using System; namespace ET { public static class ConstValue { public const string LoginAddress = "127.0.0.1:10005"; public const int Mature = 1; public const int BUILDING_STATE_BUILDING = 1; public const int BUILDING_STATE_FINISH = 2; public const int BUILDING_STATE_REPAIR = 3; public const int DewConfigId = 1002; //露水的ID public const int Construct_Need_MaxPeople = 4; // 一个建筑最多需要4 } public static class ConstEntityType { public const int ENTITY_PEOPLE = 1; //人实体 public const int ENTITY_RESOURCE = 2; //资源实体 public const int ENTITY_GATHER = 3; //采集实体 public const int ENTITY_ITEM = 4; //道具实体 public const int ENTITY_BUILDING = 5; //建筑 public const int ENTITY_CONSTRUCT = 6; //建造(没有完成的建筑) } public static class ConstBehaveType { public const int BEHAVE_IDLE = 0; //空闲 public const int BEHAVE_PREPARE_GATHER = 1; //去采集 public const int BEHAVE_GATHER = 2; //正在采集 public const int BEHAVE_PREPARE_CONSTRUCT = 3; //去建造 public const int BEHAVE_CONSTRUCT = 4; //建造 public const int BEHAVE_PREPARE_PLANT = 5; //去种植 public const int BEHAVE_PLANT = 6; //正在种植 public const int BEHAVE_PREPARE_HARVEST = 7;//去收割 public const int BEHAVE_HARVEST = 8;//正在收割 } public static class ConstPeopleType { public const int PEOPLE_PLAYER = 1; //主角 public const int PEOPLE_HERO = 2; //伙伴 public const int PEOPLE_FARMER = 3; //普通村民 } public static class ConstAtkType { public const int ATK_ACTIVE = 1; //主动攻击 public const int ATK_BACK = 2; //反击 public const int ATK_HUNT = 3; //追击 public const int ATK_ADD = 4; //额外攻击 } public static class ConstCastPosition { public const int ORIGINAL_POS = 1; // 原地 public const int TARGET_POS = 2; // 目标位置 public const int BATTLE_MID = 3; // 战场中间 } public static class ConstHurtType { public const int HURT_NORMAL = 0; //正常伤害 public const int HURT_PARRY = 1; //招架 public const int HURT_SHIELD = 2; //掩护 } public static class ConstBattleType { public const int BATTLE_PVE = 1; // public const int BATTLE_PVP = 2; // } public static class ConstBattleState { public const int BATTLE_STATE_FIGHT = 1; //战斗状态 public const int BATTLE_STATE_FAIL = 2; //战斗失败 public const int BATTLE_STATE_WIN = 3; //战斗胜利 } public static class ConstContinueType { public const int CONTINUE_ROUND = 2; //回合 public const int CONTINUE_ATK_TIMES = 3; //全场普通攻击次数 public const int CONTINUE_FOREVER = 4;//永久 public const int CONTINUE_ATKED = 5; //被攻击 } public static class ConstTriggerEvent { public const int TRIGGER_MISS = 1; //闪避事件 public const int TRIGGER_CRITI = 2; //暴击事件 public const int TRIGGER_PARRY = 3; //招架 public const int TRIGGER_ATKBACK = 4; //反击 public const int TRIGGER_ROUND = 5; //回合 public const int TRIGGER_ATKADD = 6; //额外招式 public const int TRIGGER_MOVE = 7; //位移事件 public const int TRIGGER_TEAMATE_ATKED = 8; //队友收到攻击 public const int TRIGGER_ATK = 9; //自己攻击 public const int TRIGGER_HP_BELOW = 10;//血量低于 public const int TRIGGER_ATKED = 11; //被攻击 public const int TRIGGER_DIRECT_ATKED = 12; //受到直接攻击 } public static class ConstBool { public const int CONST_FALSE = 1; public const int CONST_TRUE = 2; } public static class ConstFightType { public const int FIGHT_TYPE_PLAYER = 1; public const int FIGHT_TYPE_MONSTER = 2; } public static class ConstConstructType { public const int CONSTRUCT_TYPE_NEW = 1; //创建新的建筑 public const int CONSTRUCT_TYPE_UPGRADE = 2; //升级建筑 } public static class FarmlandState { public const int FARMLAND_STATE_FREE = 0;//空闲 public const int FARMLAND_STATE_SEED = 1; //播种 public const int FARMLAND_STATE_GROW = 2; //生长 public const int FARMLAND_STATE_RIPE = 3; //成熟 } }