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100 lines
2.2 KiB
Lua
100 lines
2.2 KiB
Lua
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--************************************************************************
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-- 工具自动生成的类型定义代码(UTF-8 With BOM),请勿编辑!
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-- File Name: ConfigDefine.lua
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-- Purpose: lua类型定义文件
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-- Copyright (c) 2017-2100 miHoYo.com, Inc. All rights reserved.
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--************************************************************************
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--触发类型
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TriggerType =
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{
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TriggerOnce = 0, -- 触发一次
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TriggerNoRepeat = 1, -- 触发不重复
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TriggerAlways = 2, -- 总是触发
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}
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--目标类型
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TargetType =
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{
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Alliance = 0, -- 友善,不包含自己
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Enemy = 1, -- 敌对
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Self = 2, -- 个体为自己
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SelfCamp = 3, -- 阵营为自己阵营,包含自己
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All = 4, -- 所有
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AllExceptSelf = 5, -- 所有,不包含自己
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}
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--时间限制类型
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TimerLimitType =
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{
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Finite = 0, -- 有限
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Infinite = 1, -- 无限
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}
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--技能公式
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AbilityFormula =
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{
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None = 0, -- none
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DummyThrowSpeed = 1, -- 投弹抛物蓄力速度计算(入参: 蓄力值,出参:子弹初速度)
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}
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--shderData
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E_ShaderData =
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{
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None = 0, -- none
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CharacterFrozen = 1, -- 冰冻化
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CharacterDie = 2, -- 角色死亡消隐
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CharacterBurningToAshes = 3, -- 角色燃烧死亡
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CharacterDissolve = 4, -- 角色消隐
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GadgetFrozen = 5, -- 场景物冰冻化
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GadgetDie = 6, -- 场景物死亡消隐
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}
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--shderPlus
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E_ShaderPlus =
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{
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PlusHitFlash = 0, -- 受击闪光
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}
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--shader使用情景(shader上的tag, 特效定的)
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ShaderUseType =
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{
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None = 0, -- 未知
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Character = 1, -- 用于Character
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Gadget = 2, -- 用于Gadget
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}
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--dieFlag 动画使用
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DieFlag =
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{
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Alive = 0, -- Alive
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Normal = 1, -- normal
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Drowned = 2, -- 溺亡
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InAir = 3, -- 空中状态死亡
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}
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--死因
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DieStateFlag =
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{
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None = 0, -- none
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FrozenToDeath = 1, -- 冰冻死亡
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BurningToAshes = 2, -- 燃烧死亡
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}
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--AttachPointEntityType
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AttachPointTargetType =
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{
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Target = 0, -- Use target
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Owner = 1, -- Use owner's timescale, meaning if owner get slowed done the modifier will last longer
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Caster = 2, -- Use caster's timescae, meaning if caster get slowed done the modifier will last longer
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}
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--方向类型
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DirectionAngleType =
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{
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Free = 0, -- none
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Horizontal = 1, -- 水平的
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Vertical = 2, -- 垂直的
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}
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