 1, //我方
Team_Type_Enemy = 2, //敌方
}
//技能选择类型
public enum FilterActorType
{
Actor_Type_All = -1,
Actor_Type_Hero = 1,
Actor_Type_Fellow = 2,
Actor_Type_Monster = 3,
Actor_Type_Pet = 4,
Actor_Type_Hero_Fellow = 5,
Actor_Type_Exclude_Pet = 6, //去掉宠物全体
}
public enum FilterParamType
{
Param_Type_None = 0,
Param_Type_Profession = 1,
Param_Type_Nature = 2,
Param_Type_PetId = 3,
}
//技能选择目标规则
public enum Target_Select_Rule
{
Target_Select_All = -1, //全体
Target_Select_OnlyOne = 1, //单体
Target_Select_Self = 2, //自己
Target_Select_LeastBlood = 3, //生命最低
Target_Select_Exclude_Self = 4, //除自己以外的队友
Target_Select_Exclude_Target = 5, //除目标以外的其他对象
Target_Select_RandomOne = 6, //随机1个目标
Target_Select_RandomOne_Prior_Front = 7, //随机1个目标优先前排
Target_Select_RandomOne_Prior_Back = 8, //随机1个目标优先后排
Target_Select_Pos_Prior_Front = 9, //整排目标,优先前排
Target_Select_Pos_Prior_Back = 10, //整排目标,优先后排
Target_Select_Most_NegativeBuff = 11, //减益buff最多的单位
Target_Select_Most_LeastLifePercent = 12, //生命百分比最低的单位
Target_Select_MostLife = 13, //血量最高的单位
Target_Select_Owner = 14, //宠物关联的主人
Target_Select_Owner_And_Pet = 15, //宠物和主人
}
//伤害类型
public enum Damage_Type
{
Attack_Type_Physic = 1, //物理伤害
Attack_Type_Magic = 2, //魔法伤害
Attack_Type_Realtime = 3, //真实伤害
}
public enum EUIPageType
{
Null = 0,
Full = 1,
Popup = 2,
Tips = 3,
Max
}
/// <summary>
/// 英雄职业类型
/// </summary>
public enum ProfessionType
{
Pro_Type_0 = 0, //初心者
Pro_Type_Sword = 1, //剑士
Pro_Type_Thief = 2, //盗贼
Pro_Type_Hunter = 3, //弓手
Pro_Type_Magic = 4, //法师
Pro_Type_Priest = 5, //服侍
}
public enum FightingResult
{
None = 0,
Win = 1,
Failed = 2,
Peace = 3,
}
public enum SkillTriggerType
{
None = 0, //表示普通攻击,不受任何的限制
Immediately_Casting = 1, //顺发技能
Continuous_Casting_NoSing = 2, //免吟唱持续施法
Casting_Sing = 3, //吟唱直接施法
Continuous_Casting_Sing = 4, //吟唱持续施法
Passive_Trigger = 5, //被动技能
}
public enum Nature_Type
{
None = 1,
Nature_Water = 2, //水
Nature_Ground = 3, //地
Nature_Fire = 4, //火
Nature_Wind = 5, //风
Nature_Saint = 6, //圣
Nature_Dark = 7, //暗
Nature_Read = 8, //念
Max = 9,
}
public enum BossIntroType
{
None = 0,
Warning = 1,
BossIntro = 2,
}
public enum BuffTriggerCasterType
{
self = 1, //自己
target = 2, //目标
friends = 3, //己方
enemies = 4, //敌方
host = 5, //主人
}
public enum BuffTriggerType
{
None = 0,
Trigger_Attack = 1, //发动攻击
Trigger_Hit = 2, //受到攻击
Trigger_Heal = 3, //释放治疗
Trigger_Healed = 4, //受到治疗
Trigger_Vertigo = 5, //遭受眩晕
Trigger_Damage_From_Crit = 6, //遭受暴击
Trigger_Damage_With_Crit = 7, //打出暴击时
Trigger_Miss = 8, //闪避
Trigger_Damage_Missed = 9, //攻击被闪避
Trigger_HP_Lower = 10, //血量低于
Trigger_Negative_Fun = 11, //身上有负面状态时
Trigger_CastingSkill = 12, //发动技能时
Trigger_Break_SingSkill = 13, //打断施法技能
Trigger_SingSkill_Broken = 14, //施法技能被打断
Trigger_FixedTime = 15, //固定时间触发
Trigger_AddSp = 16, //回蓝时
Trigger_FixedSkill_CritDamage = 17, //固定技能暴击
Trigger_FixedSkill_Broken = 18, //固定技能被打断
Trigger_FixedSkill_Break_Skill = 19, //固定技能打断目标
Trigger_FixedSkill_Avoid = 20, //固定技能未命中
Trigger_FixedSkill_KillTarget = 21, //固定技能杀死目标
Trigger_FixedSkill_DisperseBuff = 22, //固定技能驱散目标buff
Trigger_FixedSkill_PurifyDeBuff = 23, //固定技能净化buff
Trigger_Add_Shield = 24, //叠加护盾时
Trigger_Clear_Shield = 25, //破盾时
Trigger_Accumulative_TakeDamage = 26, //承受伤害达到xxx触发【只触发一次】
Trigger_Multi_Accumulative_TakeDamage = 27, //每次累计承受xxxx伤害触发
Trigger_Begin_Fighting = 28, //战斗开始就触发
Trigger_Silence = 29, //沉默触发
Trigger_Curse = 30, //诅咒触发
Trigger_Multi_Accumulative_TakeDamage_Precent = 31, //每次累计承受xxxx伤害血量百分触发
Trigger_Accumulative_TakeDamage_Precent = 32, //承受伤害达到xxx触发【只触发一次】
}
public enum FighterMoveType
{
None = 0,
Beat_Back = 1, //击退
Sprint_Position = 2, //冲刺到位置
Sprint_Target = 3, //冲刺到目标
Jump = 4, //跳起
Beat_Fly = 5, //击飞
Beat_Down = 6, //掉落
}
public enum Role_Gender
{
None = 0, //无
Female = 1, //女
Male = 2, //男
}
public enum eTeamType
{
Friend = 0, //我方
Enemy = 1, //地方
}
public enum SceneType
{
LoginScene = 0, //登录场景
CreateRoleScene = 1, //创建角色场景
NormalBattleScene = 2, //普通战斗场景
GuildLobbyScene = 3, //公会大厅场景
TowerBattleScene = 4, //爬塔战斗场景
BossBattleScene = 5, //boss战斗场景
TimeBattleScene = 6, //时间战斗类型的场景
}
public enum BodyPart : int
{
HeadTop = 1, //头上
HeadMiddle = 2, //头中
HeadBottom = 3, //头下
Cloth = 4,
LeftWeapon = 5,
RightWeapon = 6,
Back = 7,
HairStyle = 8, // 时装头发
Pupil = 9, // 时装眼睛
Hair = 100, // 创角头发 (目前已弃用,策划需求不变后再删除)
HairColor = 101, // 创角头发颜色 (目前已弃用,策划需求不变后再删除)
Eye = 102, // 创角眼睛 (目前已弃用,策划需求不变后再删除)
Face = 1000, //基础Face
Skeleton = 10000, //模型骨架
}
public enum BattleSubMode
{
None = 0, //无
WorldBoss = 1, //世界boss
NewbieBoss = 2, //开场boss
Resource = 3, //资源副本
Guild = 4, //公会副本
ClimbingTower = 5, //爬塔副本
Expedition = 6, //远征之门
Arena = 7, //竞技场
HundredDojo = 8, //百人道场
GvG = 9, //工会战
Voyage = 10, //远航
PvPClimbinglower = 11, //pvp 爬塔
GuildEx = 12, //公会战斗扩展
HundredDojoEx = 13, //百人道场预留
}