2024-10-15 12:10:37 +08:00
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using Framework;
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namespace Gameplay.Common
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2023-08-22 19:08:45 +08:00
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{
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public static class CodeDefine
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{
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2024-10-15 12:10:37 +08:00
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/// <summary>
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/// 脱战多少秒之后开始恢复士气
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/// </summary>
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public static float MORALE_RECOVER_TIME {
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get
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{
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return TableManager.Instance.Tables.GlobalConfig.MoraleRecoverDelayTime;
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}
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}
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2024-05-31 19:44:10 +08:00
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public const int HOLD_FLAG_BUFF_ID = 7;
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2023-08-22 19:08:45 +08:00
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2024-07-19 15:34:09 +08:00
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public const int BLEED_BUFF_ID = 8;
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2024-09-24 12:49:44 +08:00
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public static bool ENABLE_FIGHT_NORMAL_ATTACK_LOG = false;
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2024-10-09 15:05:37 +08:00
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2025-03-18 12:59:43 +08:00
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public static class UI
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{
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/// <summary>
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/// 禁用战斗UI update
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/// </summary>
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public static bool DISABLE_FIGHT_SCENE_UPDATE = false;
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}
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2024-10-09 15:05:37 +08:00
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public static class Fight
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{
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/// <summary>
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/// 血量无敌
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/// </summary>
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public static bool HP_NOCOST = false;
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/// <summary>
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/// 护盾无敌
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/// </summary>
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public static bool SHIELD_NOCOST = false;
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/// <summary>
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/// 士气无敌
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/// </summary>
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public static bool MORALE_NOCOST = false;
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public static bool HP_NOCOST_ENEMY = false;
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public static bool SHIELD_NOCOST_ENEMY = false;
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public static bool MORALE_NOCOST_ENEMY = false;
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2024-10-30 19:17:08 +08:00
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public static float LIGHT_UP_TIME = 0.2F;
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2024-11-01 16:35:43 +08:00
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public static float SHOOT_LIGHT_UP_TIME = 1F;
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2024-12-02 12:55:49 +08:00
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/// <summary>
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/// 一击逃跑
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/// </summary>
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public static bool ONE_DAMAGE_RETREAT = false;
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2024-11-04 15:26:02 +08:00
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2024-12-02 12:55:49 +08:00
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/// <summary>
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/// 禁止士气恢复
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/// </summary>
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public static bool DISABLE_MORALE_RECOVER = false;
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2024-12-05 16:33:49 +08:00
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/// <summary>
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/// 一击死亡,自己
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/// </summary>
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public static bool ONE_DAMAGE_KILL_SELF = false;
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/// <summary>
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/// 一击死亡,敌人
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/// </summary>
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public static bool ONE_DAMAGE_KILL_ENEMY = false;
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2024-12-02 12:55:49 +08:00
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2024-12-11 19:10:39 +08:00
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/// <summary>
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/// 是否强制开启地图格子
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/// </summary>
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2025-01-15 17:58:32 +08:00
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public static bool ForceEnableMapCell = false;
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2024-12-11 19:10:39 +08:00
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2024-12-12 16:35:41 +08:00
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/// <summary>
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/// 跳过可移动单位占位检查
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/// </summary>
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public static bool SkipMoveUnitStandLevelCheck = true;
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2025-02-13 12:13:51 +08:00
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/// <summary>
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/// 跳过技能CD检查
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/// </summary>
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public static bool SkipSkillCDCheck = false;
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2024-12-09 13:33:49 +08:00
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public static class CapturePoint
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{
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/// <summary>
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/// 离开占领点特效ID
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/// </summary>
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public const int EFFECT_ID_EXIT = 20001;
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/// <summary>
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/// 占领完成特效ID
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/// </summary>
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public const int EFFECT_ID_FINISH = 20002;
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}
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2024-12-09 14:23:24 +08:00
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public static class HoldFlag
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{
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/// <summary>
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/// 拾取特效ID
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/// </summary>
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public const int EFFECT_ID_PICKUP = 20003;
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/// <summary>
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/// 归还特效ID
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/// </summary>
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public const int EFFECT_ID_RETURN = 20003;
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}
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2024-12-09 15:50:00 +08:00
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public static class Evacuate
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{
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/// <summary>
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/// 撤退特效ID
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/// </summary>
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public const int EFFECT_ID_SUCCESS = 20004;
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}
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2025-03-18 14:16:14 +08:00
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/// <summary>
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/// 敌人NPC限制
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/// </summary>
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2025-03-18 18:23:34 +08:00
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public static int LIMIT_NPC_COUNT = 999;
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2025-03-18 14:16:14 +08:00
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2024-10-09 15:05:37 +08:00
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}
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2023-08-22 19:08:45 +08:00
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}
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}
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