Files
test/Assets/Scripts/Utilities/EC_Resource.cs
T
2025-11-10 18:24:09 +07:00

299 lines
8.7 KiB
C#

using UnityEngine;
namespace BrewMonster
{
public class EC_Resource
{
// Cursor resource
static readonly string[] l_aCurFiles =
{
"cursors/normal.ani",
"cursors/attack.cur",
"cursors/talk.cur",
"cursors/pick.cur",
"cursors/repair.cur",
"cursors/hand.cur",
"cursors/flag.cur",
"cursors/dig.ani",
"cursors/gourd.cur",
};
// 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/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_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,
};
}