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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
}
}