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