NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Framework/Event/Events.cs

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namespace Framework
{
public partial class EventManager
{
public enum EventName
{
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None,
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// add your event name here
EN_ShowAllCharacterSortType,
EN_CharacterLevelUp,
EN_ShowAllCharacterOpenDetailUI,
EN_ShowAllCharacterFavorableUI,
EN_ShowAllCharacterOpenBaseAttriUI,
EN_UIControllCultivateMainInput,
EN_UICultivateUIStateChange,
// level battle
UnitDispose,
LevelUnitBorn,
LevelUnitSelect,
LevelUnitUnSelect,
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LevelTimeIncrease,
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LevelCharacterArriveBlock,
LevelBattleBegin,
LevelComplete,
LevelStageSuccess,
LevelFail,
LevelStarGoalComplete,
LevelStarGoalFail,
MapRuntimeBlockPropertyChange,
//level Fight UI
LevelFightStartChange,
LevelFightUIStateChange,
LevelFightUIHPInit,
LevelFightUIPauseChange,
LevelFightUIJustDie,
LevelFightUIChangeStepOne,
LevelSpeedChange,
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UI_USE_SKILL,
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UI_SKILL_CANCEL,
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UI_START_USE_SKILL,
UI_END_USE_SKILL,
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// 剧情事件
STORY_CLICK_SCREEN,
STORY_OPEN_CHOICE_UI,
STORY_CHOICE_CLICK,
STORY_START_AUTO_PLAY,
SOTRY_STOP_AUTO_PLAY,
SOTRY_PLAYER_TALK,
STORY_PLAYER_TALK_HIDE,
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STORY_BLOCK_END,
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STORY_BLOCK_START,
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STORY_CLICK_SKIP,
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// 战斗中事件
INFIGHT_UNIT_READY,
INFIGHT_UNIT_CELLINDEX_CHANGE,
INFIGHT_UNIT_DEAD,
INFIGHT_HPCHANGED,
INFIGHT_MORALECHANGED,
INFIGHT_SHIELDCHANGED,
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INFIGHT_UNIT_REMOVE,
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INFIGHT_GET_DAMAGED, // 使用EventDataDamageText
INFIGHT_CHARACTER_START_RETREAT, // 角色开始逃跑
INFIGHT_CHARACTER_END_RETREAT, // 角色结束逃跑
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INFIGHT_VEHICLE_DESTROY, // 载具死亡
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INFIGHT_UP_VEHICLE, // 上车
INFIGHT_DOWN_VEHICLE, // 下车
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INFIGHT_STATUS_CHANGED, // 状态改变
INFIGHT_BACK_PREPARE, // 从战斗中返回备战席-单独使用
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INFIGHT_REBORN_UNIT, // 复活单位-单独使用
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//--------- AI ------------
INFIGHT_CHARACTER_AI_CHAIN, //连锁 AI索敌时发送
INFIGHT_CHARACTER_AI_PROVOKE,
INFIGHT_CHARACTER_AI_SPECIALBEHAVIOR,
INFIGHT_ENTER_LOW_MORALE,// 进入压制状态 弃用
INFIGHT_EXIT_LOW_MORALE,// 退出压制状态 弃用
INFIGHT_MORALE_STATE_CHANGED, // 士气状态改变 使用 EDMoraleStateChange
INFIGHT_SKILL_START_PAUSE, // 进入放技能暂停
INFIGHT_SKILL_END_PAUSE, // 退出放技能暂停
EFFECT_INST_FINISHED, // 特效创建完成
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EFFECT_INST_RETURN, // 特效回收
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INFIGHT_PLAYER_SKILL_READYUSE, // 准备释放指挥官技能 使用 EDReadyPlayerSkill
INFIGHT_PLAYER_SKILL_RELEASE, // 释放指挥官技能摊手 使用 EDReleasePlayerSkill
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INFIGHT_PLAYER_SKILL_VIEW_TRIGGER, // 指挥官技能view触发事件
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ToFightModelDragEnd,
ToFightModelDragSuc,
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//Level Client Server Interaction
ServerResponseEnterLevel,
ServerResponseExitLevel,
NewLevelServerData,
LevelServerDataDirty,
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LevelInfoChanged,
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ChapterInfoChange,
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LevelUnlock,
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//Net
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NetError,
NetConnecting,
NetConnected,
NetHandshakeDone,
NetLoginServerInfo,
NetReloginAgain,
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NetOpResultError,
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//UI
RedPointDataChange,
DebugHeadRoleID,
HideAllUIExcept,
ShowAllUIHiden,
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ClearUIStack,
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//Data
AllConfigLoad,
//抽卡
UIReturnRaffleResult,
//编队
TeamEditCreateSucc,
TeamUpdate,
TeamEditModelCreate,
TeamEditModelClear,
TeamEditModelAllClear,
TeamEditPreviewInit,
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TeamModified,
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TeamEditVehicleChoose,
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//新登录
EN_UINewLoginTips,
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//背包
ItemChange,//背包里有物品变动
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//角色
GetNewCharacter,//获得新角色
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//载具
VehecleUpgrade,
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//全局事件
Android_Click_Back,
Android_Application_Quit,
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//邮件
HaveNewMail,
ClaimMailGoods,
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MailStateChange,
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RequireMailRet,
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//礼包码
GiftCodeClaim,
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//商店
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GetShopData,
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ShopBuyGoodsRet,
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//任务
UpdateAllTask,
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UpdateTaskCompleted,
//签到
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CheckNeedShowSignUp,
//浮空信息
ShowMsg,
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//PVP
OnPVPFightStart,
OnPVPFightFinish,
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OnGetPVPInformationFromServer,
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OnGetPVPInformation,
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OnPVPFightDataSettlement,
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OnGetPVPRankInfo,
//指挥官技能升级
CultivatePlayerSkillUpgrade,
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CultivatePlayerSkillUpgradeCondition,
CultivatePlayerSkillUpgradeChangeLockLayer,
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}
}
}