源战役客户端
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  1. -- 经验副本动画相关配置
  2. ExpDunAnimConst = ExpDunAnimConst or {}
  3. -- 玩家飞弹攻击间隔
  4. ExpDunAnimConst.Role_Attack_Duration = 0.1
  5. -- 第一阶段总时间,用于怪物移动到指定位置
  6. ExpDunAnimConst.Stage1_Time = 3
  7. -- 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
  8. ExpDunAnimConst.Run_Stage_Time = 2
  9. -- 背景移动速度(每秒x轴uv速度)
  10. ExpDunAnimConst.BgSpeed = 0.08
  11. -- 作战阶段的背景移动速度倍率
  12. ExpDunAnimConst.CombatBgSpeed = 0.2
  13. -- 一次创建的子弹数
  14. ExpDunAnimConst.BulletNum = 2
  15. ExpDunAnimConst.BulletNumSlay = 1
  16. -- ExpDunAnimConst.BulletNum = 1
  17. -- 子弹命中目标的时间
  18. ExpDunAnimConst.BulletTime = 1
  19. -- 第二阶段子弹终结弹幕表现等待时间
  20. ExpDunAnimConst.SlayBulletEffectWaitTime = 3
  21. -- 第二阶段子弹终结弹幕动画时间
  22. ExpDunAnimConst.SlayBulletEffectAnimTime = 1
  23. -- 第二阶段子弹终结弹幕跳伤害
  24. ExpDunAnimConst.SlayBulletEffectDmg = 10
  25. -- 第二阶段子弹终结弹幕跳伤害等待时间
  26. ExpDunAnimConst.SlayBulletEffectDmgWaitTime = 0.4
  27. --------------------------------------------
  28. -- 使用特殊子弹的效果的等待时间
  29. ExpDunAnimConst.StartExtraEffect1Time = 1.5
  30. ExpDunAnimConst.StartExtraEffect2Time = 3
  31. -- 子弹额外特效的居中收缩速度
  32. ExpDunAnimConst.ExtraEffectShrinkSpeed = 20
  33. -- 子弹额外特效的向外延伸的最大距离
  34. ExpDunAnimConst.ExtraEffectExpandMaxLength = 40
  35. --------------------------------------------
  36. -- 怪物死亡爆炸时爆炸特效移动时间
  37. ExpDunAnimConst.ExplodeMoveTime = 0.5
  38. -- 主界面表现,玩家动画相关
  39. ExpDunAnimConst.RoleRamPos = {
  40. -- 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)
  41. [1] = {pos = Vector2(0, 0), anim_time = 3, scale = 1}, -- 这个点是原点
  42. [2] = {pos = Vector2(40, -26), anim_time = 3, scale = 1.05},
  43. [3] = {pos = Vector2(-20, 50), anim_time = 3, scale = 0.9},
  44. [4] = {pos = Vector2(-35, 22), anim_time = 3, scale = 0.95},
  45. [5] = {pos = Vector2(35, -50), anim_time = 3, scale = 1.1},
  46. }
  47. ExpDunAnimConst.MonRamPos = {
  48. -- 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)
  49. [1] = {pos = Vector2(0, 0), anim_time = 3, scale = 1}, -- 这个点是原点
  50. [2] = {pos = Vector2(40, -26), anim_time = 3, scale = 1.05},
  51. [3] = {pos = Vector2(-20, 50), anim_time = 3, scale = 0.9},
  52. [4] = {pos = Vector2(-35, 22), anim_time = 3, scale = 0.95},
  53. [5] = {pos = Vector2(35, -50), anim_time = 3, scale = 1.1},
  54. }
  55. -- 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)
  56. ExpDunAnimConst.AnimMonList = {
  57. 500121,
  58. }
  59. -- 针对坐骑不同的模型和发射器点偏移配置
  60. ExpDunAnimConst.ExtraOffset = {
  61. [1001] = {launch_pos = Vector2(145, -15), model_pos = Vector2(0, 0)},
  62. [1002] = {launch_pos = Vector2(160, -10), model_pos = Vector2(0, 0)},
  63. [1003] = {launch_pos = Vector2(160, 60), model_pos = Vector2(0, 0)},
  64. [1004] = {launch_pos = Vector2(80, 20), model_pos = Vector2(0, 0)},
  65. [1005] = {launch_pos = Vector2(80, 20), model_pos = Vector2(0, 0)},
  66. [1006] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, 0)},
  67. [1007] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, -150)},
  68. [1008] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, -20)},
  69. [1013] = {launch_pos = Vector2(140, 80), model_pos = Vector2(0, -100)},
  70. [1016] = {launch_pos = Vector2(180, 50), model_pos = Vector2(0, -40)},
  71. [1017] = {launch_pos = Vector2(120, 40), model_pos = Vector2(0, 0)},
  72. [1019] = {launch_pos = Vector2(180, 20), model_pos = Vector2(0, 0)},
  73. [1021] = {launch_pos = Vector2(180, 70), model_pos = Vector2(0, -60)},
  74. [1022] = {launch_pos = Vector2(200, 80), model_pos = Vector2(0, -90)},
  75. [1023] = {launch_pos = Vector2(140, 40), model_pos = Vector2(0, -60)},
  76. [1024] = {launch_pos = Vector2(160, 20), model_pos = Vector2(0, -20)},
  77. [1213] = {launch_pos = Vector2(140, 80), model_pos = Vector2(0, -100)},
  78. [1216] = {launch_pos = Vector2(190, 50), model_pos = Vector2(0, -40)},
  79. [1217] = {launch_pos = Vector2(120, 40), model_pos = Vector2(0, 0)},
  80. [1219] = {launch_pos = Vector2(180, 20), model_pos = Vector2(0, 0)},
  81. [1221] = {launch_pos = Vector2(180, 70), model_pos = Vector2(0, -60)},
  82. [1222] = {launch_pos = Vector2(200, 80), model_pos = Vector2(0, -90)},
  83. [1223] = {launch_pos = Vector2(140, 40), model_pos = Vector2(0, -60)},
  84. }
  85. -- 经验副本章节描述
  86. ExpDunAnimConst.ChapterDesc = {
  87. [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。",
  88. [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。",
  89. [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。",
  90. [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。",
  91. [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。",
  92. [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。",
  93. [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。",
  94. [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。",
  95. }