Files
back_cantanBuilding/Assets/Scripts/EventWashing/EventWashingConfig.cs
2026-05-26 16:15:54 +08:00

132 lines
3.5 KiB
C#

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
public class EventWashingConfig
{
public const string SAVE_DATA_KEY = "ewdk"; // event washing data key
}
#endregion
#region
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
// 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
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
public class EventWashingTokenUpdateData { }
#endregion
#region
public class EventWashingToolEnter1stStageData { }
public class EventWashingToolExit1stStageData { }
public class EventWashingToolEnter2ndStageData { }
public class EventWashingToolExit2ndStageData { }
#endregion
}