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-- 经验副本动画相关配置
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ExpDunAnimConst = ExpDunAnimConst or {}
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-- 玩家飞弹攻击间隔
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ExpDunAnimConst.Role_Attack_Duration = 0.1
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-- 第一阶段总时间,用于怪物移动到指定位置
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ExpDunAnimConst.Stage1_Time = 3
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-- 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
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ExpDunAnimConst.Run_Stage_Time = 2
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-- 背景移动速度(每秒x轴uv速度)
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ExpDunAnimConst.BgSpeed = 0.08
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-- 作战阶段的背景移动速度倍率
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ExpDunAnimConst.CombatBgSpeed = 0.2
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-- 一次创建的子弹数
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ExpDunAnimConst.BulletNum = 2
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ExpDunAnimConst.BulletNumSlay = 1
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-- ExpDunAnimConst.BulletNum = 1
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-- 子弹命中目标的时间
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ExpDunAnimConst.BulletTime = 1
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-- 第二阶段子弹终结弹幕表现等待时间
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ExpDunAnimConst.SlayBulletEffectWaitTime = 3
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-- 第二阶段子弹终结弹幕动画时间
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ExpDunAnimConst.SlayBulletEffectAnimTime = 1
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-- 第二阶段子弹终结弹幕跳伤害
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ExpDunAnimConst.SlayBulletEffectDmg = 10
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-- 第二阶段子弹终结弹幕跳伤害等待时间
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ExpDunAnimConst.SlayBulletEffectDmgWaitTime = 0.4
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--------------------------------------------
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-- 使用特殊子弹的效果的等待时间
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ExpDunAnimConst.StartExtraEffect1Time = 1.5
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ExpDunAnimConst.StartExtraEffect2Time = 3
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-- 子弹额外特效的居中收缩速度
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ExpDunAnimConst.ExtraEffectShrinkSpeed = 20
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-- 子弹额外特效的向外延伸的最大距离
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ExpDunAnimConst.ExtraEffectExpandMaxLength = 40
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--------------------------------------------
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-- 怪物死亡爆炸时爆炸特效移动时间
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ExpDunAnimConst.ExplodeMoveTime = 0.5
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-- 主界面表现,玩家动画相关
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ExpDunAnimConst.RoleRamPos = {
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-- 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)
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[1] = {pos = Vector2(0, 0), anim_time = 3, scale = 1}, -- 这个点是原点
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[2] = {pos = Vector2(40, -26), anim_time = 3, scale = 1.05},
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[3] = {pos = Vector2(-20, 50), anim_time = 3, scale = 0.9},
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[4] = {pos = Vector2(-35, 22), anim_time = 3, scale = 0.95},
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[5] = {pos = Vector2(35, -50), anim_time = 3, scale = 1.1},
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}
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ExpDunAnimConst.MonRamPos = {
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-- 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)
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[1] = {pos = Vector2(0, 0), anim_time = 3, scale = 1}, -- 这个点是原点
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[2] = {pos = Vector2(40, -26), anim_time = 3, scale = 1.05},
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[3] = {pos = Vector2(-20, 50), anim_time = 3, scale = 0.9},
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[4] = {pos = Vector2(-35, 22), anim_time = 3, scale = 0.95},
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[5] = {pos = Vector2(35, -50), anim_time = 3, scale = 1.1},
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}
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-- 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)
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ExpDunAnimConst.AnimMonList = {
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500121,
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}
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-- 针对坐骑不同的模型和发射器点偏移配置
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ExpDunAnimConst.ExtraOffset = {
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[1001] = {launch_pos = Vector2(145, -15), model_pos = Vector2(0, 0)},
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[1002] = {launch_pos = Vector2(160, -10), model_pos = Vector2(0, 0)},
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[1003] = {launch_pos = Vector2(160, 60), model_pos = Vector2(0, 0)},
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[1004] = {launch_pos = Vector2(80, 20), model_pos = Vector2(0, 0)},
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[1005] = {launch_pos = Vector2(80, 20), model_pos = Vector2(0, 0)},
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[1006] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, 0)},
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[1007] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, -150)},
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[1008] = {launch_pos = Vector2(80, 40), model_pos = Vector2(0, -20)},
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[1013] = {launch_pos = Vector2(140, 80), model_pos = Vector2(0, -100)},
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[1016] = {launch_pos = Vector2(180, 50), model_pos = Vector2(0, -40)},
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[1017] = {launch_pos = Vector2(120, 40), model_pos = Vector2(0, 0)},
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[1019] = {launch_pos = Vector2(180, 20), model_pos = Vector2(0, 0)},
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[1021] = {launch_pos = Vector2(180, 70), model_pos = Vector2(0, -60)},
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[1022] = {launch_pos = Vector2(200, 80), model_pos = Vector2(0, -90)},
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[1023] = {launch_pos = Vector2(140, 40), model_pos = Vector2(0, -60)},
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[1024] = {launch_pos = Vector2(160, 20), model_pos = Vector2(0, -20)},
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[1213] = {launch_pos = Vector2(140, 80), model_pos = Vector2(0, -100)},
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[1216] = {launch_pos = Vector2(190, 50), model_pos = Vector2(0, -40)},
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[1217] = {launch_pos = Vector2(120, 40), model_pos = Vector2(0, 0)},
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[1219] = {launch_pos = Vector2(180, 20), model_pos = Vector2(0, 0)},
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[1221] = {launch_pos = Vector2(180, 70), model_pos = Vector2(0, -60)},
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[1222] = {launch_pos = Vector2(200, 80), model_pos = Vector2(0, -90)},
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[1223] = {launch_pos = Vector2(140, 40), model_pos = Vector2(0, -60)},
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}
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-- 经验副本章节描述
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ExpDunAnimConst.ChapterDesc = {
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[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。",
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[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。",
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[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。",
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[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。",
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[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。",
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[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。",
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[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。",
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[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。",
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}
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