1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 |
- /// <summary>
- /// 攻击结果.
- /// </summary>
- public enum UnitHitEventState
- {
- Normal = 0, //普通攻击.
- Crit = 1, //暴击.
- Dodge = 2, //闪避.
- Parry = 3, //招架.
- Absorb = 4, //吸收.
- Immunity = 5, //免疫.
- IronMaiden = 6, //反伤.
- MP = 7, //法力.
- KillMonsterCrit = 8, //斩妖系统暴击
- //上面的值跟XmdsCommonServer.Plugin.XmdsVirtual.UnitHitEventState是一一对应的
- PoisonBuff = 100, //奶妈毒BUFF
- }
- //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
- }
|