NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Framework/Event/Events.cs

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using PhxhSDK;
namespace Framework
{
public partial class EventManager
{
/// <summary>
/// 事件名称枚举
/// 配合泛型 EventManager 使用
/// </summary>
public enum EventName
{
None,
// add your event name here
Camera_FovChanged,
//part
PartLogicSign,
PartLogicUpdate,
//MainPanel
EN_ShowAllCharacterSortType,
EN_CharacterLevelUp,
EN_ShowAllCharacterOpenDetailUI,
EN_ShowAllCharacterFavorableUI,
EN_ShowAllCharacterOpenBaseAttriUI,
EN_UIControllCultivateMainInput,
EN_UICultivateUIStateChange,
Accumulate_Refresh,
//看板娘相关
ChangeMainPanelPoster,
/// <summary>
/// 进入看板娘预览编辑
/// </summary>
PreviewMainPanelPoster,
/// <summary>
/// 看板娘预览编辑返回
/// </summary>
MainPanelPosterRelocate,
//看板娘预览编辑取消
MainPanelPosterRelocateCancel,
//diapatch
DispatchTeamChange,
DispatchStart,
DispatchCancel,
DispatchAcclerate,
ClaimDispatchReward,
// level battle
UnitDispose,
LevelUnitBorn,
/// <summary>
/// 单位上阵完成
/// </summary>
LevelUnitBornComplete,
/// <summary>
/// 选中单位
/// 参数 gameunit
/// </summary>
LevelUnitSelect,
/// <summary>
/// 取消选中单位
/// 参数 gameunit
/// </summary>
LevelUnitUnSelect,
LevelTimeIncrease,
/// <summary>
/// 关卡中每0.5秒时间事件
/// </summary>
LevelHalfSecondTick,
LevelCharacterArriveBlock,
Relogin_BackToGame,//重连重返游戏
LoginComplete,//当LoginOK时发送消息
LoginOut,//当登出时发送消息
RealNameVerifyCancel,//实名认证取消
LevelBattleBegin,
LevelComplete,
LevelStageSuccess,
LevelFail,
LevelStarGoalComplete,
LevelStarGoalFail,
MapRuntimeBlockPropertyChange,
FightCmpTimelinePause,
FightCmpAwake,
FightCmpUnLoad,
FightCmpSkip,
FightCmpEnd,
/// <summary>
/// 参数 gameunit
/// </summary>
Debug_AddUnit,
Level_OnClick,
Level_OnDrag,
Level_OnEndDrag,
//level Fight UI
LevelFightStartChange,
LevelFightUIStateChange,
LevelFightUIHPInit,
LevelFightUIPauseChange,
LevelFightUIJustDie,
LevelFightUIChangeStepOne,
LevelSpeedChange,
UICancelSkillPut,
UIMissionWinRtSet,
/// <summary>
/// 关卡结算动画播放完毕或跳过时隐藏跳过按钮
/// </summary>
UIMissionWinHideSkip,
/// <summary>
/// 请求播放主界面BGM如从抽卡页返回主界面时
/// </summary>
RequestMainBGM,
UIPreLevelBattleBegin,
UI_USE_SKILL,
UI_CACHE_SKILL,
UI_SKILL_CANCEL,
UI_START_USE_SKILL,
UI_END_USE_SKILL,
UI_FIGHT_SCENE_SHOW,
UI_FIGHT_SCENE_HIDE,
UI_FIGHT_STORY_PREPARE,
// 剧情事件
STORY_CLICK_SCREEN,
STORY_OPEN_CHOICE_UI,
STORY_CHOICE_CLICK,
STORY_START_AUTO_PLAY,
SOTRY_STOP_AUTO_PLAY,
SOTRY_PLAYER_TALK,
STORY_PLAYER_TALK_HIDE,
STORY_BLOCK_END,
STORY_BLOCK_START,
STORY_CLICK_SKIP,
STORY_WRITE_NAME,
STORY_TIME_UPDATE,
/// <summary>
/// 剧情中打开选择角色形象UI
/// </summary>
STORY_OPEN_SELECT_HERO,
/// <summary>
/// 剧情中打开取名UI
/// </summary>
STORY_OPEN_NAME_PANEL,
STORY_BLACK_ENTER,
STORY_BLACK_EXIT,
STORY_WHITE_ENTER,
STORY_WHITE_EXIT,
STORY_SKIP_CLOSE,
/// <summary>
/// 使用参数: EDPlayerTalkData
/// </summary>
STORY_HANDLE_PLAYER_TALK_DATA,
/// <summary>
/// 使用参数: EDFirstShowData
/// </summary>
STORY_HANDLE_FIRST_SHOW,
/// <summary>
/// 关卡加载完成后事件
/// </summary>
LEVEL_AFTER_LOADED,
// 战斗中事件
INFIGHT_UNIT_READY,
/// <summary>
/// param: gameunit
/// </summary>
INFIGHT_AFTER_ENTERBATTLE, // 单位进入战斗后
INFIGHT_UNIT_CELLINDEX_CHANGE, // 单位格子索引改变
/// <summary>
/// 单位阵营改变
/// 参数: GameUnit
/// </summary>
INFIGHT_UNIT_TROOP_CHANGE,
INFIGHT_UNIT_DEAD, // 角色死亡
INFIGHT_UNIT_REMOVE, // 角色被移除出战斗
INFIGHT_UNIT_DEAD_OVER, // 死亡动画播放完毕
INFIGHT_GET_DAMAGED, // 使用EventDataDamageText
INFIGHT_CHARACTER_START_RETREAT, // 角色开始逃跑
INFIGHT_CHARACTER_END_RETREAT, // 角色结束逃跑
INFIGHT_VEHICLE_DESTROY, // 载具死亡
INFIGHT_MOVETAG_CHANGED, // 地图的移动标签改变
INFIGHT_BLOCK_CHANGED, // 地图上阻挡攻击信息改变
INFIGHT_ENTER_UNITCONTAINER, // 进入其他单位, e.g. 上车 进入建筑
INFIGHT_EXIT_UNITCONTAINER, // 退出其他单位, e.g. 下车 退出建筑
INFIGHT_STATUS_CHANGED, // 状态改变
INFIGHT_BACK_PREPARE, // 从战斗中返回备战席-单独使用
INFIGHT_REBORN_UNIT, // 复活单位-单独使用
INFIGHT_OP_SET_TARGET, // 设置目标
INFIGHT_OP_SET_MOVEPOS, // 设置移动位置
INFIGHT_BEPROTECT_UNIT_FINISHED, // 被保护单位完成
INFIGHT_BEPROTECT_UNIT_DEAD, // 被保护单位死亡
INFIGHT_CAPTURE_PROGRESS, // 占领进度
INFIGHT_CAPTURE_START, // 开始占领
INFIGHT_CAPTURE_STOP, // 结束占领
INFIGHT_CAPTURE_FINSIHED, // 占领目标区域完成
INFIGHT_FLAG_COLLECTED, // 旗子被收集
INFIGHT_BUFF_ADDICON, // 添加buff图标
INFIGHT_BUFF_REMOVEICON, // 移除buff图标
INFIGHT_BLACK_SCREEN_START, // 黑屏开始
INFIGHT_BLACK_SCREEN_END, // 黑屏结束
INFIGHT_SKILL_COVER_ADD_UNIT, //技能释放时作用的unit
INFIGHT_SKILL_COVER_REMOVE_UNIT, //技能释放时移除的unit
INFIGHT_UNIT_VISIBLE_CHANGE, // 单位可见性改变
INFIGHT_EVACUATE_CHANGE, // 撤离点状态改变
INFIGHT_UI_EVACUATE_UNIT, // ui通知撤离单位
INFIGHT_UNIT_EVACUATE_FINISH, // 单位撤离完成
/// <summary>
/// 单位撤离状态变化
/// </summary>
INFIGHT_UNIT_EVACUATE_CHANGE,
INFIGHT_UI_ADD_GRID_OBJ, //UI创建指向格子Obj
INFIGHT_UI_REMOVE_GRID_OBJ, //UI移除指向格子Obj
INFIGHT_SHOW_FIGHTINFO_CELL, // 显示战斗信息
INFIGHT_SHOW_FIGHTINFO_UNIT, // 显示战斗信息
INFIGHT_ENTER_BUILDING, // 进入建筑
INFIGHT_EXIT_BUILDING, // 退出建筑
INFIGHT_COMPLETE_BUILD_INTERACT, // 完成建筑交互
INFIGHT_START_RELOAD, // 开始换弹
/// <summary>
/// 火车到达终点
/// </summary>
INFIGHT_TRAIN_ARRIVE_ENDPOINT,
/// <summary>
/// 火车开始移动
/// </summary>
INFIGHT_TRAIN_START_MOVE,
/// <summary>
/// 战斗暂停状态改变
/// </summary>
INFIGHT_PAUSE_CHANGED,
/// <summary>
/// 参数 gameunit
/// </summary>
INFIGHT_BEDAMAGED_SHIELD, // 护盾受到伤害
/// <summary>
/// 参数 gameunit
/// </summary>
INFIGHT_BEDAMAGED_HP, // 生命受到伤害
/// <summary>
/// 换弹完成,单次
/// </summary>
INFIGHT_RELOAD_FINISH,
/// <summary>
/// 建筑单位被摧毁-单独增加一个事件
/// 参数: UnitBuild
/// </summary>
INFIGHT_UNIT_BUILD_DESTROYED,
/// <summary>
/// 单位进入探照灯范围
/// 参数: GameUnit
/// </summary>
INFIGHT_SEARCHLIGHT_UNIT_ENTER,
/// <summary>
/// 单位退出探照灯范围
/// 参数: GameUnit
/// </summary>
INFIGHT_SEARCHLIGHT_UNIT_EXIT,
//--------- AI ------------
INFIGHT_MORALE_STATE_CHANGED, // 士气状态改变 使用 EDMoraleStateChange
INFIGHT_STATE_ENTER_RETREAT, // 进入撤退状态
INFIGHT_STATE_EXIT_RETREAT, // 退出撤退状态
/// <summary>
/// 特殊撤退
/// 参数: gameunit
/// </summary>
INFIGHT_SPECIAL_RETREAT,
INFIGHT_SKILL_START_PAUSE, // 进入放技能暂停
INFIGHT_SKILL_END_PAUSE, // 退出放技能暂停
EFFECT_INST_LOAD_FINISHED, // 特效首次创建完成
EFFECT_INST_RECREATE_FINISH, // 特效再次创建完成
EFFECT_INST_RETURN, // 特效回收
INFIGHT_PLAYER_SKILL_READYUSE, // 准备释放指挥官技能 使用 EDReadyPlayerSkill
INFIGHT_PLAYER_SKILL_RELEASE, // 释放指挥官技能摊手 使用 EDReleasePlayerSkill
INFIGHT_SUMMON_CREATED, // 召唤物准备完成
INFIGHT_SUMMON_DIRMINE_BOOM, // 定向地雷爆炸 参数: SummonDirMine
INFIGHT_AUDIO_PLAYER_SKILL, // 指挥官技能音效
INFIGHT_AUDIO_CREATED_ROLE, // 上阵角色
INFIGHT_AUDIO_SELF_RETREAT, // 主动撤退音效
INFIGHT_AUDIO_SELECT_UNIT, // 选择单位音效
INFIGHT_AUDIO_SELECT_VEHICLE_UNIT, // 选择载具音效
INFIGHT_AUDIO_UNSELECT_VEHICLE_UNIT, // 取消载具选中
INFIGHT_AUDIO_CLICK_MOVE, // 移动单位音效
INFIGHT_AUDIO_CLICK_ATTACK, // 攻击单位音效
/// <summary>
/// 火车关手动选中音效
/// </summary>
INFIGHT_AUDIO_Train_Select_ATTACK,
INFIGHT_AUDIO_USE_SKILL, // 使用技能音效
INFIGHT_AUDIO_UP_VEHICLE, // 上车音效
INFIGHT_AUDIO_DOWN_VEHICLE, // 下车音效
INFIGHT_AUDIO_GET_P_BUFF, // 获得正面buff音效
INFIGHT_AUDIO_KILL_ENEMY, // 击杀敌人音效
INFIGHT_AUDIO_LET_ENEMY_RETREAT, // 使敌人撤退音效
INFIGHT_AUDIO_BE_ATTACK_AND_HAS_SHEILD, // 被攻击有装甲音效
INFIGHT_AUDIO_BE_ATTACK_AND_NO_SHEILD, // 被攻击装甲归0音效
INFIGHT_AUDIO_BE_ATTACK_AND_ENTER_LOW_MORALE, // 进入压制状态音效
INFIGHT_AUDIO_BE_ATTACK_AND_ENTER_RETREAT, // 进入撤退状态音效
INFIGHT_AUDIO_BE_ATTACK_AND_DEAD, // 被攻击死亡音效
INFIGHT_PVP_START_SCENE_DAMAGE, // PVP开始全场伤害
INFIGHT_STORY_PAUSE, // 战斗剧情暂停
INFIGHT_STORY_CONTINUE, // 战斗剧情继续
INFIGHT_STORY_SKIP, // 战斗剧情跳过
/// <summary>
/// 战斗剧情调试使用跳转到指定block
/// 参数: int, block id
/// </summary>
INFIGHT_STORY_DEBUG_JUMP_TO_BLOCK,
INFIGHT_UI_CLICK_UNIT, // UI列表上点击单位
INFIGHT_UI_CANCEL_USE_SKILL, // UI取消使用技能
INFIGHT_UI_SKILL_CLICK_SCREEN, // UI技能点击屏幕
INFIGHT_UI_START_CLICK_CELL, //战斗内点击地格
INFIGHT_UI_CANCEL_CLICK_CELL,
/// <summary>
/// 战斗替换单位
/// </summary>
INFIGHT_REPLACE_UNIT,
/// <summary>
/// 战斗内关卡触发器触发
/// 参数为object, 会把Trigger的具体对象传入
/// </summary>
INFIGHT_LEVEL_TRIGGER,
INFIGHT_LEVEL_DYNAMIC_GEN_UNIT_BE_KILLED, // 战斗内动态生成单位被击杀
/// <summary>
/// 战斗内移动状态发生改变
/// 参数: gameunit
/// </summary>
INFIGHT_UNIT_MOVESTATE_CHANGE,
/// <summary>
/// 单位进入地格
/// 参数 GameUnit
/// </summary>
INFIGHT_UNIT_ENTER_CELL,
/// <summary>
/// 单位退出地格
/// 参数 GameUnit
/// </summary>
INFIGHT_UNIT_EXIT_CELL,
/// <summary>
/// 地格单位变化
/// </summary>
INFIGHT_UNIT_CHANGE_CELL,
/// <summary>
/// 战斗中触发配置的波次展示信息
/// 参数: int, 当前展示的波次数量
/// </summary>
INFIGHT_TRIGGER_CONFIG_WAVEINFO,
/// <summary>
/// 单位退出战斗
/// 参数: gameunit
/// </summary>
INFIGHT_UNIT_EXIT_BATTLE,
#region AI事件总线
/// <summary>
/// 选择指挥官技能
/// </summary>
SelectCommanderSkill,
/// <summary>
/// 使用指挥官技能
/// </summary>
UseCommanderSkill,
/// <summary>
/// 使用指挥官技能次数
/// </summary>
RefreshCommanderCount,
/// <summary>
/// 释放缓存的指挥官技能
/// </summary>
UseCacheCommanderSkill,
#endregion
ToFightModelDragEnd,
ToFightModelDragSuc,
//Level Client Server Interaction
ServerResponseEnterLevel,
ServerResponseExitLevel,
/// <summary>
/// 新关卡服务器数据
/// </summary>
NewLevelServerData,
/// <summary>
/// 新章节服务器数据
/// </summary>
NewChapterServerData,
LevelServerDataDirty,
/// <summary>
/// 关卡信息变化
/// </summary>
LevelInfoChanged,
/// <summary>
/// 关卡组信息变化
/// </summary>
LevelGroupInfoChange,
/// <summary>
/// 章节信息变化
/// </summary>
ChapterInfoChange,
LevelUnlock,
//进入训练关
EnterTrainingLevel,
//退出训练关
ExitTrainingLevel,
//Net
NetError,
NetConnecting,
NetConnected,
NetHandshakeDone,
NetLoginServerInfo,
NetReloginAgain,
NetOpResultError,
//UI
RedPointDataChange,
DebugHeadRoleID,
/// <summary>
/// 打开BackReturn
/// </summary>
OpenUI_BackReturn,
/// <summary>
/// 通用UI打开事件
/// </summary>
UIOpen,
/// <summary>
/// 通用打开UI事件动画播放完成
/// </summary>
UIOpenByAnimComplete,
/// <summary>
/// 通用UI关闭事件
/// </summary>
UIHide,
/// <summary>
/// 通用关闭UI事件动画播放完成
/// </summary>
UICloseAndAnim,
/// <summary>
/// 通用UI销毁事件
/// </summary>
UIDestroy,
/// <summary>
/// 字幕数据
/// </summary>
UISetSubtitleData,
//Data
AllConfigLoad,
// 玩家
SetName,
/// <summary>
/// 设置角色形象
/// </summary>
SetPlayerMode,
ActorLogicDataUpdate,//角色逻辑数据更新
AdultAuthResult,//实名认证结果
SetPlayerHead,
#region 抜卡
/// <summary>
/// 抜卡请求已发出(网络请求真正发送时)
/// </summary>
RaffleStart,
/// <summary>
/// 抜卡结果
/// </summary>
RaffleResult,
/// <summary>
/// 抽卡记录结果
/// </summary>
RaffleLogResult,
/// <summary>
/// 卡池数据刷新
/// </summary>
RaffleRefresh,
/// <summary>
/// 抽卡记录刷新
/// </summary>
RaffleLogRefresh,
/// <summary>
/// 天井结果
/// </summary>
PatioResult,
#endregion
//编队
TeamEditCreateSucc,
TeamUpdate,
TeamEditCharacterModelCreate,
TeamEditCharacterModelClear,
TeamEditVehicleModelCreate,
TeamEditVehicleModelClear,
TeamEditAllModelClear,
TeamEditModelUpdate,
// 25.10.30 去掉指挥点
// TeamLeadershipUpdate,
TeamModified,
TeamVehicleEdit,
TeamIconModified,
ExitEditTeamOnOtherPanel,
TeamReloadModel,
TeamEditCreateCharacterModels,
TeamConditionsCheck,
/// <summary>
/// 清除队伍,但不保存
/// </summary>
TeamClear,
/// <summary>
/// 设置选择队伍
/// </summary>
SetSelectTeam,
/// <summary>
/// 编队模式下皮肤切换
/// </summary>
CharacterSkinChangeInTeam,
TeamRedRefresh, //编队缓存红点检查
CheckStringIsLegal, // 检测字符传是合法的
/// <summary>
/// 刷新公告
/// </summary>
RefreshNotice,
// 关卡
/// <summary>
/// 获取关卡奖励
/// </summary>
GetLevelReward,
/// <summary>
/// 关卡扫荡
/// </summary>
LevelSweep,
/// <summary>
/// 进入关卡
/// </summary>
EnterLevel,
/// <summary>
/// 上次战斗关卡变化
/// </summary>
LastLevelChange,
/// <summary>
/// 关卡任务完成
/// </summary>
LevelTaskComplete,
//新登录
EN_UINewLoginTips,
//手机短信验证码请求失败
PhoneCodeRequsetFail,
//手机短信验证码登录失败
PhoneCodeLoginFail,
PhoneCodeLoginSuc,
/// <summary>
/// 华为登录成功
/// </summary>
HarmonyLoginSuccess,
/// <summary>
/// 鸿蒙选择手机登录
/// </summary>
HarmonyToPhoneLogin,
//邮箱绑定
BindMailSuccess,
AppleVerifySuccess, // 服务器下发苹果登录AccessToken
AppleLoginStateFail, // 苹果用户凭证失效
AppleTokenFail, // 苹果Token失效
//背包
ItemChange,//背包里有物品变动
CategoryReload,//背包重新加载
CategoryRefresh,//背包刷新
ItemUse,//物品使用
//角色
GetNewCharacter,//获得新角色
CharacterInfoRefresh,
OnCharacterAdvanceOpen,
//载具
VehecleUpgrade,
VehicleInfoChoose,//载具列表选择
//全局事件
Android_Click_Back,
Android_Application_Quit,
//邮件
/// <summary>
/// 有新邮件
/// </summary>
HaveNewMail,
ClaimMailGoods,
/// <summary>
/// 邮件状态变化
/// </summary>
MailStateChange,
/// <summary>
/// 请求邮件数据
/// </summary>
RequireMailRet,
//商店
GetShopData,
ShopPurchaseSuccess,
ShopItemConditionChek, // 商店内购商品条件检测
ShopRedRefresh, // 商店缓存红点检查
ShopRechargeSuccess,
//任务
UpdateAllTask,
UpdateTaskCompleted,
/// <summary>
/// 任务状态变化
/// </summary>
TaskStatusChange,
//浮空信息
ShowMsg,
#region PVP
OnPVPFightStart,
OnPVPFightFinish,
OnGetPVPInformationFromServer,
OnGetPVPInformation,
OnPVPFightDataSettlement,
OnGetPVPRankInfo,
OnPVPRankInfoUpdate,
OnSelectPvPUnit,
OnUnSelectPvPUnit,
OnPVPUnitAdd,
OnPVPUnitRemove,
OnDefenceSaveSuc,
PVPDownUnit,
PVPShowSelect,
PVPRecordData,
PVPActorDataUpdate,
/// <summary>
/// 检测到PVP作弊
/// </summary>
PVPCheat,
#endregion
/// <summary>
/// 指挥官技能升级
/// </summary>
CultivatePlayerSkillUpgrade,
//Loading后转场动画
TransitionShowStart,
TransitionShowEnd,
//内购
IAPServerVerifySuccessful,
//界面跳转完成
WindowJumpFinished,
/// <summary>
/// 播放视频完成
/// </summary>
PlayVideoComplete,
/// <summary>
/// 玩家信息更新
/// </summary>
PlayerInfoUpdate,
/// <summary>
/// 加载完成
/// </summary>
LoadingExecutorComplete,
//FightStory剧情战斗
FightStoryTalk,
FightStoryShow,
FightStoryHide,
// 营地
/// <summary>
/// 编辑营地放置单位
/// </summary>
Camp_EditPlaceUnit,
/// <summary>
/// 编辑营地移除单位
/// </summary>
Camp_EditRemoveUnit,
Medal_Change, //勋章红点变更
#region 新手指引
/// <summary>
/// 引导进度变化
/// </summary>
Guide_Progress_Change,
/// <summary>
/// 引导中任意点击
/// </summary>
Guide_Any_Click,
/// <summary>
/// 新手引导退出关卡
/// </summary>
GuideExitLevel,
/// <summary>
/// 点击引导按钮
/// </summary>
GuideClickButton,
/// <summary>
/// 点击引导地格
/// </summary>
GuideClickFloor,
/// <summary>
/// (引导)使用技能之前
/// </summary>
Guide_UseSkillPre,
/// <summary>
/// (引导)使用技能完成
/// </summary>
Guide_UseSkillComplete,
/// <summary>
/// 切换剧情状态
/// </summary>
Guide_ChangeStoryState,
/// <summary>
/// 切换关卡状态
/// </summary>
Guide_ChangeLevelState,
/// <summary>
/// 点击地板
/// </summary>
Guide_ClickFloor,
/// <summary>
/// 战斗开始按钮显示
/// </summary>
Guide_FightStartShow,
/// <summary>
/// 备战区显示
/// </summary>
Guide_PreparatShow,
/// <summary>
/// 取消指挥官技能
/// </summary>
Guide_CancelPlayerSkill,
/// <summary>
/// 使用指挥官技能
/// </summary>
Guide_UsePlayerSkill,
/// <summary>
/// 准备使用指挥官技能
/// </summary>
Guide_PreparaPlayerSkill,
/// <summary>
/// 角色进载具
/// </summary>
Guide_JoinVehicle,
/// <summary>
/// 取消角色上阵
/// </summary>
Guide_CancelModeFight,
/// <summary>
/// 打开选择角色界面
/// </summary>
GuideOpenSelectCharacter,
/// <summary>
/// 排序角色列表
/// </summary>
GuideSortCharacterList,
/// <summary>
/// 相机移动状态变化
/// </summary>
CameraMoveStateChange,
/// <summary>
/// 关闭引导提示界面2
/// </summary>
GuideCloseGuideTip2,
#endregion
#region 战斗引导
/// <summary>
/// 开始显示关卡引导提示
/// </summary>
StartLevelGuideTip,
/// <summary>
/// 结束显示关卡引导提示
/// </summary>
EndLevelGuideTip,
/// <summary>
/// 开始显示引导立标
/// </summary>
StartLevelGuideFlag,
/// <summary>
/// 结束显示引导立标
/// </summary>
EndLevelGuideFlag,
/// <summary>
/// 开始显示关卡进度
/// </summary>
StartLevelProgress,
/// <summary>
/// 结束显示关卡进度
/// </summary>
EndLevelProgress,
/// <summary>
/// 开始显示关卡气泡
/// </summary>
StartLevelBubble,
/// <summary>
/// 结束显示关卡气泡
/// </summary>
EndLevelBubble,
#endregion
CrossDay, // 跨天
CrossWeek, // 跨周
CrossMonth, // 跨月
/// <summary>
/// 军团
/// </summary>
LegionCreateSuccess, //创建成功
LegionEditSuccess, //编辑成功
LegionDismissSuccess, //踢出成功
LegionJoinSendSuccess, //加入军团申请发送成功
LegionQuitSuccess, //退出成功
LegionListData, //军团列表数据
LegionMemberPostUpdate, //编辑成员职位成功
LegionJoinPermitted, //加入成功
LegionLose, //被踢出
LegionApplyDataChange, //自己申请的军团列表数据刷新
LegionClear, //清除了我的军团数据
LegionBaseData, //军团基础数据
LegionMemberData, //军团成员数据
LegionApplyData, //军团申请数据
LegionLogData, //军团日志数据
LegionCreateUIChange, //创建成功切换UI
LegionInfoSelectClear, //清除选中
LegionNotExit, //军团已经不存在
BattlePassBuyLevelSuccess, // 通行证购买等级成功
BattlePassGetAllReward, // 通行证一键领取成功
BattlePassLevelUp,
MonthlyPassBuySuccess, // 月卡购买成功
MonthlyPassGetReward, // 月卡领取奖励
PremiumStatusRefresh,//高级账号状态更新
RequestPremiumStatus, //请求高级账户状态
PrePurchaseSuccess, // 预购检测成功
#region 军团战外围
/// <summary>
/// 更新已通过关卡
/// </summary>
UpdateLegionRecordLevels,
#endregion
#region 军团战
/// <summary>
/// 军团战状态变化
/// </summary>
LegionPveChangeState,
/// <summary>
/// 检查队伍
/// </summary>
LegionPveCheckTeam,
/// <summary>
/// 军团战点击地板
/// </summary>
LegionPveClickFloor,
/// <summary>
/// 结束攻击
/// </summary>
LegionPveAttackEnd,
/// <summary>
/// 设置攻击目标
/// </summary>
LegionPveSetAttackTarget,
/// <summary>
/// 回合切换
/// </summary>
LegionPveTurnChange,
/// <summary>
/// 点击单位
/// </summary>
LegionPveClickUnit,
/// <summary>
/// 军团战棋子单位死亡
/// </summary>
LegionPveChessDead,
/// <summary>
/// 军团战棋子死亡状态变化
/// </summary>
LegionPveChessDeadStateChange,
/// <summary>
/// 军团战关卡进度变化
/// </summary>
LegionPveProcessChange,
/// <summary>
/// 单位地格位置变化之前
/// </summary>
LegionPveUnitCellPosChangePre,
/// <summary>
/// 单位地格位置变化之后
/// </summary>
LegionPveUnitCellPosChangeAfter,
/// <summary>
/// 军团战操作记录变化
/// </summary>
LegionPveOpRecordChange,
/// <summary>
/// 军团战操作状态变化
/// </summary>
LegionPveOpStateChange,
/// <summary>
/// 军团战胜利状态变化
/// </summary>
LegionPveVictoryStateChange,
#endregion
#region 旧军团战
/// <summary>
/// 进入军团战
/// </summary>
EnterLegionBattle,
/// <summary>
/// 进入军团战完成回调
/// </summary>
EnterLegionBattleSuccess,
/// <summary>
/// 退出军团战
/// </summary>
ExitLegionBattle,
/// <summary>
/// 军团战点击地板
/// </summary>
LegionBattleClickFloor,
/// <summary>
/// 更新军团战建筑
/// </summary>
UpdateLegionBattleBuilding,
/// <summary>
/// 更新军团战玩家
/// </summary>
UpdateLegionBattleActor,
/// <summary>
/// 更新军团战分数
/// </summary>
UpdateLegionBattleScore,
/// <summary>
/// 更新军团战建筑分数
/// </summary>
UpdateLegionBattleBuildingScore,
/// <summary>
/// 更新军团战按钮cd
/// </summary>
UpdateLegionBattleButtonCD,
/// <summary>
/// 更新战斗内战报
/// </summary>
UpdateLegionBattleReport,
/// <summary>
/// 更新军团战玩家集结状态
/// </summary>
UpdateLegionBattleActorAssemble,
//军团战外围
LegionBattleStatus, //军团战流程状态更新
LegionBattleSignUpSuc, //军团战报名成功
LegionBattleTeams, //军团战编队信息
LegionMercenaryHireData, //军团招募数据
LegionMercenaryData, //雇佣兵数据
MyLegionMercenary, //本军团雇佣兵招募数据
LegionMercenarySignUpOk, //注册成功
LegionMercenaryPostOk, //发布成功
LegionMercenarySearch,
LegionMercenarySearchFail, //雇佣兵未查询到
LegionMercenaryApplySuc, //雇佣兵申请加入成功
LegionMercenaryHireSuc, //雇佣成功
LegionBattleJoinSuc, //上阵成功
LegionBattleTeamLock, //锁定编队
//签到成功
AccumulateSignUpOk, //签到成功
#endregion
/// <summary>
/// 音频系统
/// </summary>
Audio_RefreshMusicBox,//收藏夹更新
/// <summary>
/// 功能解锁
/// </summary>
FunctionUnLock,
ActivityNodeCreated, // IActivityNode创建时发送事件
//活动内容更新
ActivityListUpdate,
RefreshUIActivity,
/// <summary>退款惩戒服务器数据已写入内存,监听方应刷新展示。</summary>
RefundPunishDataUpdated,
/// <summary>退款惩戒弹窗被关闭level 1登录流程可继续。</summary>
RefundPunishDismissed,
/// <summary>
/// 受伤条件
/// </summary>
CondtionHurt,
}
}
}