Main/Assets/Editor/External/ModelEditor/ModelEditorDefine.cs
2025-01-25 04:38:09 +08:00

104 lines
4.6 KiB
C#

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;
}
}
}