using Thousandto.Code.Logic; namespace Thousandto.Editor.ModelEditor { //模型编辑器数据定义文件 public class ModelEditorDefine { public static string[] ModelTypeName = new string[] { "玩家身体", "玩家武器", "玩家翅膀", "玩家坐骑", "怪物", "采集物", "掉落模型", "其他模型" }; public static string[] SlotTypeName = new string[] { "头部", //Head = 0, //头部 "左手武器", //LeftWeapon = 1, //左手武器 "右手武器", //RightWeapon = 2, //右手武器 "受击点", //Hit = 3, //被击点 "初始位置", //Origin = 4, //初始位置 "左脚", //LeftFoot = 5, //左脚 "右脚", // RightFoot = 6, //右脚 "坐骑上的位置1",//MountSit1 = 7, //坐骑上的位置1 "坐骑上的位置2",//MountSit2 = 8, //坐骑上的位置2 "左手",//LeftHand = 9, //左手 "右手",//RightHand = 10, //右手 "None", "None", "左手武器特效",//LeftWeaponSFX = 13, //左手武器特效,如果不分左右手,那么就使用这个 "右手武器特效",//RightWeaponSFX = 14, //右手武器特效 "None", "强化特效挂载点",//StrengthenVfx = 16, //强化特效挂载点 "坐骑原点",//MountOrigin = 17, //坐骑原点 "None",//Wing = 18, //翅膀挂接点 "None",//WingReserve = 19, //翅膀模型替换了挂接点后,挂接点被修改为这个名字 "翅膀原点",//WingOrigin = 20, //翅膀原点 "左手武器",//WeaponLeftChild = 21, //左手武器节点名字 "右手武器",//WeaponRightChild = 22, //右手武器节点名字 "坐骑上的位置3",//MountSit3 = 23, //坐骑上的位置3 "坐骑上的位置4",//MountSit4 = 24, //坐骑上的位置4 "坐骑上的位置5",//MountSit5 = 25, //坐骑上的位置5 }; public static string[] ShaderTypeName = new string[]{ "默认",// None = 0, "流光",//Flow = 1, "边缘光",//Rim = 2, "消融",//Dissolving = 3, "半透",//Transparent = 4, "AlphaTest",//AlphaTest = 5, "Brdf",//Brdf = 6, "琉璃",//琉璃 = 7, "新流光",//新流光 = 8, }; public const string Key_Id = "id"; public const string Key_Name = "name"; public const string Key_Type = "type"; public const string Key_Model = "model"; public const string Key_IsShow = "IsShow"; public const string Key_ApplyStatus = "ApplyStatus"; public const string Key_Shader = "shader"; public const string Key_ShaderParam1 = "sharder_param1"; public const string Key_ShaderParam2 = "sharder_param2"; public const string Key_ShaderParam3 = "sharder_param3"; public const string Key_ShaderParam4 = "sharder_param4"; public const string Key_ShaderParam5 = "sharder_param5"; public const string Key_OutLine = "out_line_param"; public const string Key_Vfx1 = "vfx_1"; public const string Key_Vfx2 = "vfx_2"; public const string Key_Vfx3 = "vfx_3"; public const string Key_Vfx4 = "vfx_4"; public const string Key_Vfx5 = "vfx_5"; public const string Key_MainTexture = "main_textrue"; public const string Key_MaskTexture = "mask_textrue"; public RoleSkinModelType Covert(int index) { switch (index) { case 0: return RoleSkinModelType.PlayerBody; case 1: return RoleSkinModelType.PlayerWeapon; case 2: return RoleSkinModelType.PlayerWing; case 3: return RoleSkinModelType.PlayerMount; case 4: return RoleSkinModelType.MonsterBody; case 5: return RoleSkinModelType.CollectionBody; } return RoleSkinModelType.Other; } } }