using cfg; using PaintIn3D; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace game { public enum EventWashingStuffType { Invalid, // 无效类型 Foam, // 泡沫类型 Unload, // 移出物体类别 Assembling, // 组装物体类别 CleaningArea, // 清洗区域 Trash, // 垃圾 Barnacle, // 藤壶 AssemblingGlass, // 组装物体,玻璃类别 UnloadGlass, // 移出物体,玻璃类别 } public enum EventWashingActionStatus { Invalid, // 无效状态 Preparing, // 准备状态 Executing, // 执行状态 Stopping, // 停止状态 Ending, // 结束状态 } #region PlayFab 数据相关 public class EventWashingConfig { public const string SAVE_DATA_KEY = "ewdk"; // event washing data key } #endregion #region 摄像机 public enum EventWashingCameraMoveDirection { Forward, // 向前 Backward // 向后 } public class EventWashingCameraMoveData { public EventWashingCameraMoveDirection direction; public EventWashingCameraMoveData(EventWashingCameraMoveDirection direction) { this.direction = direction; } } public class EventWashingCameraStopData { } #endregion #region 喷泡沫 // 手势跟随数据 public class EventWashingGestureFollowPositionData { public Vector2 position; public bool isFollowing; public EventWashingGestureFollowPositionData(Vector2 position, bool isFollowing) { this.position = position; this.isFollowing = isFollowing; } } // 清洗喷枪跟随数据 public class EventWashingCleanerFollowPositionData { public Vector3 position; public Vector3 normal; public EventWashingCleanerFollowPositionData(Vector3 position, Vector3 normal) { this.position = position; this.normal = normal; } } public class EventWashingMonitoringFoamProgressData { public float progress; public EventWashingMonitoringFoamProgressData(float progress) { this.progress = progress; } } #endregion #region 游戏相关 public class EventWashingGameData { public string resName; public EventWashingOperation gameType; public int gameID; public EventWashingTool toolType; public int toolID; public EventWashingGameData(string resName, EventWashingOperation gameType, int gameID, EventWashingTool toolType, int toolID) { this.resName = resName; this.gameType = gameType; this.gameID = gameID; this.toolType = toolType; this.toolID = toolID; } } public class EventWashingGameOverData { } // 结束语 public class EventWashingConclusionData { } // 项目结束 public class EventWashingStepOverData { } public class EventWashingAllGameOverData { } #endregion #region 代币相关 public class EventWashingTokenUpdateData { } #endregion #region 工具相关 public class EventWashingToolEnter1stStageData { } public class EventWashingToolExit1stStageData { } public class EventWashingToolEnter2ndStageData { } public class EventWashingToolExit2ndStageData { } #endregion }