using System; using System.Collections.Generic; namespace Battle { public enum MainlandCombatType { Normal = 0, TowerDefense = 1, } //职业属性 public enum BattleProfType { None = 0, Warrior = 1, // 武士 Ronin = 2, // 浪人 Priest = 3, // 神官 Max = 4, } //阵营 public enum BattleSide { None = 0, SideA = 1, SideB = 2, Max = 3, //All = 9, //AllEnemy = 10, //选目标时能被所有单位作为选为敌方 } public enum SpellType { None = 0, Damage = 1, //伤害 Heal = 2, //治疗HP/恢复HP Control = 3, //控制类 Buff = 4, //增益类 Transf = 5, //传送类 DBuff = 8, //减益类/DBUFF DamageControl = 9, //伤害与控制类 RangeHeal = 12, // 群体恢复治疗 RangeBuff = 13, // 群体Buff AreaDamage = 14, // 范围伤害 Displacement = 15, //位移技能 Other = 99, //其他类 } public enum SpellTag { None = 0, SingleDamage = 1, //单体伤害 } // 技能释放目标选择类型,CSProto里面有个EffectTargetType public enum SpellCastTargetType { None = 0, Enemy = 1, Friend = 2, Self = 3, FriendExcludeSelf = 4, // 友方除自己 All = 5, // 全体 AllExcludeSelf = 6, // 全体除自己 SpecialSummon = 7, // 自己的召唤物(不过滤影子,法术场) Creator = 8, // 自己的创造者 } //技能释放目标位置类型 public enum SpellCastPosType { Target = 0, //缺省规则,选择的目标,目标移动,位置跟着动,比如各种必中的p2p技能 //选择目标的位置,就是施法一瞬间目标所在的位置,范围技,子弹技(非跟踪型)使用 TargetPosition = 1, //技能范围内的任意位置,这个是直接选择位置,只在玩家手动操作时有效,如果AI计算等同于TargetPosition AnyPosition = 2, //选择方向释放的技能,只在玩家手动操作时有效,如果AI计算等同于TargetPosition AnyDirection = 3, //选择方向释放的技能,只在玩家手动操作时有效,如果AI计算会使用阵营方向 SideDefaultDirection = 4, } public enum BuffCastTargetType { None = 0, BuffOwner = 1, BuffCaster = 2, EventActiveSide = 3, EventPassiveSide = 4, UseEffectTarget = 5, } public enum BuffAttackIdType { Caster = 0, Owner = 1, ParamAttack = 2, } public enum SpellConsumeType { None = 0, HpRateKeepAlive = 1, //消耗Hp千分比,至少保留1点,血量够就全扣,不够能扣多少扣多少 HpRate = 2, //消耗Hp千分比 HpRateRand = 3, //消耗Hp千分比,范围随机 Rune = 4, //符文 CurrentHpRate = 5, //消耗当前Hp千分比 CommanderEnergy = 6, //指挥官能量 } public enum SpellInterruptEvent { None = 0, BeDamage = 1, //受到伤害打断 BeStunState = 90, //晕 BeSilenceState = 91, //沉默,打断非普攻 CastSuperSpell = 92, //放大招打断其他技能 SystemInterrup = 93, //系统机制打断 } public enum BuffRelationType { Refresh = 0, // 默认刷新 AddLayer = 1, // 叠加层数 Unique = 2, // buff唯一,前面的buff不消失,新的buff加不上 Replace = 3, // 强制用新buff替换老buff,这么配置的buff无法叠加 AddTime = 4, // 叠加持续时间 HighLevelCover = 5, //高等级覆盖 CoverRemainTime = 6, //强制覆盖剩余时间 } public enum SpellCastOrientation { None = 0, Target = 1, //朝向目标 } public enum SpellReplaceCondType { None = 0, ConsumeRune = 1, //消耗符文 BuffExist = 2, //存在buff DescIdGE = 3, // 指定id怪物数量大于等于 SummonCount = 4, //自己的召唤物数量大于等于 CasterPropGE = 5, //施法者属性大于等于 } public enum MagicFieldMoveType { None = 0, MoveToTarget = 1, // 朝目标移动 MoveBackAndForth = 2, // 往返移动 MoveToPosGroup = 3, //移动到配置坐标组,缺省有2个,隐含规则 B方坐标 id 是A方+1,配置的是A的坐标 MoveRoundOwner = 4, //绕行,翔龙技能 改环绕半径 InitRandomPos = 5, InitPosGroup = 6, // 配置到设定坐标组, 缺省有2个,隐含规则 B方坐标 id 是A方+1,配置的是A的坐标 NoMoveSetAiTarget = 7, // 不移动,设置ai目标 MoveToCenterPos = 8, //移动到中心点 CommonMoveRoundOwner = 9, //普通绕行 不改环绕半径 MoveRoundPos = 10, //围绕固定移动 InitMapCenterPos = 11, //配置在地图中心不动 } public enum MagicFieldDestroyEvent { None =0, DamageEnemy = 1, NoEnemyAround = 2, //周围没有敌人 OwnerBeControled = 3, //owner被控制时 ArriveTargetPos = 4, //到达目标点 } public enum SpellEffectDescModifyType { None = 0, Effect_param1 = 1, //参数1 Effect_param2 = 2, //参数2 Effect_param3 = 3, //参数3 Effect_param4 = 4, //参数4 Effect_param5 = 5, //参数5 Effect_param6 = 6, //参数6 Effect_areaParam1 = 7,//范围参数1 Effect_areaParam2 = 8,//范围参数2 } public class SpellSelectCastTarget { // 目标是hero时填该字段,大部分技能效果都是作用于hero public BattleHero hero; // 目标是position时填该字段,如法术场、召唤 public int posX; public int posZ; } public enum HeroSpecialType { None = 0, AttackPoint = 1, NoCalAroundPos = 2, //不算到周围敌人数量里面 Shadow = 3, //影子技能特殊设置 } public enum SpellBulletType { None = 0, SingleToTarget = 1, //P2P的子弹 PunctureToTarget = 2, DestroyAfterHitTarget = 3, //击中目标后消失 CurveToTaget = 4, //曲线飞向目标 RotatingTaget= 5, } public enum ChgEnergyReason { Unknow = 0, BeHurt = 1, //被打 KillEnermy = 2, //击杀 CastSpell = 3, //释放技能 EnergyCfg = 4, //表格配置 SkillEffect = 5, //技能效果 } // 卡牌品质 public enum HeroColorType { None = 0, Green = 1, Blue = 2, Purple = 3, Gold = 4, Red = 5, Diamond = 6, Black = 7, } // 卡牌品质详细信息 public enum HeroStarDetail { Green = 1, Blue_1, Blue_2, Purple_1, Purple_2, Gold_1, Gold_2, Gold_3, Red_1, Red_2, Red_3, Red_4, Diamond_1, Diamond_2, Diamond_3, Diamond_4, Diamond_5, Black_1, Black_2, Black_3, Black_4, Black_5, Black_6, Max, } //英雄死亡原因 public enum HeroDieReson { Kill = 1, //击杀 SurvieTimeLimit = 2, //生存时间限制 SKillRemove = 3, //技能移除 CreatorDie = 4, //创建者死亡 } }