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; }