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- -- 经验副本动画相关配置
- ExpDunAnimConst = ExpDunAnimConst or {}
- -- 玩家飞弹攻击间隔
- ExpDunAnimConst.Role_Attack_Duration = 0.1
- -- 第一阶段总时间,用于怪物移动到指定位置
- ExpDunAnimConst.Stage1_Time = 3
- -- 第三阶段总时间,用于给奖励道具飘到玩家身上的表现留时间过度回1阶段
- ExpDunAnimConst.Run_Stage_Time = 2
- -- 背景移动速度(每秒x轴uv速度)
- ExpDunAnimConst.BgSpeed = 0.08
- -- 作战阶段的背景移动速度倍率
- ExpDunAnimConst.CombatBgSpeed = 0.2
- -- 一次创建的子弹数
- ExpDunAnimConst.BulletNum = 2
- ExpDunAnimConst.BulletNumSlay = 1
- -- ExpDunAnimConst.BulletNum = 1
- -- 子弹命中目标的时间
- ExpDunAnimConst.BulletTime = 1
- -- 第二阶段子弹终结弹幕表现等待时间
- ExpDunAnimConst.SlayBulletEffectWaitTime = 3
- -- 第二阶段子弹终结弹幕动画时间
- ExpDunAnimConst.SlayBulletEffectAnimTime = 1
- -- 第二阶段子弹终结弹幕跳伤害
- ExpDunAnimConst.SlayBulletEffectDmg = 10
- -- 第二阶段子弹终结弹幕跳伤害等待时间
- ExpDunAnimConst.SlayBulletEffectDmgWaitTime = 0.4
- --------------------------------------------
- -- 使用特殊子弹的效果的等待时间
- ExpDunAnimConst.StartExtraEffect1Time = 1.5
- ExpDunAnimConst.StartExtraEffect2Time = 3
- -- 子弹额外特效的居中收缩速度
- ExpDunAnimConst.ExtraEffectShrinkSpeed = 20
- -- 子弹额外特效的向外延伸的最大距离
- ExpDunAnimConst.ExtraEffectExpandMaxLength = 40
- --------------------------------------------
- -- 怪物死亡爆炸时爆炸特效移动时间
- ExpDunAnimConst.ExplodeMoveTime = 0.5
- -- 主界面表现,玩家动画相关
- ExpDunAnimConst.RoleRamPos = {
- -- 所有的点都会以(-270, 26)的原点作为偏移,策划大佬只需要做xy移动的像素和时间以及缩放就可以了(缩放不宜过大或过小)
- [1] = {pos = Vector2(0, 0), anim_time = 3, scale = 1}, -- 这个点是原点
- [2] = {pos = Vector2(40, -26), anim_time = 3, scale = 1.05},
- [3] = {pos = Vector2(-20, 50), anim_time = 3, scale = 0.9},
- [4] = {pos = Vector2(-35, 22), anim_time = 3, scale = 0.95},
- [5] = {pos = Vector2(35, -50), anim_time = 3, scale = 1.1},
- }
- ExpDunAnimConst.MonRamPos = {
- -- 所有的点都会以怪物创建的坐标作为原点作偏移,策划大佬只需要做xy移动的像素和时间以及缩放就可以了(缩放不宜过大或过小)
- [1] = {pos = Vector2(0, 0), anim_time = 3, scale = 1}, -- 这个点是原点
- [2] = {pos = Vector2(40, -26), anim_time = 3, scale = 1.05},
- [3] = {pos = Vector2(-20, 50), anim_time = 3, scale = 0.9},
- [4] = {pos = Vector2(-35, 22), anim_time = 3, scale = 0.95},
- [5] = {pos = Vector2(35, -50), anim_time = 3, scale = 1.1},
- }
- -- 用于展示的怪物列表(是要一次3个一样的还是3个都随机看策划大佬)
- ExpDunAnimConst.AnimMonList = {
- 500121,
- }
-
- -- 针对坐骑不同的模型和发射器点偏移配置
- ExpDunAnimConst.ExtraOffset = {
- [1001] = {launch_pos = Vector2(145, -15), model_pos = Vector2(0, 0)},
- [1002] = {launch_pos = Vector2(160, -10), model_pos = Vector2(0, 0)},
- [1003] = {launch_pos = Vector2(160, 60), model_pos = Vector2(0, 0)},
- [1004] = {launch_pos = Vector2(80, 20), model_pos = Vector2(0, 0)},
- [1005] = {launch_pos = Vector2(80, 20), model_pos = Vector2(0, 0)},
- [1006] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, 0)},
- [1007] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, -150)},
- [1008] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, -20)},
- [1013] = {launch_pos = Vector2(140, 80), model_pos = Vector2(0, -100)},
- [1016] = {launch_pos = Vector2(180, 50), model_pos = Vector2(0, -40)},
- [1017] = {launch_pos = Vector2(120, 40), model_pos = Vector2(0, 0)},
- [1019] = {launch_pos = Vector2(180, 20), model_pos = Vector2(0, 0)},
- [1021] = {launch_pos = Vector2(180, 70), model_pos = Vector2(0, -60)},
- [1022] = {launch_pos = Vector2(200, 80), model_pos = Vector2(0, -90)},
- [1023] = {launch_pos = Vector2(140, 40), model_pos = Vector2(0, -60)},
- [1024] = {launch_pos = Vector2(160, 20), model_pos = Vector2(0, -20)},
- [1213] = {launch_pos = Vector2(140, 80), model_pos = Vector2(0, -100)},
- [1216] = {launch_pos = Vector2(190, 50), model_pos = Vector2(0, -40)},
- [1217] = {launch_pos = Vector2(120, 40), model_pos = Vector2(0, 0)},
- [1219] = {launch_pos = Vector2(180, 20), model_pos = Vector2(0, 0)},
- [1221] = {launch_pos = Vector2(180, 70), model_pos = Vector2(0, -60)},
- [1222] = {launch_pos = Vector2(200, 80), model_pos = Vector2(0, -90)},
- [1223] = {launch_pos = Vector2(140, 40), model_pos = Vector2(0, -60)},
- }
-
- -- 经验副本章节描述
- ExpDunAnimConst.ChapterDesc = {
- [1] = "通关的波数越多,经验挂机效率越高,通关本层所有波数后可以进入下一区域更换座驾。",
- [2] = "通关的波数越多,经验挂机效率越高,通关本层所有波数后可以进入下一区域更换座驾。",
- [3] = "通关的波数越多,经验挂机效率越高,通关本层所有波数后可以进入下一区域更换座驾。",
- [4] = "通关的波数越多,经验挂机效率越高,通关本层所有波数后可以进入下一区域更换座驾。",
- [5] = "通关的波数越多,经验挂机效率越高,通关本层所有波数后可以进入下一区域更换座驾。",
- [6] = "通关的波数越多,经验挂机效率越高,通关本层所有波数后可以进入下一区域更换座驾。",
- [7] = "通关的波数越多,经验挂机效率越高,通关本层所有波数后可以进入下一区域更换座驾。",
- [8] = "通关的波数越多,经验挂机效率越高,通关本层所有波数后可以进入下一区域更换座驾。",
- }
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