UnitActionStatus.cs 3.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. namespace CommonAI.Zone.Helper
  6. {
  7. public enum UnitActionStatus : byte
  8. {
  9. Pause = 0,
  10. Idle = 1,
  11. Move = 2,
  12. Skill = 3,
  13. Damage = 4,
  14. Dead = 5,
  15. Stun = 6,
  16. Pick = 7,
  17. Chaos = 8,
  18. Escape = 9,
  19. ChargeAtkMove = 10, // client
  20. ChargeAtkIdle = 11, // client
  21. CrossRobbery = 12, // 新增渡劫状态
  22. ServerSyncMove = 13, // 服务器同步移动
  23. ChuanGongA = 14, // 传功A
  24. ChuanGongB = 15, // 传功B
  25. DaZuo = 16, // 打坐
  26. BuffLockStateAction = 17, // GameEditor Buff中LockStateAction的动作状态
  27. HomeBack = 18, // client-回城状态
  28. ClearYaoQi = 19, // 仙盟净妖
  29. Jump = 20, // Jump状态
  30. Transport=21, // 传送状态,不接受客户端move
  31. PetLock=22, // 随从锁定状态
  32. HitMove = 23, // 受击后,进入强制移动状态
  33. BreakShield = 24, // 破定状态
  34. //尽量往上面加
  35. Spawn = 100,
  36. Rebirth = 101,
  37. DaZuoRecoveryAttr = 102, //打坐恢复玩家和宠物血量
  38. Max = DaZuoRecoveryAttr + 1,
  39. }
  40. //暂时用byte, 子状态可能同时拥有多个是A + B + C的组合值
  41. public enum UnitActionSubStatus : int
  42. {
  43. None = 0,
  44. Stealth = 1 << 0, // 隐身
  45. ChargeAtkIdle = 1 << 1, // 蓄力空闲
  46. CanNotMove = 1 << 2, // 不能移动
  47. Mocking = 1 << 3, // 嘲讽状态
  48. ChargeAtkMove = 1 << 4, // 蓄力移动
  49. }
  50. public enum SkillActiveState : byte
  51. {
  52. Active = 0,
  53. Deactive = 1,
  54. DeactiveAndPause = 2,
  55. Hide = 3,
  56. ActiveAndHide = 4,
  57. }
  58. public enum XmdsSkillType : byte
  59. {
  60. none = 0, // 啥也不是,默认值
  61. active = 1, //主动攻击技能.
  62. petGiveAcitve = 2, //宠物给人的主动技能
  63. normalAtk = 3, //普通攻击.
  64. passive = 4, //被动技能.
  65. petGivePassive = 5, //宠物给玩家的被动技能
  66. cardSkill = 6, //卡牌技能
  67. }
  68. //新增动作类型
  69. public enum ActionEnum : byte
  70. {
  71. None = 0,
  72. //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)
  73. chargeAtk = 1, //这个客户端需要显示圈
  74. IsAutoNext = 2, //这个客户端不需要显示圈
  75. 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)
  76. 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)
  77. showLeftTime = 5, //使用当前动作时间作为CD
  78. forbidNext_showTime = 6, //forbidNext + 显示倒计时圈
  79. }
  80. /// <summary>
  81. /// 客户端预演技能枚举
  82. /// </summary>
  83. public enum SimulationSkillEnum : byte
  84. {
  85. None = 0,
  86. Begin = 1, //开始
  87. Doing = 2, //预演中
  88. JumpEnd = 19, //跳跃预演结束
  89. End = 20, //结束
  90. }
  91. /// <summary>
  92. /// 客户端技能描述分类
  93. /// </summary>
  94. public enum SkillDescType : byte
  95. {
  96. None = 0,
  97. Displacement = 1, //位移技能
  98. //后续如果有在增加
  99. }
  100. }