源战役客户端
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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)
}