using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace CommonAI.Zone.Helper
{
public enum UnitActionStatus : byte
{
Pause = 0,
Idle = 1,
Move = 2,
Skill = 3,
Damage = 4,
Dead = 5,
Stun = 6,
Pick = 7,
Chaos = 8,
Escape = 9,
ChargeAtkMove = 10, // client
ChargeAtkIdle = 11, // client
CrossRobbery = 12, // 新增渡劫状态
ServerSyncMove = 13, // 服务器同步移动
ChuanGongA = 14, // 传功A
ChuanGongB = 15, // 传功B
DaZuo = 16, // 打坐
BuffLockStateAction = 17, // GameEditor Buff中LockStateAction的动作状态
HomeBack = 18, // client-回城状态
ClearYaoQi = 19, // 仙盟净妖
Jump = 20, // Jump状态
Transport=21, // 传送状态,不接受客户端move
PetLock=22, // 随从锁定状态
HitMove = 23, // 受击后,进入强制移动状态
BreakShield = 24, // 破定状态
//尽量往上面加
Spawn = 100,
Rebirth = 101,
DaZuoRecoveryAttr = 102, //打坐恢复玩家和宠物血量
Max = DaZuoRecoveryAttr + 1,
}
//暂时用byte, 子状态可能同时拥有多个是A + B + C的组合值
public enum UnitActionSubStatus : int
{
None = 0,
Stealth = 1 << 0, // 隐身
ChargeAtkIdle = 1 << 1, // 蓄力空闲
CanNotMove = 1 << 2, // 不能移动
Mocking = 1 << 3, // 嘲讽状态
ChargeAtkMove = 1 << 4, // 蓄力移动
}
public enum SkillActiveState : byte
{
Active = 0,
Deactive = 1,
DeactiveAndPause = 2,
Hide = 3,
ActiveAndHide = 4,
}
public enum XmdsSkillType : byte
{
none = 0, // 啥也不是,默认值
active = 1, //主动攻击技能.
petGiveAcitve = 2, //宠物给人的主动技能
normalAtk = 3, //普通攻击.
passive = 4, //被动技能.
petGivePassive = 5, //宠物给玩家的被动技能
cardSkill = 6, //卡牌技能
}
//新增动作类型
public enum ActionEnum : byte
{
None = 0,
//蓄力, 后续动作会在前一个动作播放完成之后,自动播放下一段(跟IsSinleAction不同的是,这个可指定部分序列帧的连续性)
chargeAtk = 1, //这个客户端需要显示圈
IsAutoNext = 2, //这个客户端不需要显示圈
forbidNext = 3, //actionQueue在有多段的时候,禁止下一段(适用某个技能多种形态)
forbidNext_lock = 4, //同上,只不过next被锁定,不能自动释放,只能有代码控制(比如法师剑影)
showLeftTime = 5, //使用当前动作时间作为CD
forbidNext_showTime = 6, //forbidNext + 显示倒计时圈
}
///
/// 客户端预演技能枚举
///
public enum SimulationSkillEnum : byte
{
None = 0,
Begin = 1, //开始
Doing = 2, //预演中
JumpEnd = 19, //跳跃预演结束
End = 20, //结束
}
///
/// 客户端技能描述分类
///
public enum SkillDescType : byte
{
None = 0,
Displacement = 1, //位移技能
//后续如果有在增加
}
}