using UnityEngine; using System.Collections; public enum Level_Type { Small_Level = 1, //小关卡 Big_Level = 2, //大关卡 SwitchMap_Level = 3, //切换地图的关卡 } public enum Position_Type { Position_None = 0, //未指定 Position_Front = 1, //前排 Position_Middle = 2, //中排 Position_Back = 3, //后排 } //技能目标阵营 public enum FilterTeamType { Team_Type_Self_Team = 1, //我方 Team_Type_Enemy = 2, //敌方 } //技能选择类型 public enum FilterActorType { Actor_Type_All = -1, Actor_Type_Hero = 1, Actor_Type_Fellow = 2, Actor_Type_Monster = 3, Actor_Type_Pet = 4, Actor_Type_Hero_Fellow = 5, Actor_Type_Exclude_Pet = 6, //去掉宠物全体 } public enum FilterParamType { Param_Type_None = 0, Param_Type_Profession = 1, Param_Type_Nature = 2, Param_Type_PetId = 3, } //技能选择目标规则 public enum Target_Select_Rule { Target_Select_All = -1, //全体 Target_Select_OnlyOne = 1, //单体 Target_Select_Self = 2, //自己 Target_Select_LeastBlood = 3, //生命最低 Target_Select_Exclude_Self = 4, //除自己以外的队友 Target_Select_Exclude_Target = 5, //除目标以外的其他对象 Target_Select_RandomOne = 6, //随机1个目标 Target_Select_RandomOne_Prior_Front = 7, //随机1个目标,优先前排 Target_Select_RandomOne_Prior_Back = 8, //随机1个目标,优先后排 Target_Select_Pos_Prior_Front = 9, //整排目标,优先前排 Target_Select_Pos_Prior_Back = 10, //整排目标,优先后排 Target_Select_Most_NegativeBuff = 11, //减益buff最多的单位 Target_Select_Most_LeastLifePercent = 12, //生命百分比最低的单位 Target_Select_MostLife = 13, //血量最高的单位 Target_Select_Owner = 14, //宠物关联的主人 Target_Select_Owner_And_Pet = 15, //宠物和主人 } //伤害类型 public enum Damage_Type { Attack_Type_Physic = 1, //物理伤害 Attack_Type_Magic = 2, //魔法伤害 Attack_Type_Realtime = 3, //真实伤害 } public enum EUIPageType { Null = 0, Full = 1, Popup = 2, Tips = 3, Max } /// /// 英雄职业类型 /// public enum ProfessionType { Pro_Type_0 = 0, //初心者 Pro_Type_Sword = 1, //剑士 Pro_Type_Thief = 2, //盗贼 Pro_Type_Hunter = 3, //弓手 Pro_Type_Magic = 4, //法师 Pro_Type_Priest = 5, //服侍 } public enum FightingResult { None = 0, Win = 1, Failed = 2, Peace = 3, } public enum SkillTriggerType { None = 0, //表示普通攻击,不受任何的限制 Immediately_Casting = 1, //顺发技能 Continuous_Casting_NoSing = 2, //免吟唱持续施法 Casting_Sing = 3, //吟唱直接施法 Continuous_Casting_Sing = 4, //吟唱持续施法 Passive_Trigger = 5, //被动技能 } public enum Nature_Type { None = 1, Nature_Water = 2, //水 Nature_Ground = 3, //地 Nature_Fire = 4, //火 Nature_Wind = 5, //风 Nature_Saint = 6, //圣 Nature_Dark = 7, //暗 Nature_Read = 8, //念 Max = 9, } public enum BossIntroType { None = 0, Warning = 1, BossIntro = 2, } public enum BuffTriggerCasterType { self = 1, //自己 target = 2, //目标 friends = 3, //己方 enemies = 4, //敌方 host = 5, //主人 } public enum BuffTriggerType { None = 0, Trigger_Attack = 1, //发动攻击 Trigger_Hit = 2, //受到攻击 Trigger_Heal = 3, //释放治疗 Trigger_Healed = 4, //受到治疗 Trigger_Vertigo = 5, //遭受眩晕 Trigger_Damage_From_Crit = 6, //遭受暴击 Trigger_Damage_With_Crit = 7, //打出暴击时 Trigger_Miss = 8, //闪避 Trigger_Damage_Missed = 9, //攻击被闪避 Trigger_HP_Lower = 10, //血量低于 Trigger_Negative_Fun = 11, //身上有负面状态时 Trigger_CastingSkill = 12, //发动技能时 Trigger_Break_SingSkill = 13, //打断施法技能 Trigger_SingSkill_Broken = 14, //施法技能被打断 Trigger_FixedTime = 15, //固定时间触发 Trigger_AddSp = 16, //回蓝时 Trigger_FixedSkill_CritDamage = 17, //固定技能暴击 Trigger_FixedSkill_Broken = 18, //固定技能被打断 Trigger_FixedSkill_Break_Skill = 19, //固定技能打断目标 Trigger_FixedSkill_Avoid = 20, //固定技能未命中 Trigger_FixedSkill_KillTarget = 21, //固定技能杀死目标 Trigger_FixedSkill_DisperseBuff = 22, //固定技能驱散目标buff Trigger_FixedSkill_PurifyDeBuff = 23, //固定技能净化buff Trigger_Add_Shield = 24, //叠加护盾时 Trigger_Clear_Shield = 25, //破盾时 Trigger_Accumulative_TakeDamage = 26, //承受伤害达到xxx触发【只触发一次】 Trigger_Multi_Accumulative_TakeDamage = 27, //每次累计承受xxxx伤害触发 Trigger_Begin_Fighting = 28, //战斗开始就触发 Trigger_Silence = 29, //沉默触发 Trigger_Curse = 30, //诅咒触发 Trigger_Multi_Accumulative_TakeDamage_Precent = 31, //每次累计承受xxxx伤害血量百分触发 Trigger_Accumulative_TakeDamage_Precent = 32, //承受伤害达到xxx触发【只触发一次】 } public enum FighterMoveType { None = 0, Beat_Back = 1, //击退 Sprint_Position = 2, //冲刺到位置 Sprint_Target = 3, //冲刺到目标 Jump = 4, //跳起 Beat_Fly = 5, //击飞 Beat_Down = 6, //掉落 } public enum Role_Gender { None = 0, //无 Female = 1, //女 Male = 2, //男 } public enum eTeamType { Friend = 0, //我方 Enemy = 1, //地方 } public enum SceneType { LoginScene = 0, //登录场景 CreateRoleScene = 1, //创建角色场景 NormalBattleScene = 2, //普通战斗场景 GuildLobbyScene = 3, //公会大厅场景 TowerBattleScene = 4, //爬塔战斗场景 BossBattleScene = 5, //boss战斗场景 TimeBattleScene = 6, //时间战斗类型的场景 } public enum BodyPart : int { HeadTop = 1, //头上 HeadMiddle = 2, //头中 HeadBottom = 3, //头下 Cloth = 4, LeftWeapon = 5, RightWeapon = 6, Back = 7, HairStyle = 8, // 时装头发 Pupil = 9, // 时装眼睛 Hair = 100, // 创角头发 (目前已弃用,策划需求不变后再删除) HairColor = 101, // 创角头发颜色 (目前已弃用,策划需求不变后再删除) Eye = 102, // 创角眼睛 (目前已弃用,策划需求不变后再删除) Face = 1000, //基础Face Skeleton = 10000, //模型骨架 } public enum BattleSubMode { None = 0, //无 WorldBoss = 1, //世界boss NewbieBoss = 2, //开场boss Resource = 3, //资源副本 Guild = 4, //公会副本 ClimbingTower = 5, //爬塔副本 Expedition = 6, //远征之门 Arena = 7, //竞技场 HundredDojo = 8, //百人道场 GvG = 9, //工会战 Voyage = 10, //远航 PvPClimbinglower = 11, //pvp 爬塔 GuildEx = 12, //公会战斗扩展 HundredDojoEx = 13, //百人道场预留 }