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 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; } } }