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-
-
-
- SceneBaseType = {
- Unknown = 0,
- Monster = 1,
- Role = 2,
- Other = 4,
- Fake_Role = 5, --假人
- MainRole = 8,
- Pet = 7,--明日AI娘
- FallingItem = 13,
- Npc = 6,
- Door = 14,
- Horse = 9,--明日坐骑
- Drop = 10,
- JumpPoint = 11,
- WayPoint = 12,
- Baby = 15, --宝宝子女
- FPearl = 16,--明日宝具
- Evil = 17, --守护
- Grave = 18, --墓碑怪
- FGun = 19,--明日磁炮(ai娘)
- FCloud = 20,--明日星翼(ai娘)
- FArmour = 21,--明日幻甲(ai娘)
- FWing = 22,--明日炫翼
- FWeapon = 24,--明日进阶武器
- Pokemon = 25,--宠物
- Equip = 26,--装备
- GWFollower = 27,--本服团战采集跟随物
- Galaxy = 28, --星辰
- WarSoul = 29,--战魂
- Baby_Horse = 30,-- 宝宝的载具
- Baby_Include_Horse = 31,-- 骑着载具的宝宝
- JumpOneStep = 32,--跳一跳跳台
- God = 33,--神座
- --显示形象的同时 显示其坐骑
- Include_Horse = 50,
- HookRole = 51, --挂机假人
- Build = 81,--家园建筑
- Furniture = 82,--家园家具
- All = 100,
- AssisitPokemon = 120,--宠物副本助战宠物
- BuildBaby = 130 , --家园建筑宝宝
- Partner = 140,
- OtherGoods = 150, --其他模型
- MapModel = 160, --世界地图
- }
-
- --模型挂接点
- AttachNode =
- {
- Head = "head",
- LSanp = "lsanp",
- RSanp = "rsanp",
- LHand = "lhand",
- RHand = "rhand",
- BHand = "bhand",
- Root = "root",
- LFoot = "lfoot",
- RFoot = "rfoot",
- Waist = "waist",
- RWeapon = "bone_skill", --右手武器的技能挂点
- LWeapon = "root",
- LForearm = "L_Forearm", --左手臂的技能挂点
- SceneObj = "SceneObj",
- Gyro = "gyro",
- Ride_Root = "ride_root",
- Wing = "wing",
- Buff = "buff",
- Ride = "ride",
- L_Toe0 = "L_Toe0",
- HIT = "hit", --左腿
- Bone001 = "Bone001",
- bone00 = "bone00",
- }
-
- --特效挂接点 前面10个表示模型身上的挂点 11 12 13表示三个位置的武器挂点 14坐骑挂接点 15模型最顶级挂接点 脱离模型 不受模型旋转的影响
- ParticleAttachNode =
- {
- [1] = AttachNode.Head,
- [2] = AttachNode.LSanp,
- [3] = AttachNode.RSanp,
- [4] = AttachNode.LHand,
- [5] = AttachNode.RHand,
- [6] = AttachNode.BHand,
- [7] = AttachNode.Root,
- [8] = AttachNode.LFoot,
- [9] = AttachNode.RFoot,
- [10] = AttachNode.Waist,
- [11] = AttachNode.RWeapon,
- [12] = AttachNode.LWeapon,
- [13] = AttachNode.LForearm,
- [14] = AttachNode.Ride,
- [15] = AttachNode.SceneObj,
- [16] = AttachNode.Ride_Root,
- [17] = AttachNode.Wing,
- [18] = AttachNode.Buff,
- [19] = AttachNode.L_Toe0,
- [20] = AttachNode.HIT,
- [21] = AttachNode.Bone001,
- [22] = AttachNode.bone00,
- }
-
- --特效挂接点,挂点名转attach_type
- ParticleAttachNodeNameToType =
- {
- ["head"] = 1,
- ["lsanp"] = 2,
- ["rsanp"] = 3,
- ["lhand"] = 4,
- ["rhand"] = 5,
- ["bhand"] = 6,
- ["root"] = 7,
- ["lfoot"] = 8,
- ["rfoot"] = 9,
- ["waist"] = 10,
- ["bone_skill"] = 11,
- --["root"] = AttachNode.LWeapon,
- ["L_Forearm"] = 13,
- ["ride"] = 14,
- ["SceneObj"] = 15,
- ["ride_root"] = 16,
- ["wing"] = 17,
- ["buff"] = 18,
- ["L_Toe0"] = 19,
- }
-
-
- ObjMaxCache =
- {
- Monster = 45,
- OtherRole = 30, --原本是30,但是域外赤炎战场是多人PK,为了不爆内存,改为20
- Partner = 30,
- Other = 30,
- NPC = 20,
- Sprite = 30,
- Pet = 20,
- Baby = 20,
- DropItem = 10,
- PS_effect = 5, ---缓存的粒子特效
- Evil = 1,
- Grave = 10,
- HookRole = 10,
- Pokemon = 10,
- AssisitPokemon = 10,
- GWFollower = 10, --
- JumpOneStep = 5, --
- }
-
- --[[ 武器装备情况
- 1:左边武器
- 2:右边武器
- 3:后边武器
- 4:左右两边武器
- 5:左后右三边武器
- ]]
- WeaponProvideType = {
- SingleLeftHand = 1,
- SingleRightHand = 2,
- BehindHand = 3,
- BothHand = 4,
- ThirdHand = 5,
- }
-
- --每个对象类型的武器装备情况
- WeaponCountInfo = {
- role = {
- [1] = WeaponProvideType.BothHand,
- [2] = WeaponProvideType.BothHand,
- [3] = WeaponProvideType.BothHand,
- [4] = WeaponProvideType.BothHand,
- },
-
- }
-
- --时装部件位置
- FashionPartPos = {
- Clothe = 1,
- Weapon = 2,
- Head = 3,
- Hat = 4,
- wing = 5,
- light = 8,
- }
-
- --光武类型
- LightWeaponPos = {
- None = 0,
- SpecaWeapon = 1,
- LightWepon = 2,
- }
-
- --模型部件前缀名字
- --[[
- 1 衣服
- 2 左手
- 3 右手
- 4后手
- 5阴影
- 6头
- 7翅膀
- 8家具
- 17守护
- ]]
- ModelPartName= {
- [1] = "model_clothe_",
- [2] = "model_weapon_l_",
- [3] = "model_weapon_r_",
- [4] = "model_weapon_b_",
- [5] = "model_shadow_",
- [6] = "model_head_",--这个应该叫头发
- [7] = "model_servant_",
- [8] = "model_clothe_",
- [9] = "model_mount_",
- [15] = "model_child_",--宝宝
- [16] = "model_talisman_",--明日宝具
- [17] = "model_fairy_",--守护
- [19] = "model_sweapon_",--明日磁炮(ai娘)
- [20] = "model_swing_",--明日星翼(ai娘)
- [21] = "model_sfashion_",--明日幻甲(ai娘)
- [22] = "model_wing_",--明日炫翼
- [24] = "model_weapon_",--明日进阶武器
- [25] = "model_pet_",--宠物
- [26] = "model_equip_",--装备
- [27] = "model_hat_",--头饰(不是头发)
- [28] = "model_pearl_",--星辰
- [29] = "model_egg_",--战魂
- [30] = "model_childcar_",-- 宝宝载具
- [33] = "model_god_",-- 神座
- [160] = "model_map_",-- 世界地图
- }
-
- --根据不同的模型类型取得对应模型ab包的名字
- ModelABName = {
- [SceneBaseType.Monster] = "scene_monster",
- [SceneBaseType.Role] = "scene_role",
- [SceneBaseType.MainRole] = "scene_role",
- [SceneBaseType.Pet] = "scene_pet",
- [SceneBaseType.FallingItem] = "scene_fall",
- [SceneBaseType.Npc] = "scene_npc",
- [SceneBaseType.Door] = "scene_door",
- [SceneBaseType.Partner] = "scene_partner",
- [SceneBaseType.Baby] = "scene_pet",
- [SceneBaseType.Equip] = "scene_equip",
- [SceneBaseType.Evil] = "scene_Evil",
- [SceneBaseType.God] = "model_god",
- [SceneBaseType.MapModel] = "model_map",
- }
-
- --场景模型旋转角度
- SceneRotateX = 0 --模型和地面夹角
- SceneRotateY = 180 --模型和屏幕朝向角度
- SceneRotateZ = 0
-
- DungeonCamera =
- {
- Height = 15,
- DistanceWithMainRole = -17.5,
- SceneRotate = 38,
- fieldOfView = 35,
- }
-
- --场景对象高度
- SceneObjHeight =
- {
- Obj = 0,
- Particle = 0,
- }
-
- --场景平面旋转角度
- SceneXZRotate = 0
-
- --场景对象模型缩放大小
- SceneModelScale = 1
-
- --界面模型显示缩少倍数
- UIModelScale = 1.4
-
- --触发摄像机左右旋转的划屏距离
- CameraRotateByScreen = 20
-
- --场景物体深度
- SceneDepth =
- {
- Obj = 1000,
- Map = 16000,
- Sight = 18000,
- Sky = 20000,
- }
-
- --怪物类型
- MonsterType = {
- NORMAL = 0, --怪物
- COLLECT = 1, --采集物品
- TASK_COLLECT = 2, --任务采集怪
- ESCORT = 3, --护送怪
- PICK = 4, --拾取怪
- PRICE = 5, --赏金怪
- ATT = 6, --进击怪
- TOWER = 7, --塔防怪
- UD_COLLECT = 8, --不死采集怪
- AUTO_MON = 9, --不死采集怪
- MISSION_COLLECT = 10, --副本采集怪,绝对可以攻击
- CSGWAR = 11, --跨国团战的怪
- }
-
- BossType = {
- NORMAL = 0, --普通Boss
- Wild = 1, --野外Boss
- Valhalla = 2, --英灵殿Boss
- MoneyBoss = 3, --赏金幻魔
- UnDead = 5, --不死boss
- DesertedBoss = 9, -- 废都boss
- DesertedMonster = 10, --废都精英怪
- }
-
- --点击怪物显示对话内容对应的npcid
- MonsterShowDialogWithNpcId =
- {
-
- }
-
- --降神衣服资源Id
- GodClothesResId =
- {
-
- }
-
- --区域格子标识
- AreaDataIndex =
- {
- BlockType = 1,
- WalkType = 2,
- SafeType = 4,
- WaterType = 8,
- SWingType = 64,
- IndoorType = 128,
- JumpType = 256,
- }
-
- --服务器区域格子映射标识
- ServerAreaIndex =
- {
- [0] = AreaDataIndex.WalkType,
- [1] = AreaDataIndex.BlockType,
- [5] = AreaDataIndex.SafeType,
- }
-
- --移动类型
- MOVE_TYPE =
- {
- NORMOL_MOVE = 0, --正常走路
- JUMP = 1, --跳跃
- ACCELERATE = 2, --任务加速
- FLASH = 3, --闪现闪避
- TASK_JUMP = 4, --任务三段跳
- RUSH = 5, --冲刺
- BLINK = 6, --瞬移
- }
-
- --场景类型 取自后端宏定义
- SCENE_TYPE = {
- NORMAL = 0, --主城(普通场景)
- OUTSIDE = 1, --野外场景
- DUNGEON = 2, --副本场景
- WORLD_BOSS = 3, --世界BOSS场景
- GUILD = 4, --公会场景
- ACTIVE = 5, --活动场景(通用)
- VOID_FAM = 6, --无尽领域
- REWARD_BOSS = 7, --赏金幻魔场景
- GWAR = 8, --本服公会战
- TYPE_3V3 = 12, --3v3
- DRUMWAR = 13, --钻石大战
- TYPE_1VN = 14, --1VN
- DESERTED = 18, --星域幻魔
- BOSSHOME = 20, --boss之家
- }
-
- --是否显示模型或者特效的具体信息
- function ShowModeOrParticleInfo()
- if RuntimePlatform == nil or (SystemRuntimePlatform.IsAndroid() or SystemRuntimePlatform.IsIphone()) then
- return false
- end
- return true
- end
-
- function PrintParticleInfo(gameObject)
- if ShowModeOrParticleInfo() and gameObject then
- local particleSystems = gameObject:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
- local child_count = 0
- local function getChildCount(transform)
- if transform and transform.childCount > 0 then
- child_count = child_count + transform.childCount
- for i = 0, transform.childCount - 1 do
- getChildCount(transform:GetChild(i))
- end
- end
- return
- end
- getChildCount(gameObject.transform)
- local particle_count = 0
- for i = 0, particleSystems.Length - 1 do
- local ps = particleSystems[i]
- particle_count = particle_count + ps.particleCount
- end
- if particle_count > 100 or child_count > 10 then
- logWarn("particle "..gameObject.name .. " particle_count is ", particle_count, "child count =", child_count)
- end
- end
- end
-
- function PrintSkinMeshInfo(skin_mesh_renderer, limit)
- if ShowModeOrParticleInfo() and not IsNull(skin_mesh_renderer) then
- limit = limit or 1000
- if skin_mesh_renderer.sharedMesh and skin_mesh_renderer.sharedMesh.vertexCount > limit then
- logWarn("skin_mesh "..skin_mesh_renderer.gameObject.name .. " vertexCount is ", skin_mesh_renderer.sharedMesh.vertexCount)
- end
- end
- end
-
-
- ASSETS_LEVEL =
- {
- LOW = 0,
- NORMAL = 1,
- HIGHT = 2,
- }
-
- --模型部件位置
- ModelPartPos = {
- Clothe = 1,
- Weapon = 2,
- HeadWear = 3,
- }
-
- --[[
- pos:模型部件位置
- name:模型部件前缀名字
- ]]
- UIModelConfig = {
-
- }
-
- --[[
- 单一模型显示,如武器, 鞋子等
- size: 模型显示区域的大小
- rotate:模型旋转角度,
- can_rotate: 是否可以拖动旋转
- position:模型在显示区域内的位置
- scale:放大缩小,基值是100
- ]]
- UIPartModelConfig = {
-
- }
-
- --有些怪物配置的是主角的模型,不添加头发会发生变色
- SupportXRayMonster =
- {
-
- }
-
- --捕蝶活动武器
- ButterflyWeapon =
- {
-
- }
-
-
- --钓鱼活动武器
- FishingWeapon =
- {
-
- }
-
- --宝具高度
- SpriteSkinRenderHeight =
- {
- }
-
- NoSupportXRayModel =
- {
-
- }
-
- --用特效表现的模型
- IsParticleModel =
- {
- }
-
- --角色身上内置特效(包括将神)
- NoMainroleRemoveParticle =
- {
-
- }
-
- --武器内置特效
- NoMainroleRemoveWeaponParticle =
- {
-
- }
-
- --坐骑内置特效
- NoMainroleHorseRemoveParticle =
- {
- }
-
- --翅膀内置特效
- NoMainroleWingRemoveParticle =
- {
-
- }
-
- --飞鞋传送表现配置
- FLY_SHOE_DISTANCE =
- {
- NormalMoveDistance = 1800, --小于此距离直接走过去,优先级1
- TwoJumoDistance = 2400, --小于此距离两段跳过去,优先级2
- ThreeJumpDistance = 4000, --小于此距离三段跳过去,超过它则飞天传送,优先级3
- }
-
- XRayShaderMode =
- {
- -- ["Custom/mb_flowalphablendmask"] = "mb_flowalphablendmask_xray",
- -- ["Custom/mb_alpha blend"] = "mb_alphablend_xray",
- -- --["Unlit/AlphaTexture"] = "XRayEffect",
- -- ["Unlit/Texture"] = "XRayEffect",
- -- ["Custom/mb_flowalphablendmaskui"] = "mb_flowalphablendmask_xray",
- }
-
- InXRayShaderMode =
- {
- -- ["Custom/mb_flowalphablendmask_xray"] = true,
- -- ["Custom/mb_alphablend_xray"] = true,
- -- ["ApcShader/XRayEffect"] = true
- }
-
- InTransTexToAlphaShader =
- {
- -- ["Custom/mb_alphablend_xray"] = true,
- -- ["Custom/mb_alpha blend"] = true,
- }
-
- UIParticleMaskShader =
- {
- Res = {
- -- ["ui_objecticon01"] = true,
- -- ["ui_objecticon02"] = true,
- -- ["ui_objecticon03"] = true,
- -- ["ui_objecticon04"] = true,
- -- ["ui_objecticon05"] = true,
- -- ["ui_objecticon06"] = true,
- -- ["ui_objecticon07"] = true,
- -- ["ui_objecticon08"] = true,
- -- ["ui_objecticon09"] = true,
- -- ["ui_objecticon10"] = true,
- -- ["ui_objecticoncircle01"] = true,
- -- ["ui_effect_hunzhu_icon1"] = true,
- -- ["ui_effect_hunzhu_icon2"] = true,
- },
- Shader =
- {
- -- ["Particles/Additive"] = "Mask_ParticleAdd",
- -- ["Particles/Alpha Blended"] = "Mask_ParticleAlphaBlend",
- -- ["Custom/mb_flowadd_add"] = "mb_flowadd_add_mask",
- -- ["Custom/mb_uvrolladd_culloff"] = "mb_uvrolladd_culloff_mask",
- -- ["Custom/mb_alphablend_front"] = "mb_alphablend_front_mask",
- },
- }
-
- --配置哪些场景预加载其他职业的技能特效
- PreloadOtherCareerSkillParticleScene =
- {
-
- }
-
- --不剔除动画的怪物
- AlwaysAnimateMonster = {
- [10010102] = true,
- [10020101] = true,
- [10020104] = true,
- [10050103] = true,
- [10100101] = true,
- [10040101] = true,
- [10040102] = true,
- }
-
- --带动态骨骼的主角模型
- IsDynamicModel = {
- --创角
- [1999] = true,
- [2999] = true,
- [3999] = true,
- [4999] = true,
- --角色
- [1000] = true,
- [1004] = true,
- [1007] = true,
- [1011] = true,
- [1012] = true,
- [2004] = true,
- [2007] = true,
- [2008] = true,
- [2009] = true,
- [2010] = true,
- [2011] = true,
- [2012] = true,
- [3000] = true,
- [3004] = true,
- [3007] = true,
- [3011] = true,
- [3012] = true,
- [4004] = true,
- [4007] = true,
- [4008] = true,
- [4009] = true,
- [4010] = true,
- [4011] = true,
- [4012] = true,
- }
-
- --带动态骨骼的AI娘模型
- IsDynamicServantModel = {
- [1000] = true,
- [1001] = true,
- [1002] = true,
- [1003] = true,
- [1004] = true,
- [1005] = true,
- [1006] = true,
- [1007] = true,
- [1008] = true,
- [1009] = true,
- [1010] = true,
- [1011] = true,
- }
-
-
- --活动镜像场景Id(当前玩法状态码 也就是错误码)
- SceneActivityMirrorSceneId =
- {
- None = 0, --无活动
- PkRank = 2800010, --竞技场
- Dungeon = 6100033, --副本
- DungeonMany = 2150014, --跨服组队玩法
- }
-
- --场景传送模式
- SceneTransType = {
- Server = 0, --服务端传送
- Fly = 1, --小飞鞋
- World = 2, --大世界传送(到场景出生点)
- GateNear = 3, --传送门走相邻点
- GateAny = 4, --传送门到达任意场景(需要发坐标给服务端计算最近的出生点)
- }
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