-- 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。", }