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