You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
42 lines
2.2 KiB
C#
42 lines
2.2 KiB
C#
|
2 years ago
|
using System.Collections.Generic;
|
||
|
|
using UnityEngine;
|
||
|
|
|
||
|
|
namespace Game
|
||
|
|
{
|
||
|
|
public abstract partial class GameConst
|
||
|
|
{
|
||
|
|
//全局
|
||
|
|
public const int FPS = 60;
|
||
|
|
public const float LoadingMinTime = 0.5f; //过图最少loading时间
|
||
|
|
|
||
|
|
//关卡
|
||
|
|
public const float LevelCameraOffsetX = 2.0f; //相机到关卡AABB的距离X
|
||
|
|
public const float LevelCameraOffsetZ = 1.5f; //相机到关卡AABB的距离Y
|
||
|
|
|
||
|
|
//机制
|
||
|
|
public const float InputRecordTime = 0.5f; //指令缓存时间
|
||
|
|
public const float InputRecordTriggerCancelSafeTime = 0.1f; //指令缓存清除豁免时间,成功触发指令之后会清除之前的所有指令,有此豁免则不清除,用于消除连打误操作
|
||
|
|
public const float LockCacheTime = 2f; //一个实体被取消锁定后,再次能被锁定需要的时间 秒
|
||
|
|
public const float LockRange = 5f; //锁定检测范围
|
||
|
|
public const float InteractRange = 1f; //交互检测范围
|
||
|
|
public const float AIDirectorTick = 1.0f; //导演ai更新频率
|
||
|
|
public const float MasterSoulShootTime = 0.1f; //麻薯射击间隔 秒
|
||
|
|
public const float MasterSoulShootPreTime = 0.5f; //麻薯射击前摇 秒
|
||
|
|
|
||
|
|
//表现 全局
|
||
|
|
public const float DyingTime = 1f; //死亡到实体删除的时间 用于死亡表现 秒
|
||
|
|
public const float WeaponListShowTime = 1.5f; //切武器显示UI时间
|
||
|
|
|
||
|
|
//表现 个体
|
||
|
|
public const float ShakeDistance = 0.03125f; //抖动幅度 直径为2像素
|
||
|
|
public const float ShakeTerm = 0.06f; //抖动周期
|
||
|
|
public const float ShakeRate = (2 * Mathf.PI) / ShakeTerm; //sin抖动方程a值
|
||
|
|
public const float FlashTerm = 0.2f; //闪白持续周期 秒
|
||
|
|
public const float HitNumTerm = 0.4f; //伤害跳字停留时间 秒
|
||
|
|
public const float ScaleTerm = 0.2f; //缩放持续周期 秒
|
||
|
|
public const float ScaleRateMin = 0.3f; //缩放强度最小值
|
||
|
|
public const float ScaleRateMax = 0.7f; //缩放强度最大值
|
||
|
|
public const float ScaleFloatingMin = 1f; //缩放所需击飞速度最小值
|
||
|
|
public const float ScaleFloatingMax = 6f; //缩放所需击飞速度最大值
|
||
|
|
}
|
||
|
|
}
|