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1 месяц назад
  1. SceneBaseType = {
  2. Unknown = 0,
  3. Monster = 1,
  4. Role = 2,
  5. Other = 4,
  6. Fake_Role = 5, --假人
  7. MainRole = 8,
  8. Pet = 7,--明日AI娘
  9. FallingItem = 13,
  10. Npc = 6,
  11. Door = 14,
  12. Horse = 9,--明日坐骑
  13. Drop = 10,
  14. JumpPoint = 11,
  15. WayPoint = 12,
  16. Baby = 15, --宝宝子女
  17. FPearl = 16,--明日宝具
  18. Evil = 17, --守护
  19. Grave = 18, --墓碑怪
  20. FGun = 19,--明日磁炮(ai娘)
  21. FCloud = 20,--明日星翼(ai娘)
  22. FArmour = 21,--明日幻甲(ai娘)
  23. FWing = 22,--明日炫翼
  24. FWeapon = 24,--明日进阶武器
  25. Pokemon = 25,--宠物
  26. Equip = 26,--装备
  27. GWFollower = 27,--本服团战采集跟随物
  28. Galaxy = 28, --星辰
  29. WarSoul = 29,--战魂
  30. Baby_Horse = 30,-- 宝宝的载具
  31. Baby_Include_Horse = 31,-- 骑着载具的宝宝
  32. JumpOneStep = 32,--跳一跳跳台
  33. God = 33,--神座
  34. --显示形象的同时 显示其坐骑
  35. Include_Horse = 50,
  36. HookRole = 51, --挂机假人
  37. Build = 81,--家园建筑
  38. Furniture = 82,--家园家具
  39. All = 100,
  40. AssisitPokemon = 120,--宠物副本助战宠物
  41. BuildBaby = 130 , --家园建筑宝宝
  42. Partner = 140,
  43. OtherGoods = 150, --其他模型
  44. MapModel = 160, --世界地图
  45. }
  46. --模型挂接点
  47. AttachNode =
  48. {
  49. Head = "head",
  50. LSanp = "lsanp",
  51. RSanp = "rsanp",
  52. LHand = "lhand",
  53. RHand = "rhand",
  54. BHand = "bhand",
  55. Root = "root",
  56. LFoot = "lfoot",
  57. RFoot = "rfoot",
  58. Waist = "waist",
  59. RWeapon = "bone_skill", --右手武器的技能挂点
  60. LWeapon = "root",
  61. LForearm = "L_Forearm", --左手臂的技能挂点
  62. SceneObj = "SceneObj",
  63. Gyro = "gyro",
  64. Ride_Root = "ride_root",
  65. Wing = "wing",
  66. Buff = "buff",
  67. Ride = "ride",
  68. L_Toe0 = "L_Toe0",
  69. HIT = "hit", --左腿
  70. Bone001 = "Bone001",
  71. bone00 = "bone00",
  72. }
  73. --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
  74. ParticleAttachNode =
  75. {
  76. [1] = AttachNode.Head,
  77. [2] = AttachNode.LSanp,
  78. [3] = AttachNode.RSanp,
  79. [4] = AttachNode.LHand,
  80. [5] = AttachNode.RHand,
  81. [6] = AttachNode.BHand,
  82. [7] = AttachNode.Root,
  83. [8] = AttachNode.LFoot,
  84. [9] = AttachNode.RFoot,
  85. [10] = AttachNode.Waist,
  86. [11] = AttachNode.RWeapon,
  87. [12] = AttachNode.LWeapon,
  88. [13] = AttachNode.LForearm,
  89. [14] = AttachNode.Ride,
  90. [15] = AttachNode.SceneObj,
  91. [16] = AttachNode.Ride_Root,
  92. [17] = AttachNode.Wing,
  93. [18] = AttachNode.Buff,
  94. [19] = AttachNode.L_Toe0,
  95. [20] = AttachNode.HIT,
  96. [21] = AttachNode.Bone001,
  97. [22] = AttachNode.bone00,
  98. }
  99. --特效挂接点,挂点名转attach_type
  100. ParticleAttachNodeNameToType =
  101. {
  102. ["head"] = 1,
  103. ["lsanp"] = 2,
  104. ["rsanp"] = 3,
  105. ["lhand"] = 4,
  106. ["rhand"] = 5,
  107. ["bhand"] = 6,
  108. ["root"] = 7,
  109. ["lfoot"] = 8,
  110. ["rfoot"] = 9,
  111. ["waist"] = 10,
  112. ["bone_skill"] = 11,
  113. --["root"] = AttachNode.LWeapon,
  114. ["L_Forearm"] = 13,
  115. ["ride"] = 14,
  116. ["SceneObj"] = 15,
  117. ["ride_root"] = 16,
  118. ["wing"] = 17,
  119. ["buff"] = 18,
  120. ["L_Toe0"] = 19,
  121. }
  122. ObjMaxCache =
  123. {
  124. Monster = 45,
  125. 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
  126. Partner = 30,
  127. Other = 30,
  128. NPC = 20,
  129. Sprite = 30,
  130. Pet = 20,
  131. Baby = 20,
  132. DropItem = 10,
  133. PS_effect = 5, ---缓存的粒子特效
  134. Evil = 1,
  135. Grave = 10,
  136. HookRole = 10,
  137. Pokemon = 10,
  138. AssisitPokemon = 10,
  139. GWFollower = 10, --
  140. JumpOneStep = 5, --
  141. }
  142. --[[ 武器装备情况
  143. 1:
  144. 2:
  145. 3:
  146. 4:
  147. 5:
  148. ]]
  149. WeaponProvideType = {
  150. SingleLeftHand = 1,
  151. SingleRightHand = 2,
  152. BehindHand = 3,
  153. BothHand = 4,
  154. ThirdHand = 5,
  155. }
  156. --每个对象类型的武器装备情况
  157. WeaponCountInfo = {
  158. role = {
  159. [1] = WeaponProvideType.BothHand,
  160. [2] = WeaponProvideType.BothHand,
  161. [3] = WeaponProvideType.BothHand,
  162. [4] = WeaponProvideType.BothHand,
  163. },
  164. }
  165. --时装部件位置
  166. FashionPartPos = {
  167. Clothe = 1,
  168. Weapon = 2,
  169. Head = 3,
  170. Hat = 4,
  171. wing = 5,
  172. light = 8,
  173. }
  174. --光武类型
  175. LightWeaponPos = {
  176. None = 0,
  177. SpecaWeapon = 1,
  178. LightWepon = 2,
  179. }
  180. --模型部件前缀名字
  181. --[[
  182. 1
  183. 2
  184. 3
  185. 4
  186. 5
  187. 6
  188. 7
  189. 8
  190. 17
  191. ]]
  192. ModelPartName= {
  193. [1] = "model_clothe_",
  194. [2] = "model_weapon_l_",
  195. [3] = "model_weapon_r_",
  196. [4] = "model_weapon_b_",
  197. [5] = "model_shadow_",
  198. [6] = "model_head_",--这个应该叫头发
  199. [7] = "model_servant_",
  200. [8] = "model_clothe_",
  201. [9] = "model_mount_",
  202. [15] = "model_child_",--宝宝
  203. [16] = "model_talisman_",--明日宝具
  204. [17] = "model_fairy_",--守护
  205. [19] = "model_sweapon_",--明日磁炮(ai娘)
  206. [20] = "model_swing_",--明日星翼(ai娘)
  207. [21] = "model_sfashion_",--明日幻甲(ai娘)
  208. [22] = "model_wing_",--明日炫翼
  209. [24] = "model_weapon_",--明日进阶武器
  210. [25] = "model_pet_",--宠物
  211. [26] = "model_equip_",--装备
  212. [27] = "model_hat_",--头饰(不是头发)
  213. [28] = "model_pearl_",--星辰
  214. [29] = "model_egg_",--战魂
  215. [30] = "model_childcar_",-- 宝宝载具
  216. [33] = "model_god_",-- 神座
  217. [160] = "model_map_",-- 世界地图
  218. }
  219. --根据不同的模型类型取得对应模型ab包的名字
  220. ModelABName = {
  221. [SceneBaseType.Monster] = "scene_monster",
  222. [SceneBaseType.Role] = "scene_role",
  223. [SceneBaseType.MainRole] = "scene_role",
  224. [SceneBaseType.Pet] = "scene_pet",
  225. [SceneBaseType.FallingItem] = "scene_fall",
  226. [SceneBaseType.Npc] = "scene_npc",
  227. [SceneBaseType.Door] = "scene_door",
  228. [SceneBaseType.Partner] = "scene_partner",
  229. [SceneBaseType.Baby] = "scene_pet",
  230. [SceneBaseType.Equip] = "scene_equip",
  231. [SceneBaseType.Evil] = "scene_Evil",
  232. [SceneBaseType.God] = "model_god",
  233. [SceneBaseType.MapModel] = "model_map",
  234. }
  235. --场景模型旋转角度
  236. SceneRotateX = 0 --模型和地面夹角
  237. SceneRotateY = 180 --模型和屏幕朝向角度
  238. SceneRotateZ = 0
  239. DungeonCamera =
  240. {
  241. Height = 15,
  242. DistanceWithMainRole = -17.5,
  243. SceneRotate = 38,
  244. fieldOfView = 35,
  245. }
  246. --场景对象高度
  247. SceneObjHeight =
  248. {
  249. Obj = 0,
  250. Particle = 0,
  251. }
  252. --场景平面旋转角度
  253. SceneXZRotate = 0
  254. --场景对象模型缩放大小
  255. SceneModelScale = 1
  256. --界面模型显示缩少倍数
  257. UIModelScale = 1.4
  258. --触发摄像机左右旋转的划屏距离
  259. CameraRotateByScreen = 20
  260. --场景物体深度
  261. SceneDepth =
  262. {
  263. Obj = 1000,
  264. Map = 16000,
  265. Sight = 18000,
  266. Sky = 20000,
  267. }
  268. --怪物类型
  269. MonsterType = {
  270. NORMAL = 0, --怪物
  271. COLLECT = 1, --采集物品
  272. TASK_COLLECT = 2, --任务采集怪
  273. ESCORT = 3, --护送怪
  274. PICK = 4, --拾取怪
  275. PRICE = 5, --赏金怪
  276. ATT = 6, --进击怪
  277. TOWER = 7, --塔防怪
  278. UD_COLLECT = 8, --不死采集怪
  279. AUTO_MON = 9, --不死采集怪
  280. MISSION_COLLECT = 10, --副本采集怪,绝对可以攻击
  281. CSGWAR = 11, --跨国团战的怪
  282. }
  283. BossType = {
  284. NORMAL = 0, --普通Boss
  285. Wild = 1, --野外Boss
  286. Valhalla = 2, --英灵殿Boss
  287. MoneyBoss = 3, --赏金幻魔
  288. UnDead = 5, --不死boss
  289. DesertedBoss = 9, -- 废都boss
  290. DesertedMonster = 10, --废都精英怪
  291. }
  292. --点击怪物显示对话内容对应的npcid
  293. MonsterShowDialogWithNpcId =
  294. {
  295. }
  296. --降神衣服资源Id
  297. GodClothesResId =
  298. {
  299. }
  300. --区域格子标识
  301. AreaDataIndex =
  302. {
  303. BlockType = 1,
  304. WalkType = 2,
  305. SafeType = 4,
  306. WaterType = 8,
  307. SWingType = 64,
  308. IndoorType = 128,
  309. JumpType = 256,
  310. }
  311. --服务器区域格子映射标识
  312. ServerAreaIndex =
  313. {
  314. [0] = AreaDataIndex.WalkType,
  315. [1] = AreaDataIndex.BlockType,
  316. [5] = AreaDataIndex.SafeType,
  317. }
  318. --移动类型
  319. MOVE_TYPE =
  320. {
  321. NORMOL_MOVE = 0, --正常走路
  322. JUMP = 1, --跳跃
  323. ACCELERATE = 2, --任务加速
  324. FLASH = 3, --闪现闪避
  325. TASK_JUMP = 4, --任务三段跳
  326. RUSH = 5, --冲刺
  327. BLINK = 6, --瞬移
  328. }
  329. --场景类型 取自后端宏定义
  330. SCENE_TYPE = {
  331. NORMAL = 0, --主城(普通场景)
  332. OUTSIDE = 1, --野外场景
  333. DUNGEON = 2, --副本场景
  334. WORLD_BOSS = 3, --世界BOSS场景
  335. GUILD = 4, --公会场景
  336. ACTIVE = 5, --活动场景(通用)
  337. VOID_FAM = 6, --无尽领域
  338. REWARD_BOSS = 7, --赏金幻魔场景
  339. GWAR = 8, --本服公会战
  340. TYPE_3V3 = 12, --3v3
  341. DRUMWAR = 13, --钻石大战
  342. TYPE_1VN = 14, --1VN
  343. DESERTED = 18, --星域幻魔
  344. BOSSHOME = 20, --boss之家
  345. }
  346. --是否显示模型或者特效的具体信息
  347. function ShowModeOrParticleInfo()
  348. if RuntimePlatform == nil or (SystemRuntimePlatform.IsAndroid() or SystemRuntimePlatform.IsIphone()) then
  349. return false
  350. end
  351. return true
  352. end
  353. function PrintParticleInfo(gameObject)
  354. if ShowModeOrParticleInfo() and gameObject then
  355. local particleSystems = gameObject:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
  356. local child_count = 0
  357. local function getChildCount(transform)
  358. if transform and transform.childCount > 0 then
  359. child_count = child_count + transform.childCount
  360. for i = 0, transform.childCount - 1 do
  361. getChildCount(transform:GetChild(i))
  362. end
  363. end
  364. return
  365. end
  366. getChildCount(gameObject.transform)
  367. local particle_count = 0
  368. for i = 0, particleSystems.Length - 1 do
  369. local ps = particleSystems[i]
  370. particle_count = particle_count + ps.particleCount
  371. end
  372. if particle_count > 100 or child_count > 10 then
  373. logWarn("particle "..gameObject.name .. " particle_count is ", particle_count, "child count =", child_count)
  374. end
  375. end
  376. end
  377. function PrintSkinMeshInfo(skin_mesh_renderer, limit)
  378. if ShowModeOrParticleInfo() and not IsNull(skin_mesh_renderer) then
  379. limit = limit or 1000
  380. if skin_mesh_renderer.sharedMesh and skin_mesh_renderer.sharedMesh.vertexCount > limit then
  381. logWarn("skin_mesh "..skin_mesh_renderer.gameObject.name .. " vertexCount is ", skin_mesh_renderer.sharedMesh.vertexCount)
  382. end
  383. end
  384. end
  385. ASSETS_LEVEL =
  386. {
  387. LOW = 0,
  388. NORMAL = 1,
  389. HIGHT = 2,
  390. }
  391. --模型部件位置
  392. ModelPartPos = {
  393. Clothe = 1,
  394. Weapon = 2,
  395. HeadWear = 3,
  396. }
  397. --[[
  398. pos
  399. name
  400. ]]
  401. UIModelConfig = {
  402. }
  403. --[[
  404. size:
  405. rotate,
  406. can_rotate:
  407. position:
  408. scale100
  409. ]]
  410. UIPartModelConfig = {
  411. }
  412. --有些怪物配置的是主角的模型,不添加头发会发生变色
  413. SupportXRayMonster =
  414. {
  415. }
  416. --捕蝶活动武器
  417. ButterflyWeapon =
  418. {
  419. }
  420. --钓鱼活动武器
  421. FishingWeapon =
  422. {
  423. }
  424. --宝具高度
  425. SpriteSkinRenderHeight =
  426. {
  427. }
  428. NoSupportXRayModel =
  429. {
  430. }
  431. --用特效表现的模型
  432. IsParticleModel =
  433. {
  434. }
  435. --角色身上内置特效(包括将神)
  436. NoMainroleRemoveParticle =
  437. {
  438. }
  439. --武器内置特效
  440. NoMainroleRemoveWeaponParticle =
  441. {
  442. }
  443. --坐骑内置特效
  444. NoMainroleHorseRemoveParticle =
  445. {
  446. }
  447. --翅膀内置特效
  448. NoMainroleWingRemoveParticle =
  449. {
  450. }
  451. --飞鞋传送表现配置
  452. FLY_SHOE_DISTANCE =
  453. {
  454. NormalMoveDistance = 1800, --小于此距离直接走过去,优先级1
  455. TwoJumoDistance = 2400, --小于此距离两段跳过去,优先级2
  456. ThreeJumpDistance = 4000, --小于此距离三段跳过去,超过它则飞天传送,优先级3
  457. }
  458. XRayShaderMode =
  459. {
  460. -- ["Custom/mb_flowalphablendmask"] = "mb_flowalphablendmask_xray",
  461. -- ["Custom/mb_alpha blend"] = "mb_alphablend_xray",
  462. -- --["Unlit/AlphaTexture"] = "XRayEffect",
  463. -- ["Unlit/Texture"] = "XRayEffect",
  464. -- ["Custom/mb_flowalphablendmaskui"] = "mb_flowalphablendmask_xray",
  465. }
  466. InXRayShaderMode =
  467. {
  468. -- ["Custom/mb_flowalphablendmask_xray"] = true,
  469. -- ["Custom/mb_alphablend_xray"] = true,
  470. -- ["ApcShader/XRayEffect"] = true
  471. }
  472. InTransTexToAlphaShader =
  473. {
  474. -- ["Custom/mb_alphablend_xray"] = true,
  475. -- ["Custom/mb_alpha blend"] = true,
  476. }
  477. UIParticleMaskShader =
  478. {
  479. Res = {
  480. -- ["ui_objecticon01"] = true,
  481. -- ["ui_objecticon02"] = true,
  482. -- ["ui_objecticon03"] = true,
  483. -- ["ui_objecticon04"] = true,
  484. -- ["ui_objecticon05"] = true,
  485. -- ["ui_objecticon06"] = true,
  486. -- ["ui_objecticon07"] = true,
  487. -- ["ui_objecticon08"] = true,
  488. -- ["ui_objecticon09"] = true,
  489. -- ["ui_objecticon10"] = true,
  490. -- ["ui_objecticoncircle01"] = true,
  491. -- ["ui_effect_hunzhu_icon1"] = true,
  492. -- ["ui_effect_hunzhu_icon2"] = true,
  493. },
  494. Shader =
  495. {
  496. -- ["Particles/Additive"] = "Mask_ParticleAdd",
  497. -- ["Particles/Alpha Blended"] = "Mask_ParticleAlphaBlend",
  498. -- ["Custom/mb_flowadd_add"] = "mb_flowadd_add_mask",
  499. -- ["Custom/mb_uvrolladd_culloff"] = "mb_uvrolladd_culloff_mask",
  500. -- ["Custom/mb_alphablend_front"] = "mb_alphablend_front_mask",
  501. },
  502. }
  503. --配置哪些场景预加载其他职业的技能特效
  504. PreloadOtherCareerSkillParticleScene =
  505. {
  506. }
  507. --不剔除动画的怪物
  508. AlwaysAnimateMonster = {
  509. [10010102] = true,
  510. [10020101] = true,
  511. [10020104] = true,
  512. [10050103] = true,
  513. [10100101] = true,
  514. [10040101] = true,
  515. [10040102] = true,
  516. }
  517. --带动态骨骼的主角模型
  518. IsDynamicModel = {
  519. --创角
  520. [1999] = true,
  521. [2999] = true,
  522. [3999] = true,
  523. [4999] = true,
  524. --角色
  525. [1000] = true,
  526. [1004] = true,
  527. [1007] = true,
  528. [1011] = true,
  529. [1012] = true,
  530. [2004] = true,
  531. [2007] = true,
  532. [2008] = true,
  533. [2009] = true,
  534. [2010] = true,
  535. [2011] = true,
  536. [2012] = true,
  537. [3000] = true,
  538. [3004] = true,
  539. [3007] = true,
  540. [3011] = true,
  541. [3012] = true,
  542. [4004] = true,
  543. [4007] = true,
  544. [4008] = true,
  545. [4009] = true,
  546. [4010] = true,
  547. [4011] = true,
  548. [4012] = true,
  549. }
  550. --带动态骨骼的AI娘模型
  551. IsDynamicServantModel = {
  552. [1000] = true,
  553. [1001] = true,
  554. [1002] = true,
  555. [1003] = true,
  556. [1004] = true,
  557. [1005] = true,
  558. [1006] = true,
  559. [1007] = true,
  560. [1008] = true,
  561. [1009] = true,
  562. [1010] = true,
  563. [1011] = true,
  564. }
  565. --活动镜像场景Id(当前玩法状态码 也就是错误码)
  566. SceneActivityMirrorSceneId =
  567. {
  568. None = 0, --无活动
  569. PkRank = 2800010, --竞技场
  570. Dungeon = 6100033, --副本
  571. DungeonMany = 2150014, --跨服组队玩法
  572. }
  573. --场景传送模式
  574. SceneTransType = {
  575. Server = 0, --服务端传送
  576. Fly = 1, --小飞鞋
  577. World = 2, --大世界传送(到场景出生点)
  578. GateNear = 3, --传送门走相邻点
  579. 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)
  580. }