using Framework; namespace Gameplay.Common { public static class CodeDefine { /// /// 脱战多少秒之后开始恢复士气 /// public static float MORALE_RECOVER_TIME { get { return TableManager.Instance.Tables.GlobalConfig.MoraleRecoverDelayTime; } } public const int HOLD_FLAG_BUFF_ID = 7; public const int BLEED_BUFF_ID = 8; public static bool ENABLE_FIGHT_NORMAL_ATTACK_LOG = false; public static bool ENABLE_WEAPON_FIRE_AUDIO_LOG = false; public static class UI { /// /// 禁用战斗UI update /// public static bool DISABLE_FIGHT_SCENE_UPDATE = false; } public static class Fight { /// /// 血量无敌 /// public static bool HP_NOCOST = false; /// /// 护盾无敌 /// public static bool SHIELD_NOCOST = false; /// /// 士气无敌 /// public static bool MORALE_NOCOST = false; public static bool HP_NOCOST_ENEMY = false; public static bool SHIELD_NOCOST_ENEMY = false; public static bool MORALE_NOCOST_ENEMY = false; public static float LIGHT_UP_TIME = 0.2F; public static float SHOOT_LIGHT_UP_TIME = 1F; /// /// 一击逃跑 /// public static bool ONE_DAMAGE_RETREAT = false; /// /// 禁止士气恢复 /// public static bool DISABLE_MORALE_RECOVER = false; /// /// 一击死亡,自己 /// public static bool ONE_DAMAGE_KILL_SELF = false; /// /// 一击死亡,敌人 /// public static bool ONE_DAMAGE_KILL_ENEMY = false; /// /// 跳过可移动单位占位检查 /// public static bool SkipMoveUnitStandLevelCheck = true; /// /// 跳过技能CD检查 /// public static bool SkipSkillCDCheck = false; public static class CapturePoint { /// /// 离开占领点特效ID /// public const int EFFECT_ID_EXIT = 20001; /// /// 占领完成特效ID /// public const int EFFECT_ID_FINISH = 20002; } public static class HoldFlag { /// /// 拾取特效ID /// public const int EFFECT_ID_PICKUP = 20003; /// /// 归还特效ID /// public const int EFFECT_ID_RETURN = 20003; } public static class Evacuate { /// /// 撤退特效ID /// public const int EFFECT_ID_SUCCESS = 20004; } /// /// 敌人NPC限制 /// public static int LIMIT_NPC_COUNT = 999; } } }