using Script.RuntimeScript.Interface;
using Script.RuntimeScript.model.Data;
using Vector3 = UnityEngine.Vector3;
public class SandDigEventConst
{
#region 动画相关
//大铲子动画时长
public const int BigShovelAnimTime = 1166;//动画总时长
public const int BigShovelEffectTime = 833;//特效出现延迟
public const int BigShovelEffectDisappearDelay = 1500;//特效消失延迟,是相对于出现时间的延迟
public const int BigShovelBlockAnimTime = 866;//块消失动画播放时间
public const int BigShovelBlockDisappearTime = 1366;//块消失时间
//小铲子动画时长
public const int ShovelAnimTime = 750;//动画总时长
public const int ShovelEffectTime = 500;//特效出现延迟
public const int ShovelEffectDisappearDelay = 1500;//特效消失延迟,是相对于出现时间的延迟
public const int ShovelBlockAnimTime = 533;//块消失动画播放时间
public const int ShovelBlockDisappearTime = 1033;
//炸弹动画时长
//public const int BombAnimTime = 1533;//动画总时长
//public const int BombBlockAnimTime = 1166;//块开始播放消失动画的延迟,从炸弹动画开始播算起
public const int BombBlockDisappearTime = 1666;//块销毁时间,从消失动画开始播算起
//行列消除器动画时长
//public const int ClearAnimTime = 1266;//动画总时长
//public const int ClearBlockAnimTime = 866;//块开始播放消失动画的延迟,从消除器动画开始播算起
public const int ClearBlockDisappearI = 66;//块的间隔消失时间
public const int ClearBlockDisappearTime = 1366;//块销毁时间,从消失动画开始播算起,注意是每个块单独的时间
//上浮延迟
public const int UpDelay = 1500;
public const int InUpDelay = 250;
//上浮值
public const int UpValue = -5;
//上浮动画时长
public const float UpTime = 0.5f;
//上浮缩放值
public const float UpScale = 2;
//上浮动画结束停留时长(毫秒)
public const int UpWaitTime = 800;
//资源道具动画时长
public const int ResourceEffectTime = 1100;
//道具获得后 缩放值
public const float GetScale = 0.6f;
public const float GetScaleTime = 0.6f;
#endregion
//挖出道具 飞到目标点后 z 轴突出距离 (防止穿帮)
public const float TargetPropOffsetZ = -0.15f;
}
public struct ExplosionClick
{
public ExplosionClick(BroadEffectInterface effect)
{
this.effect = effect;
}
public BroadEffectInterface effect;
}
public struct GridPropEffectOver
{
public GridPropEffectOver(int value, bool isNormal)
{
this.propId = value;
this.isNormal = isNormal;
}
public int propId;
public bool isNormal;
}
public class EventGridClick
{
public EventGridClick(GridData data, bool passiveClick = false)
{
this.Data = data;
this.PassiveClick = passiveClick;
}
public GridData Data;
public bool PassiveClick;
public bool IsBigDig;
}
public struct RefreshHomePanelSandDigBar
{
public RefreshHomePanelSandDigBar(int add)
{
this.activityInt = add;
}
//活动积分
public int activityInt;
}
///
/// 更新铲子个数
///
public struct EventSandDigPropUpdate { }
public struct EventSandDigNewClamp
{
public EventSandDigNewClamp(int clampId)
{
this.ClampId = clampId;
}
public int ClampId;
}
///
/// 获取资源道具
///
public struct EventSandDigAddItem
{
public EventSandDigAddItem(int id, int count, Vector3 pos)
{
this.Id = id;
this.Count = count;
this.Pos = pos;
}
public int Id;
public int Count;
public Vector3 Pos;
}