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 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;
}
}
}