Files
zeling_v2/Assets/_Game/Scripts/Combat/CombatEnums.cs
Joywayer a1b4e629aa feat: Implement Room Streaming System
- Add RoomStreamingManager to manage room loading and unloading based on player proximity.
- Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system.
- Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms.
- Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations.
- Implement RoomNode and RoomEdge classes to structure room data and connections.
2026-05-23 19:10:29 +08:00

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using System;
namespace BaseGames.Combat
{
// ── 元素/物理属性 ───────────────────────────────────────────────────────
public enum DamageType { Normal, True, Fire, Poison, Ice, Lightning, Void }
// ── 来源分类 ────────────────────────────────────────────────────────────
public enum DamageCategory
{
NormalAttack = 0,
SoulSkill = 1,
SpiritSkill = 2,
Projectile = 3,
EnvironmentTrap = 4,
StatusEffect = 5,
FallDamage = 6,
Reflected = 7,
}
// ── 行为标志 ────────────────────────────────────────────────────────────
[Flags]
public enum DamageFlags
{
None = 0,
Unblockable = 1 << 0,
CanBeParried = 1 << 1,
IgnoreIFrame = 1 << 2,
PerfectParryOnly = 1 << 3,
IsProjectile = 1 << 4,
CanClash = 1 << 5,
ForceBreak = 1 << 6,
NoKnockback = 1 << 7,
/// <summary>击飞:使敌人进入 KnockUp 状态(腾空 + 落地)。仅在伤害量 &gt;= HitTierConfig.launchThreshold 时生效。</summary>
Launch = 1 << 8,
}
// ── 交互标签 ────────────────────────────────────────────────────────────
[Flags]
public enum DamageTags : uint
{
None = 0,
MeleeHit = 1 << 0,
RangedHit = 1 << 1,
SkillHit = 1 << 2,
ElementFire = 1 << 3,
ElementPoison = 1 << 4,
ElementVoid = 1 << 5,
AfterParry = 1 << 6,
ChargedAttack = 1 << 7,
SkyFormOnly = 1 << 8,
EarthFormOnly = 1 << 9,
DeathFormOnly = 1 << 10,
BreakLight = 1 << 11,
BreakMedium = 1 << 12,
BreakHeavy = 1 << 13,
BreakBreaker = 1 << 14,
}
public enum HitFxType { Spark, Slash, Blood, Magic, Heavy, Crit, Void, Heal, Parry, Fire, Ice }
// ── 攻击方打断等级 ──────────────────────────────────────────────────────
public enum BreakLevel
{
None = 0,
Light = 1,
Medium = 2,
Heavy = 3,
Breaker = 4,
}
// ── 承受方霸体等级 ──────────────────────────────────────────────────────
public enum PoiseLevel
{
None = 0,
Light = 1,
Medium = 2,
Heavy = 3,
Unbreakable = 100,
}
// ── 攻击方向PlayerCombat / WeaponSO 使用)────────────────────────────
public enum AttackDirection { Ground, Up, Down, Air }
}