|
|
|
|
|
|
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)
|
|
}
|