namespace Gameplay.Common { public static class PathDefine { public static class RoadLine { public static string[] END_NOTICES = new string[] { "Assets/Art_Out/Other/EndNotice/EndNotice 0.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 1.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 2.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 3.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 4.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 5.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 6.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 7.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 8.prefab", "Assets/Art_Out/Other/EndNotice/EndNotice 9.prefab", }; public const string ROAD_LINE = "Assets/Art_Out/Other/RoadLine/RoadLine.prefab"; public const string ROAD_LINE_STRAIGHT = "Assets/Art_Out/Other/RoadLine/RoadLine_Straight.prefab"; } public static class ReadyArea { public const string READY_AREA_POINT = "Assets/Art_Out/Other/ReadyArea/ready_area_notice.prefab"; } public static class MoveArea { public const string MOVE_AREA_POINT_PATH = "Assets/Art_Out/Other/MoveArea/movearea_point.prefab"; } public static class SkillArea { public const string SELECT_POINT = "Assets/Art_Out/Other/SkillArea/skill_area_point.prefab"; public const string SKILL_GORUND_HIGH_LIGHT = "Assets/Art_Out/Other/SkillArea/ground_box.prefab"; public const string HIGHLIGHT_POINT = "Assets/Art_Out/Other/SkillArea/skill_highlight_point.prefab"; } public static class BlackArea { public const string FIGHT_LIGHT_AREA_PATH = "Assets/Art_Out/Other/BlackArea/light_point.prefab"; } public static class AttackArea { public const string FIGHT_CELL_COLLIDER_PATH = "Assets/Art_Out/Other/AttackArea/cell_collider.prefab"; } public static class Outline { public const string MAT1 = "Assets/Art_Out/Other/Outline/Mat/post_outline_mat1.mat"; public const string MAT1_1 = "Assets/Art_Out/Other/Outline/Mat/post_outline_mat1_1.mat"; public const string MAT2 = "Assets/Art_Out/Other/Outline/Mat/post_outline_mat2.mat"; public const string MAT3 = "Assets/Art_Out/Other/Outline/Mat/post_outline_mat3.mat"; public const string MANAGER_PATH = "Assets/Art_Out/Other/Outline/OutlineManager.prefab"; } public static class TireMark { public const string TIREMARK_UNIT_PATH = "Assets/Art_Out/Other/TireMark/tiremark_panel.prefab"; public const string TIREMARK_MAT_PATH = "Assets/Art_Out/Other/TireMark/mat_tiremark_draw.mat"; } public static class SelectView { public const string CHARACTER_SELECT_GROUND_GFX = "Assets/Art_Out/Other/SelectView/GfxSelectedGround.prefab"; } public static class CapturePoint { public const string CAPTURE_POINT_PROGRESS_PATH = "Assets/Art_Out/Other/CapturePoint/capture_point_progress.prefab"; public const string CAPTURE_POINT_GROUND_POINT_PATH = "Assets/Art_Out/Other/CapturePoint/Zhanling_dige.prefab"; public const string CAPTURE_EFFECT_ICON_PATH = "Assets/Art_Out/Other/CapturePoint/Zhanling_zhishi.prefab"; } public static class HoldFlag { public const string FLAG_ON_GROUND_PATH = "Assets/Art_Out/Other/HoldFlag/item_flag_ground.prefab"; public const string FLAG_RETURN_PATH = "Assets/Art_Out/Other/HoldFlag/item_flag_return.prefab"; public const string FLAG_GROUND_POINT_PATH = "Assets/Art_Out/Other/HoldFlag/Kangqi_dige.prefab"; } public static class ProtectUnit { public const string TARGET_POINT_PATH = "Assets/Art_Out/Other/ProtectUnit/target_point.prefab"; } public static class Summon { public const string SELF = "Assets/Art_Out/Other/Summon/GfxSelectedGround_self.prefab"; public const string ENEMY = "Assets/Art_Out/Other/Summon/GfxSelectedGround_enemy.prefab"; } public static class Story { public const string STORY_HEAD_CAMERA_PATH = "Assets/Art_Out/Other/Story/head_camera_neck.prefab"; } public static class Evacuate { public const string EVACUATE_ONCE_POINT_PATH = "Assets/Art_Out/Other/Evacuate/Cheli_zhishi_2.prefab"; public const string EVACUATE_ALWAYS_POINT_PATH = "Assets/Art_Out/Other/Evacuate/Cheli_zhishi_1.prefab"; public const string EVACUATE_LOOP_EFFECT_PATH = "Assets/Art_Out/Other/Evacuate/Cheli_loop.prefab"; public const string EVACUATE_GROUND_POINT_PATH = "Assets/Art_Out/Other/Evacuate/Cheli_dige.prefab"; } } }