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 } }