using Sog; namespace CoreGame.Render { public static class BattleConst { public static Fixed64 MoveSpeed = Fixed64.One * 3; public static int JoySpeed = 1; public static Fixed64 Epsilon = Fixed64.epsilon; public static int PartnerMoveBack = 30; public static readonly Fixed64 NoSpeedThreshold = 0.01f; public static Fixed64 HpBarRedStep = 20; public static Fixed64 AmmoBarWhiteTime = 0.2f; public static Fixed64 StateBarShowTime = 3f; public static string PrefabSuffix = ".prefab"; public static Fixed64 PartDistance = 0.618f; public static int TenThousand = 10000; public static Fixed64 TenThousandReverse = Fixed64.EN4; public static string HeroBTTree = "Assets/GAS_Setting/BehaviourTree/hero.asset"; public static string DummyBTTree = "Assets/GAS_Setting/BehaviourTree/CommunityPack/DummyHero.asset"; public static string NpcBTTree = "Assets/GAS_Setting/BehaviourTree/CommunityPack/NpcSee.asset"; public const float DropItemRadius = 2.0f; // 掉落物品的随机半径 public const float DropItemDefaultDropDuration = 0.45f; // 掉落物品的掉落时间 public const float DropItemStraightFallDropDuration = 0.65f; // 掉落物品的掉落时间 public const float DropItemStraightFallHeight = 15f; // 垂直掉落物品的高度 public const float DropItemScale = 0.5f; // 掉落物品的缩放 public const float DropItemScaleTarget = 1f; // 掉落物品的目标位缩放 public const float DropItemFlyDuration = 0.3f; // 掉落物品被吃掉的飞行时间 public static int EatDropEffectId = 51; // 吃掉掉落物品的特效id public static double DefDivisor = 50; // 防御系数 public static string HeroInfoBar ="Assets/RawResources/Model/StateBar/DummyInfo.prefab"; public static string NpcInfoBar ="Assets/RawResources/Model/StateBar/NpcInfo.prefab"; public const float JumpTextAngle = 160f; // 跳字的角度 public const float JumpTextRadius = 2f; // 跳字的范围 public const float RandomConfuseMoveCD = 0.3f; // 随机移动方向重置的cd public const float RandomScareMoveCD = 1.5f; // 恐惧随机移动方向重置的cd public const float CurveBulletControlParam = 1.3f; public static Fixed64 ElementParam1 = 1000; public static Fixed64 ElementParam2 = 6; public static Fixed64 ElementParam3 = 1; public static Fixed64 SuppressParam = 1400; public static Fixed64 SuppressParam2 = 6; public static Fixed64 SuppressParam3 = ElementParam3; public static Fixed64 SuppressParam4 = 0.05f; public static int NotFixedBeginEid = 2000; public static int DriftFactor = 4; public static Fixed64 SuppressParamReverse = 1 / (SuppressParam * SuppressParam2) / SuppressParam3; public static Fixed64 ElementParamReverse = 1 / (ElementParam1 * ElementParam2) / ElementParam3; // 元素伤害对元素护盾的增伤系数, 【伤害元素】【护盾元素】 public static readonly Fixed64 [,] s_Element2HpShieldReduce = new Fixed64[,] { {1.0f, 1.0f, 1.0f, 1f, 1f}, {1.0f, 2.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 2.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 2.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f, 2.0f}, }; public static float AttachOutTime = 5f; } }