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JJBB/Assets/Project/Script/Common/GameDefine/CharacterDefine.cs

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2024-08-23 15:49:34 +08:00
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Games.GlobeDefine
{
public class CharacterDefine
{
public enum CharacterAnimId
{
Stand =0,
AttackStand = 1, //战斗型的NPC专属站立动作
Walk =2,
Hit =3,
Knockback_01 =4,
Knockback_02 =5,
Down =6,
//Dead = 7, 尸体动画改由Down最后一帧统一处理
Attack =8,
//PlayerHit = 14,
RIDE_STAND = 9,
RIDE_RUN = 10,
SHUNYI = 11,
RELIFE = 12,
StandHit01 = 13,
StandHit02 = 14,
Jump01 = 17,
Jump01_Loop = 18,
Jump01_End = 19,
Jump02 = 20,
Jump02_Loop = 21,
Jump02_End = 22,
Jump03 = 64,
Jump03_Loop = 65,
JumpEnd_Run = 66,
JumpEnd_Stand = 67,
Fastrun_Left = 68,
Fastrun_Right = 69,
COLLECTACTION = 165, //采集
FINISHACTION = 164, //钓鱼
LIGHTSKILLEND = 168, //轻功技能结束动作
}
//角色之间的关系
public enum REPUTATION_TYPE
{
REPUTATION_INVALID = -1,
REPUTATION_FRIEND = 0, //友好
REPUTATION_NEUTRAL = 1, //中立
REPUTATION_HOSTILE = 2, //敌对
REPUTATION_DUMMY = 3, // 不可用友好技能,也不可用敌对技能
}
//角色AI状态类型
public enum AI_STATE_TYPE
{
AI_STATE_NORMAL, //非战斗型AI
AI_STATE_COMBAT, //战斗型AI
AI_STATE_WALK, //战斗型AI
AI_STATE_DEAD, //死亡型AI
}
//角色具体AI类型
public enum AI_TYPE
{
AI_TYPE_INVALID = -1, //非法类型
AI_TYPE_PATROL, //普通巡逻AI
AI_TYPE_COMBAT, //普通战斗AI
}
//主角点选目标状态
public enum SELECT_TARGET_TYPE
{
SELECT_TARGET_NONE, //未选中
SELECT_TARGET_CHAT, //选中可对话目标
SELECT_TARGET_ATK, //选中可攻击状态
}
//玩家职业列表
public enum PROFESSION
{
TIANJI = 0,
LIUSHAN = 1,
SHUSHAN = 2,
XUANNV = 3,
MAX,
}
public static int[] PROFESSION_DICNUM =
{
1178, // (SHAOLIN, 天玑 )
1179, // (DALI六扇门)
1180, // (TIANSHAN,蜀山)
1181, // (XIAOYAO, 玄女)
};
public static int[] COPYSCENE_DIFFICULTY=
{
1311, // (简单)
1312, // (困难)
1313, // (挑战)
};
//PK模式
public enum PKMODLE
{
NORMAL =0, //和平模式
Evil, //善恶模式
Camp, //阵营模式
KILL, //全体模式
MAX,
}
/// <summary>
/// 技能选择器所选目标类型
/// </summary>
public static class SkillSelectorTargetType
{
// 自身
public const int self = 1 << 0;
// 队友
public const int team = 1 << 1;
// 敌人
public const int enemy = 1 << 2;
// 友方
public const int friend = 1 << 3;
// 主人
public const int master = 1 << 4;
// SkillBase配置目标类型
public const int skillBase = 1 << 5;
// 攻击我的人
public const int attcker = 1 << 6;
// 宠物
public const int fellow = 1 << 7;
}
/// <summary>
/// SkillBase配表的所选目标类型
/// </summary>
public static class SkillBaseTargetType
{
// 自身
public const int self = 1 << 0;
// 队友
public const int team = 1 << 1;
// 敌人
public const int enemy = 1 << 2;
// 友方
public const int friend = 1 << 3;
// 主人
public const int master = 1 << 4;
// 死亡角色
public const int die = 1 << 5;
}
//关系人状态
public enum RELATION_TYPE
{
OFFLINE, //离线
ONLINE, //在线
}
public enum RoleBase_Group
{
Build = 1, //建筑界
Animal, //畜生界
Buddha, //佛陀界
Foreign, //异域界
Demon, //妖灵界
God, //仙灵界
Human, //凡人界
}
public enum Attr
{
MAXHP,
MAXMP,
MAXXP,
PYSATTACK,
MAGATTACK,
PYSDEF,
MAGDEF,
HIT,
DODGE,
CRITICAL,
DECRITICAL,
STRIKE,
DUCTICAL,
CRITIADD,
CRITIMIS,
MOVESPEED,
ATTACKSPEED,
COMBATATTR_MAXNUM,
}
public enum MixAttr
{
MIXTYPE_BEGIN = 999,
MIXTYPE_ALLATTACK = 1000,
MIXTYPE_ALLDEF = 1001,
}
public static Dictionary<int, int> AttrTable = new Dictionary<int, int>()
{
{ (int)Attr.MAXHP, 1573 },
{ (int)Attr.MAXMP, 1574 },
{ (int)Attr.MAXXP, 1575 },
{ (int)Attr.PYSATTACK, 1576 },
{ (int)Attr.MAGATTACK, 1577 },
{ (int)Attr.PYSDEF, 1578 },
{ (int)Attr.MAGDEF, 1579 },
{ (int)Attr.HIT, 1580 },
{ (int)Attr.DODGE, 1581 },
{ (int)Attr.CRITICAL, 1582 },
{ (int)Attr.DECRITICAL, 1583 },
{ (int)Attr.STRIKE, 1584 },
{ (int)Attr.DUCTICAL, 1585 },
{ (int)Attr.CRITIADD, 1586 },
{ (int)Attr.CRITIMIS, 1587 },
{ (int)Attr.MOVESPEED, 1588 },
{ (int)Attr.ATTACKSPEED, 1589 },
{ (int)MixAttr.MIXTYPE_ALLATTACK, 1590 },
{ (int)MixAttr.MIXTYPE_ALLDEF, 1591 },
};
public static Dictionary<int, int> NPCTypeTable = new Dictionary<int, int>()
{
{ (int)RoleBase_Group.Build, 45000 },
{ (int)RoleBase_Group.Animal, 45001 },
{ (int)RoleBase_Group.Buddha, 45002 },
{ (int)RoleBase_Group.Foreign, 45003 },
{ (int)RoleBase_Group.Demon, 45004 },
{ (int)RoleBase_Group.God, 45005 },
{ (int)RoleBase_Group.Human, 45006 },
};
public static Color NPC_COLOR_DIE = GCGame.Utils.GetColorByString("868686");
public static Color NPC_COLOR_FRIEND = GCGame.Utils.GetColorByString("2ae32e");
public static Color NPC_COLOR_NEUTRAL = GCGame.Utils.GetColorByString("fffd37");
public static Color NPC_COLOR_ENEMY = GCGame.Utils.GetColorByString("ff4343");
}
}