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