using cfg; public enum SpKillType { None, Corrupt, ElectricShock, SuperDash, DirtyStuck, } public class BarTarget { public float CorruptSpeed; public float ClearSpeed; public float CorruptMaxPercent; public float CorruptBarIncPercent; public float CorruptBarDecPercent; public string fx_target_bar_bg; public string fx_target_bar; public string fx_target_bar_highlight; public string bar_target; public string highlight; public string fxScreenWarning; } public interface IFishSpSkillData { public FishSkill fishSkill { get; set; } public SpKillType Type { set; get; } public int StopCount { set; get; } public bool InProgress { set; get; } public bool End { set; get; } public void StartSkill(FishSpSkillLabel fishSpSkill); public void RefreshSkill(FishSpSkillLabel fishSpSkill); public void EndSkill(); /// /// 跳跃时鱼身上动画 /// /// public string FxFishJump(); /// /// 鱼起跳的时候,立刻在水面处挂上一个特效 /// public string FxFishJumpWater(); /// /// 鱼起跳的时候,立刻在Root处挂上一个特效 /// public string FxFishStruggle(); /// /// 鱼在释放技能的时候,在Head处的特效 /// public string FxFishSkillAppend(); /// /// 替换跳跃入水出水动画 /// /// public string FxWater(); public string FxWaterSplash(); /// /// 与释放技能时的全屏特效 /// /// public string FxScreen(); /// /// 与释放技能时的进度条特效 /// /// public string FxBar(); /// /// 鱼头像特效 /// /// public string FxFishIcon(); /// /// 释放技能时进度条指针特效 /// /// public string FxProgressInc(); /// /// 鱼释放技能时音效 /// /// public string AudioScreen(); /// /// 结算界面音效 /// /// public string AudioRewardFish(); /// /// 进度条特效相关 /// /// public BarTarget GetBarTarget(); public string FxDash(); public string DashPerformanceFx(); public string DashWaterFx(); }