Files
test/Assets/Scripts/Utilities/EC_Resource.cs
2026-01-30 11:37:10 +07:00

366 lines
11 KiB
C#

using UnityEngine;
namespace BrewMonster
{
// Cursor resource
public enum CursorType
{
RES_CUR_NORMAL = 0,
RES_CUR_ATTACK,
RES_CUR_TALK,
RES_CUR_PICKUP,
RES_CUR_REPAIR,
RES_CUR_HAND,
RES_CUR_FLAG,
RES_CUR_DIG,
RES_CUR_SWALLOW,
NUM_RES_CURSOR,
};
public class EC_Resource
{
// GFX resource
private static readonly string[] l_aGFXFiles = // use where?
{
"程序联入/角色升级人类.gfx", // RES_GFX_LEVELUP,
"程序联入/角色出现人类.gfx", // RES_GFX_PLAYERAPPEAR,
"被击中/被击中效果.gfx", // RES_GFX_HIT,
"程序联入/指向标.gfx", // RES_GFX_MOVETARGET,
"程序联入/金币效果.gfx", // RES_GFX_ITEMFLASH,
"程序联入/鼠标悬浮.gfx", // RES_GFX_CURSORHOVER,
"程序联入/目标被选中.gfx", // RES_GFX_SELECTED,
"程序联入/目标被选中.gfx", // RES_GFX_SELECTED,
"程序联入/海底飘尘.gfx", // RES_GFX_FLOATING_DUST,
"程序联入/人物游动水圈.gfx", // RES_GFX_WATER_WAVE_STILL,
"程序联入/人物游动水波.gfx", // RES_GFX_WATER_WAVE_MOVE,
"程序联入/水中呼吸气泡.gfx", // RES_GFX_AIR_BUBBLE,
"程序联入/水中游动气泡.gfx", // RES_GFX_SWIM_BUBBLE,
"程序联入/白虎变.gfx", // RES_GFX_TRANSFORM_TIGER,
"程序联入/火狐变.gfx", // RES_GFX_TRANSFORM_FOX,
"程序联入/加血.gfx", // RES_GFX_RED_MEDICINE,
"程序联入/加魔.gfx", // RES_GFX_BLUE_MEDICINE,
"程序联入/加血加魔.gfx", // RES_GFX_PURPLE_MEDICINE,
"程序联入/解毒.gfx", // RES_GFX_JIEDU_MEDICINE,
"程序联入/物防符释放.gfx", // RES_GFX_PHYSIC_ARMORRUNE,
"程序联入/法防符释放.gfx", // RES_GFX_MAGIC_ARMORRUNE,
"程序联入/决斗状态.gfx", // RES_GFX_INDUEL,
"程序联入/控制投石车红.gfx", // RES_GFX_TANKLEADER_RED,
"程序联入/控制投石车蓝.gfx", // RES_GFX_TANKLEADER_BLUE,
"怪物/宠物通用/精灵升级.gfx",// RES_GFX_GOBLIN_LEVELUP,
"程序联入/角色升级人类.gfx", // RES_GFX_INVISIBLE_DETECTED
"策划联入/状态效果/黑色连线.gfx", // RES_GFX_MONSTER_SPIRIT_LINE
"程序联入/光球特效_子效果01.gfx", // RES_GFX_MONSTER_SPIRIT_BALL
"人物/通用/其它/境界提升.gfx",
"策划联入/状态效果/斗气%d级.gfx",
};
public static string res_IconFile(int n)
{
return l_aIconFiles[n];
}
public static readonly string[] l_aIconFiles =
{
"打坐",
"走跑转换",
"普通攻击",
"寻找目标",
"协助攻击",
"邀请加入",
"脱离队伍",
"踢出队伍",
"寻找队伍",
"交易命令",
"摆摊卖",
"摆摊买",
"邀请加入",
"飞行",
"招手", // RES_ICON_CMD_EXP_WAVE,
"点头", // RES_ICON_CMD_EXP_NOD,
"摇头", // RES_ICON_CMD_EXP_SHAKEHEAD,
"耸肩膀", // RES_ICON_CMD_EXP_SHRUG,
"大笑", // RES_ICON_CMD_EXP_LAUGH,
"生气", // RES_ICON_CMD_EXP_ANGRY,
"晕倒", // RES_ICON_CMD_EXP_STUN,
"沮丧", // RES_ICON_CMD_EXP_DEPRESSED,
"飞吻", // RES_ICON_CMD_EXP_KISSHAND,
"害羞", // RES_ICON_CMD_EXP_SHY,
"抱拳", // RES_ICON_CMD_EXP_SALUTE,
"坐下", // RES_ICON_CMD_EXP_SITDOWN,
"冲锋", // RES_ICON_CMD_EXP_ASSAULT,
"思考", // RES_ICON_CMD_EXP_THINK,
"挑衅", // RES_ICON_CMD_EXP_DEFIANCE,
"胜利", // RES_ICON_CMD_EXP_VICTORY,
"伸懒腰", // RES_ICON_CMD_EXP_GAPE
"亲吻", // RES_ICON_CMD_EXP_KISS
"战斗", // RES_ICON_CMD_EXP_FIGHT,
"攻击1", // RES_ICON_CMD_EXP_ATTACK1,
"攻击2", // RES_ICON_CMD_EXP_ATTACK2,
"攻击3", // RES_ICON_CMD_EXP_ATTACK3,
"攻击4", // RES_ICON_CMD_EXP_ATTACK4,
"防御", // RES_ICON_CMD_EXP_DEFENCE,
"摔倒", // RES_ICON_CMD_EXP_FALL,
"倒地", // RES_ICON_CMD_EXP_FALLONGROUND,
"张望", // RES_ICON_CMD_EXP_LOOKAROUND,
"舞蹈1", // RES_ICON_CMD_EXP_DANCE,
"舞蹈2", // RES_ICON_CMD_EXP_FASHIONWEAPON
"拾取", // RES_ICON_CMD_PICKUP
"挖掘", // RES_ICON_CMD_GATHER
"加速飞行", // RES_ICON_CMD_RUSHFLY
"相依相偎的动作", // RES_ICON_CMD_BINDBUDDY
"亲亲密密的动作", // RES_ICON_CMD_TWOKISS
"跳跃的动作1", // RES_ICON_CMD_JUMPTRICK,
"跳跃的动作2", // RES_ICON_CMD_RUNTRICK,
};
public static string res_GFXFile(int n)
{
if (n < 0 || n >= l_aGFXFiles.Length)
{
BMLogger.LogError("Dat: res_GFXFile is out of range");
return null;
}
return l_aGFXFiles[n];
}
}
// Cursor resource
enum CursorResourceType
{
RES_CUR_NORMAL = 0,
RES_CUR_ATTACK,
RES_CUR_TALK,
RES_CUR_PICKUP,
RES_CUR_REPAIR,
RES_CUR_HAND,
RES_CUR_FLAG,
RES_CUR_DIG,
RES_CUR_SWALLOW,
NUM_RES_CURSOR,
}
// GFX resource
enum GfxResourceType
{
RES_GFX_LEVELUP = 0,
RES_GFX_PLAYERAPPEAR,
RES_GFX_HIT,
RES_GFX_MOVETARGET,
RES_GFX_ITEMFLASH,
RES_GFX_CURSORHOVER,
RES_GFX_SELECTED,
RES_GFX_FLOATING_DUST,
RES_GFX_WATER_WAVE_STILL,
RES_GFX_WATER_WAVE_MOVE,
RES_GFX_AIR_BUBBLE,
RES_GFX_SWIM_BUBBLE,
RES_GFX_TRANSFORM_TIGER,
RES_GFX_TRANSFORM_FOX,
RES_GFX_RED_MEDICINE,
RES_GFX_BLUE_MEDICINE,
RES_GFX_PURPLE_MEDICINE,
RES_GFX_JIEDU_MEDICINE,
RES_GFX_PHYSIC_ARMORRUNE,
RES_GFX_MAGIC_ARMORRUNE,
RES_GFX_INDUEL,
RES_GFX_TANKLEADER_RED,
RES_GFX_TANKLEADER_BLUE,
RES_GFX_GOBLIN_LEVELUP,
RES_GFX_INVISIBLE_DETECTED,
RES_GFX_MONSTER_SPIRIT_LINE,
RES_GFX_MONSTER_SPIRIT_BALL,
RES_GFX_REALM_LEVELUP,
RES_GFX_BATTLEFURY,
NUM_RES_GFX,
};
// Sound resource
// Texture resource
// Shader resource
enum ShaderResourceType
{
RES_SHD_HAIR = 0,
RES_SHD_GOATEE,
RES_SHD_FACE,
RES_SHD_EYE,
RES_SHD_BROW,
RES_SHD_MOUTH, // 5
RES_SHD_NOSE,
RES_SHD_EYEBALL,
RES_SHD_MOUSTACHE,
RES_SHD_BODY,
NUM_RES_SHADER, // 10
};
// Icon resource
enum IconResourceType
{
RES_ICON_CMD_SITDOWN = 0,
RES_ICON_CMD_WALKRUN,
RES_ICON_CMD_NORMALATTACK,
RES_ICON_CMD_FINDTARGET,
RES_ICON_CMD_ASSISTATTACK,
RES_ICON_CMD_INVITETOTEAM, // 5
RES_ICON_CMD_LEAVETEAM,
RES_ICON_CMD_KICKTEAMMEM,
RES_ICON_CMD_FINDTEAM,
RES_ICON_CMD_STARTTRADE,
RES_ICON_CMD_SELLBOOTH, // 10
RES_ICON_CMD_BUYBOOTH,
RES_ICON_CMD_INVITETOFACTION,
RES_ICON_CMD_FLY,
RES_ICON_CMD_EXP_WAVE,
RES_ICON_CMD_EXP_NOD, // 15
RES_ICON_CMD_EXP_SHAKEHEAD,
RES_ICON_CMD_EXP_SHRUG,
RES_ICON_CMD_EXP_LAUGH,
RES_ICON_CMD_EXP_ANGRY,
RES_ICON_CMD_EXP_STUN, // 20
RES_ICON_CMD_EXP_DEPRESSED,
RES_ICON_CMD_EXP_KISSHAND,
RES_ICON_CMD_EXP_SHY,
RES_ICON_CMD_EXP_SALUTE,
RES_ICON_CMD_EXP_SITDOWN, // 25
RES_ICON_CMD_EXP_ASSAULT,
RES_ICON_CMD_EXP_THINK,
RES_ICON_CMD_EXP_DEFIANCE,
RES_ICON_CMD_EXP_VICTORY,
RES_ICON_CMD_EXP_GAPE, // 30
RES_ICON_CMD_EXP_KISS,
RES_ICON_CMD_EXP_FIGHT,
RES_ICON_CMD_EXP_ATTACK1,
RES_ICON_CMD_EXP_ATTACK2,
RES_ICON_CMD_EXP_ATTACK3, // 35
RES_ICON_CMD_EXP_ATTACK4,
RES_ICON_CMD_EXP_DEFENCE,
RES_ICON_CMD_EXP_FALL,
RES_ICON_CMD_EXP_FALLONGROUND,
RES_ICON_CMD_EXP_LOOKAROUND, // 40
RES_ICON_CMD_EXP_DANCE,
RES_ICON_CMD_EXP_FASHIONWEAPON,
RES_ICON_CMD_PICKUP,
RES_ICON_CMD_GATHER,
RES_ICON_CMD_RUSHFLY,
RES_ICON_CMD_BINDBUDDY,
RES_ICON_CMD_TWOKISS, // Ç×Ç×ÃÜÃÜ
RES_ICON_CMD_JUMPTRICK,
RES_ICON_CMD_RUNTRICK,
NUM_RES_ICON,
};
// Model resource
enum ModelResourceType
{
RES_MOD_GOLD = 0,
RES_MOD_TEMP,
RES_MOD_WARRIOR_M,
RES_MOD_WARRIOR_F,
RES_MOD_MAGE_M,
RES_MOD_MAGE_F,
RES_MOD_MONK_M,
RES_MOD_MONK_F,
RES_MOD_HAG_M,
RES_MOD_HAG_F,
RES_MOD_ORC_M,
RES_MOD_ORC_F,
RES_MOD_GHOST_M,
RES_MOD_GHOST_F,
RES_MOD_ARCHOR_M,
RES_MOD_ARCHOR_F,
RES_MOD_ANGEL_M,
RES_MOD_ANGEL_F,
RES_MOD_JIANLING_M,
RES_MOD_JIANLING_F,
RES_MOD_MEILING_M,
RES_MOD_MEILING_F,
RES_MOD_ORC_TIGER,
RES_MOD_ORC_FOX,
RES_MOD_SHADOW_FISH_M,
RES_MOD_SHADOW_FISH_F,
RES_MOD_MONEYFROG,
RES_MOD_WEDDING_KID_M,
RES_MOD_WEDDING_KID_F,
RES_MOD_SOLDIER,
RES_MOD_TREEBIRD,
RES_MOD_EVIL_TIGER,
RES_MOD_RED_SQUIRREL,
RES_MOD_LAND_TURTLE,
RES_MOD_BRIDE_COUSIN,
RES_MOD_SENTRY_PUPPET,
RES_MOD_PENGUIN_KING,
RES_MOD_PENGUIN_QUEEN,
RES_MOD_SNOW_RABBIT,
RES_MOD_TEDDY_BEAR,
RES_MOD_RED_SQUIRREL_BIG,
RES_MOD_TREEBIRD_BIG,
RES_MOD_SENTRY_ANGRY,
RES_MOD_SENTRY_DEPRESSED,
RES_MOD_SENTRY_LOST,
RES_MOD_SNOW_RABBIT_BLAZE,
RES_MOD_DRAGON,
RES_MOD_ORC_PANDER,
RES_MOD_ORC_FOX2,
RES_MOD_DEFAULT_BOOTH_M,
RES_MOD_DEFAULT_BOOTH_F,
RES_MOD_YEYING_M,
RES_MOD_YEYING_F,
RES_MOD_YUEXIAN_M,
RES_MOD_YUEXIAN_F,
RES_MOD_YEYING_RESHAPE_M,
RES_MOD_YEYING_RESHAPE_F,
RES_MOD_YUEXIAN_RESHAPE_M,
RES_MOD_YUEXIAN_RESHAPE_F,
NUM_RES_MODEL,
};
// model file for change shape 2
enum ResourceModelType
{
RES_MOD_CHANGESAHPE_NULL, // 0
RES_MOD_CHARIOT_1,
RES_MOD_CHARIOT_2,
RES_MOD_CHARIOT_3,
RES_MOD_CHARIOT_4,
RES_MOD_CHARIOT_5, //5
RES_MOD_CHARIOT_6,
RES_MOD_CHARIOT_7,
RES_MOD_CHARIOT_8,
RES_MOD_CHARIOT_9,
RES_MOD_DEPRESSEC_AGED_PERSION, //10
RES_MOD_RED_BEAR,
RES_MOD_PONYCAR,
RES_MOD_SNOWMAN,
RES_MOD_CHANGESAHPE_MONEY_FROG = 26,
RES_MOD_CHANGESAHPE_USED = 52, // 26-52 Òѱ»Ê¹ÓÃ
RES_MOD_FORCHANGESAHPE_NUM,
};
// Some unicode string resources
enum UnicodeStringResourceType
{
RES_FONT_TITLE = 0,
RES_FONT_DAMAGE,
NUM_RES_FONT,
};
}