源战役客户端
Du kan inte välja fler än 25 ämnen Ämnen måste starta med en bokstav eller siffra, kan innehålla bindestreck ('-') och vara max 35 tecken långa.
 
 
 
 
 

97 rader
5.6 KiB

-- 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。",
}