local BattleConst = {} BattleConst.ROW_COUNT = 7 BattleConst.COLUMN_COUNT = 7 BattleConst.HALF_ROW_COUNT = 4 -- 计算偏移 math.ceil(ROW_COUNT / 2) BattleConst.HALF_COLUMN_COUNT = 4 -- 计算偏移 math.ceil(COLUMN_COUNT / 2) BattleConst.GRID_STEP_H = 94 BattleConst.ROW_STEP = 10 BattleConst.ONE_STEP_TIME = 0.2 BattleConst.ELEMENT_TYPE_COUNT = 5 BattleConst.ELEMENT_WIGHT = 100 BattleConst.MAX_ELEMENT_WIGHT = 500 BattleConst.SIDE_ATK = 1 BattleConst.SIDE_DEF = 2 BattleConst.SKILL_TYPE_ACTIVE = 1 BattleConst.SKILL_TYPE_NORMAL = 2 BattleConst.SKILL_TYPE_ASSISTING = 3 BattleConst.SKILL_TYPE_PASSIVE = 4 BattleConst.SKILL_SELECT_COUNT = 3 BattleConst.DEFAULT_FACTOR = 10000 BattleConst.INIT_POS_X = 140 -- 战斗单位初始化的坐标 BattleConst.UNIT_FRONT_POS_X = 0 -- 战斗单位身前的坐标 BattleConst.UNIT_BODY_WIDTH = 200 BattleConst.UNIT_FRONT_DISTANCE = 50 BattleConst.MOVE_SPEED = 2000 -- 战斗单位攻击时的移动速度 BattleConst.MOVE_SPEED_ENTER = 500 -- 战斗单位入场时的移动速度 BattleConst.HURT_STATE_CRIT = 1 -- 暴击 BattleConst.EFFECT_COLOR_WHITE = 1 BattleConst.EFFECT_COLOR_RED = 2 BattleConst.EFFECT_COLOR_YELLOW = 3 BattleConst.EFFECT_COLOR_GREEN = 4 BattleConst.EFFECT_TYPE_MOVE_L = 1 BattleConst.EFFECT_TYPE_MOVE_R = 2 BattleConst.EFFECT_TYPE_CRIT = 3 BattleConst.EFFECT_TYPE_BUFF = 4 BattleConst.ANIMATOR_HASH_NAME_NUMBER_MOVE_L = -526518883 BattleConst.ANIMATOR_HASH_NAME_NUMBER_MOVE_R = 445827326 BattleConst.ANIMATOR_HASH_NAME_NUMBER_CRIT = -1734531349 BattleConst.ANIMATOR_HASH_NAME_NUMBER_BUFF = 1364146828 BattleConst.UNLOCK_SKILL_ROGUE_TYPE = 6 BattleConst.BATTLE_ROUND_STEP = { WAIT_BEGIN = 0, -- 等待开始 ON_BEGIN = 1, -- 回合开始 ON_ELIMINATION_BEGIN = 3, -- 消除开始 ON_ELIMINATION = 4, -- 等待消除 ON_ATK_STEP = 5, -- 攻击方行动 ON_ATK_STEP_OVER = 6, -- 攻击方行动结束(可能直接跳转到刷新棋盘/回合结束) ON_DEF_STEP = 7, -- 防守方行动 ON_DEF_STEP_OVER = 8, -- 防守方行动结束(可能直接跳转到刷新棋盘/回合结束) ON_REFRESH_BOARD = 9, -- 刷新棋盘 ON_END = 10, -- 回合结束 } BattleConst.TIME_SCALE = { LEVEL_0 = 0, LEVEL_1 = 1, LEVEL_2 = 1.5, LEVEL_3 = 2, } -- 为方便存储,这里使用字符串 BattleConst.BATTLE_TYPE = { STAGE = "1", } BattleConst.TYPEOF_LUA_COMP = { BATTLE_HERO_COMPONENT = "app/module/battle/component/battle_hero_comp", BATTLE_MONSTER_COMPONENT = "app/module/battle/component/battle_monster_comp", BATTLE_NUMBER_COMPONENT = "app/module/battle/component/battle_number_comp", } BattleConst.SKILL_MOVE_TYPE = { MOVE = 1, -- 移动到目标跟前使用 STAND = 2, -- 原地使用 } BattleConst.UNIT_STATE = { INIT = 0, -- 初始化 IDLE = 1, -- 待机 NORMAL_ATTACK = 2, -- 普通攻击 SKILL_ATTACK = 3, -- 技能攻击 HURT = 4, -- 受伤 DEAD = 5, -- 死亡 ENTER_BATTLEFIELD = 6, -- 进入战场 SWITCH_IN = 7, -- 入场 SWITCH_OUT = 8, -- 离场 ASSISTING_ATTACK = 9, -- 协助攻击 WAIT = 10, -- 等待 } BattleConst.MATCH_DMG_ADDITION_NAME = { [0] = "dmg_addition_none", [1] = "dmg_addition_red", [2] = "dmg_addition_yellow", [3] = "dmg_addition_green", [4] = "dmg_addition_blue", [5] = "dmg_addition_purple", } BattleConst.MATCH_DMG_DEC_NAME = { [0] = "dec_dmg_none", [1] = "dec_dmg_red", [2] = "dec_dmg_yellow", [3] = "dec_dmg_green", [4] = "dec_dmg_blue", [5] = "dec_dmg_purple", } BattleConst.MATCH_WEAKNESS_NAME = { [0] = "weakness_none", [1] = "weakness_red", [2] = "weakness_yellow", [3] = "weakness_green", [4] = "weakness_blue", [5] = "weakness_purple", } BattleConst.BUFF_MATCH_NAME = { ["atkp"] = { [1] = "atkp_red_add", [2] = "atkp_yellow_add", [3] = "atkp_green_add", [4] = "atkp_blue_add", [5] = "atkp_purple_add", }, } BattleConst.SPINE_ANIMATION_NAME = { IDLE = "idle", ATTACK = "attack01", MOVE = "move", HIT = "suffer", DEAD = "death", BORN = "born", OUT = "out", } BattleConst.EFFECT_TYPE = { DIRECT = 1, -- 直接伤害 DOT = 2, -- 间接伤害 HEAL = 101, HOT = 102, } BattleConst.SKILL_RECORD_DATA_NAME = { HP_LOWER_THAN = 1 } BattleConst.PASSIVE_EVENT = { ON_UNIT_PREPARE_OVER = 2, -- 新单位出场时 ON_UNI_ATTACK_START = 3, -- 攻击开始前 HP_LOWER_THAN = 4, -- 血量低于X% USE_NORMAL_SKILL = 5, -- 使用普攻 } local BUFF_NAME = { ATKP_ADD = "atkp_add", ATKP_COLOR_ADD = "atkp_color_add", ATKP_RED_ADD = "atkp_red_add", ATKP_YELLOW_ADD = "atkp_yellow_add", ATKP_GREEN_ADD = "atkp_green_add", ATKP_BLUE_ADD = "atkp_blue_add", ATKP_PURPLE_ADD = "atkp_purple_add", DEC_DMG_RED_ADD = "dec_dmg_red_add", DEC_DMG_YELLOW_ADD = "dec_dmg_yellow_add", DEC_DMG_GREEN_ADD = "dec_dmg_green_add", DEC_DMG_BLUE_ADD = "dec_dmg_blue_add", DEC_DMG_PURPLE_ADD = "dec_dmg_purple_add", DEC_DMG_ALL_ADD = "dec_dmg_all_add", WEAKNESS_RED_ADD = "weakness_red_add", WEAKNESS_YELLOW_ADD = "weakness_yellow_add", WEAKNESS_GREEN_ADD = "weakness_green_add", WEAKNESS_BLUE_ADD = "weakness_blue_add", WEAKNESS_PURPLE_ADD = "weakness_purple_add", WEAKNESS_ALL_ADD = "weakness_all_add", DMG_ADDITION_RED_ADD = "dmg_addition_red_add", DMG_ADDITION_YELLOW_ADD = "dmg_addition_yellow_add", DMG_ADDITION_GREEN_ADD = "dmg_addition_green_add", DMG_ADDITION_BLUE_ADD = "dmg_addition_blue_add", DMG_ADDITION_PURPLE_ADD = "dmg_addition_purple_add", DMG_ADDITION_ALL_ADD = "dmg_addition_all_add", STUN = "stun", NORMAL_ATTACK_DEC = "normal_attack_dec", NORMAL_ATTACK_ADD = "normal_attack_add", BLOCK = "block", HPP_ADD = "hpp_add", CRIT_ADD = "crit_add", CRIT_TIME_ADD = "crit_time_add", EXP_TIME_ADD = "exp_time_add", CURED_ADD = "cured_add", ADD_SKILL = "add_skill", SKILL_FIRE_TIMES = "skill_fire_times", } BattleConst.BUFF_NAME = BUFF_NAME local ATTR_NAME = { ATK = "atk", ATK_RED = "atk_red", ATK_YELLOW = "atk_yellow", ATK_GREEN = "atk_green", ATK_BLUE = "atk_blue", ATK_PURPLE = "atk_purple", DEC_DMG_RED = "dec_dmg_red", DEC_DMG_YELLOW = "dec_dmg_yellow", DEC_DMG_GREEN = "dec_dmg_green", DEC_DMG_BLUE = "dec_dmg_blue", DEC_DMG_PURPLE = "dec_dmg_purple", DEC_DMG_ALL = "dec_dmg_all", WEAKNESS_RED = "weakness_red", WEAKNESS_YELLOW = "weakness_yellow", WEAKNESS_GREEN = "weakness_green", WEAKNESS_BLUE = "weakness_blue", WEAKNESS_PURPLE = "weakness_purple", WEAKNESS_ALL = "weakness_all", DMG_ADDITION_RED = "dmg_addition_red", DMG_ADDITION_YELLOW = "dmg_addition_yellow", DMG_ADDITION_GREEN = "dmg_addition_green", DMG_ADDITION_BLUE = "dmg_addition_blue", DMG_ADDITION_PURPLE = "dmg_addition_purple", DMG_ADDITION_ALL = "dmg_addition_all", NORMAL_ATTACK_COUNT = "normal_attack_count", BLOCK = "block", CRIT = "crit", CRIT_TIME = "crit_time", EXP_TIME = "exp_time", CURE_ADDITION = "cure_addition", } BattleConst.ATTR_NAME = ATTR_NAME -- buff->{属性名,是否按百分比乘法加成} BattleConst.BUFF_NAME_TO_ATTR = { [BUFF_NAME.ATKP_ADD] = {ATTR_NAME.ATK, true}, [BUFF_NAME.ATKP_RED_ADD] = {ATTR_NAME.ATK_RED, true}, [BUFF_NAME.ATKP_YELLOW_ADD] = {ATTR_NAME.ATK_YELLOW, true}, [BUFF_NAME.ATKP_GREEN_ADD] = {ATTR_NAME.ATK_GREEN, true}, [BUFF_NAME.ATKP_BLUE_ADD] = {ATTR_NAME.ATK_BLUE, true}, [BUFF_NAME.ATKP_PURPLE_ADD] = {ATTR_NAME.ATK_PURPLE, true}, [BUFF_NAME.DEC_DMG_RED_ADD] = {ATTR_NAME.DEC_DMG_RED, false}, [BUFF_NAME.DEC_DMG_YELLOW_ADD] = {ATTR_NAME.DEC_DMG_YELLOW, false}, [BUFF_NAME.DEC_DMG_GREEN_ADD] = {ATTR_NAME.DEC_DMG_GREEN, false}, [BUFF_NAME.DEC_DMG_BLUE_ADD] = {ATTR_NAME.DEC_DMG_BLUE, false}, [BUFF_NAME.DEC_DMG_PURPLE_ADD] = {ATTR_NAME.DEC_DMG_PURPLE, false}, [BUFF_NAME.DEC_DMG_ALL_ADD] = {ATTR_NAME.DEC_DMG_ALL, false}, [BUFF_NAME.WEAKNESS_RED_ADD] = {ATTR_NAME.WEAKNESS_RED, false}, [BUFF_NAME.WEAKNESS_YELLOW_ADD] = {ATTR_NAME.WEAKNESS_YELLOW, false}, [BUFF_NAME.WEAKNESS_GREEN_ADD] = {ATTR_NAME.WEAKNESS_GREEN, false}, [BUFF_NAME.WEAKNESS_BLUE_ADD] = {ATTR_NAME.WEAKNESS_BLUE, false}, [BUFF_NAME.WEAKNESS_PURPLE_ADD] = {ATTR_NAME.WEAKNESS_PURPLE, false}, [BUFF_NAME.WEAKNESS_ALL_ADD] = {ATTR_NAME.WEAKNESS_ALL, false}, [BUFF_NAME.DMG_ADDITION_RED_ADD] = {ATTR_NAME.DMG_ADDITION_RED, false}, [BUFF_NAME.DMG_ADDITION_YELLOW_ADD] = {ATTR_NAME.DMG_ADDITION_YELLOW, false}, [BUFF_NAME.DMG_ADDITION_GREEN_ADD] = {ATTR_NAME.DMG_ADDITION_GREEN, false}, [BUFF_NAME.DMG_ADDITION_BLUE_ADD] = {ATTR_NAME.DMG_ADDITION_BLUE, false}, [BUFF_NAME.DMG_ADDITION_PURPLE_ADD] = {ATTR_NAME.DMG_ADDITION_PURPLE, false}, [BUFF_NAME.DMG_ADDITION_ALL_ADD] = {ATTR_NAME.DMG_ADDITION_ALL, false}, [BUFF_NAME.BLOCK] = {ATTR_NAME.BLOCK, false}, [BUFF_NAME.CRIT_ADD] = {ATTR_NAME.CRIT, false}, [BUFF_NAME.CRIT_TIME_ADD] = {ATTR_NAME.CRIT_TIME, false}, [BUFF_NAME.EXP_TIME_ADD] = {ATTR_NAME.EXP_TIME, false}, [BUFF_NAME.CURED_ADD] = {ATTR_NAME.CURE_ADDITION, false}, } ---- 格子类型 BattleConst.GRID_TYPE = { EMPTY = 0, OBSTACLE = 1, SNOW_BOX = 2, SOLID_SNOW = 3, VINES = 4, ICE = 5, } BattleConst.GRID_TYPE_ICON = { [BattleConst.GRID_TYPE.SNOW_BOX] = "stone_1", [BattleConst.GRID_TYPE.SOLID_SNOW] = "stone_2", [BattleConst.GRID_TYPE.VINES] = "vine", [BattleConst.GRID_TYPE.ICE] = "ice", } ---- 周围格子或自己消除一次后会变成什么格子 BattleConst.AROUND_ELIMINATION_TO_TYPE_COUNT = { [BattleConst.GRID_TYPE.SNOW_BOX] = {BattleConst.GRID_TYPE.EMPTY}, [BattleConst.GRID_TYPE.SOLID_SNOW] = {BattleConst.GRID_TYPE.SNOW_BOX}, [BattleConst.GRID_TYPE.VINES] = {BattleConst.GRID_TYPE.EMPTY}, [BattleConst.GRID_TYPE.ICE] = {BattleConst.GRID_TYPE.EMPTY}, } ---- 不可下落的格子类型 BattleConst.CANT_FALL_GRID_TYPE = { [BattleConst.GRID_TYPE.OBSTACLE] = true, [BattleConst.GRID_TYPE.VINES] = true, [BattleConst.GRID_TYPE.ICE] = true, } ---- 不可链接的格子类型 BattleConst.CANT_LINK_GRID_TYPE = { [BattleConst.GRID_TYPE.OBSTACLE] = true, [BattleConst.GRID_TYPE.SNOW_BOX] = true, [BattleConst.GRID_TYPE.SOLID_SNOW] = true, [BattleConst.GRID_TYPE.ICE] = true, } ---- 元素类型 BattleConst.ELEMENT_TYPE = { NONE = 0, RED = 1, YELLOW = 2, GREEN = 3, BLUE = 4, PURPLE = 5 } BattleConst.ELEMENT_ICON = { [BattleConst.ELEMENT_TYPE.RED] = "red_1", [BattleConst.ELEMENT_TYPE.YELLOW] = "yellow_1", [BattleConst.ELEMENT_TYPE.GREEN] = "green_1", [BattleConst.ELEMENT_TYPE.BLUE] = "blue_1", [BattleConst.ELEMENT_TYPE.PURPLE] = "purple_1" } BattleConst.SKILL_ELEMENT_BG = { [BattleConst.ELEMENT_TYPE.RED] = "battle_skill_bg_red_1", [BattleConst.ELEMENT_TYPE.YELLOW] = "battle_skill_bg_yellow_1", [BattleConst.ELEMENT_TYPE.GREEN] = "battle_skill_bg_green_1", [BattleConst.ELEMENT_TYPE.BLUE] = "battle_skill_bg_blue_1", [BattleConst.ELEMENT_TYPE.PURPLE] = "battle_skill_bg_purple_1" } BattleConst.SKILL_ELEMENT_BG_2 = { ANY = "battle_skill_colorful", [BattleConst.ELEMENT_TYPE.RED] = "battle_skill_bg_red_2", [BattleConst.ELEMENT_TYPE.YELLOW] = "battle_skill_bg_yellow_2", [BattleConst.ELEMENT_TYPE.GREEN] = "battle_skill_bg_green_2", [BattleConst.ELEMENT_TYPE.BLUE] = "battle_skill_bg_blue_2", [BattleConst.ELEMENT_TYPE.PURPLE] = "battle_skill_bg_purple_2" } BattleConst.POS_ID_2_RC = {} BattleConst.RC_2_POS_ID = {} ---- 格子位置 BattleConst.GRID_POS = { [11] = {x = -282, y = 282}, [12] = {x = -188, y = 282}, [13] = {x = -94, y = 282}, [14] = {x = 0, y = 282}, [15] = {x = 94, y = 282}, [16] = {x = 188, y = 282}, [17] = {x = 282, y = 282}, [21] = {x = -282, y = 188}, [22] = {x = -188, y = 188}, [23] = {x = -94, y = 188}, [24] = {x = 0, y = 188}, [25] = {x = 94, y = 188}, [26] = {x = 188, y = 188}, [27] = {x = 282, y = 188}, [31] = {x = -282, y = 94}, [32] = {x = -188, y = 94}, [33] = {x = -94, y = 94}, [34] = {x = 0, y = 94}, [35] = {x = 94, y = 94}, [36] = {x = 188, y = 94}, [37] = {x = 282, y = 94}, [41] = {x = -282, y = 0}, [42] = {x = -188, y = 0}, [43] = {x = -94, y = 0}, [44] = {x = 0, y = 0}, [45] = {x = 94, y = 0}, [46] = {x = 188, y = 0}, [47] = {x = 282, y = 0}, [51] = {x = -282, y = -94}, [52] = {x = -188, y = -94}, [53] = {x = -94, y = -94}, [54] = {x = 0, y = -94}, [55] = {x = 94, y = -94}, [56] = {x = 188, y = -94}, [57] = {x = 282, y = -94}, [61] = {x = -282, y = -188}, [62] = {x = -188, y = -188}, [63] = {x = -94, y = -188}, [64] = {x = 0, y = -188}, [65] = {x = 94, y = -188}, [66] = {x = 188, y = -188}, [67] = {x = 282, y = -188}, [71] = {x = -282, y = -282}, [72] = {x = -188, y = -282}, [73] = {x = -94, y = -282}, [74] = {x = 0, y = -282}, [75] = {x = 94, y = -282}, [76] = {x = 188, y = -282}, [77] = {x = 282, y = -282}, } ---- 每个格子外围一格距离的格子 BattleConst.GRID_OUT_LINE_POS_ID = { [11] = {[21] = true, [22] = true, [12] = true}, [12] = {[21] = true, [22] = true, [23] = true, [11] = true, [13] = true}, [13] = {[22] = true, [23] = true, [24] = true, [12] = true, [14] = true}, [14] = {[23] = true, [24] = true, [25] = true, [13] = true, [15] = true}, [15] = {[24] = true, [25] = true, [26] = true, [14] = true, [16] = true}, [16] = {[25] = true, [26] = true, [27] = true, [15] = true, [17] = true}, [17] = {[26] = true, [27] = true, [16] = true}, [21] = {[31] = true, [32] = true, [22] = true, [11] = true, [12] = true}, [22] = {[31] = true, [32] = true, [33] = true, [21] = true, [23] = true, [11] = true, [12] = true, [13] = true}, [23] = {[32] = true, [33] = true, [34] = true, [22] = true, [24] = true, [12] = true, [13] = true, [14] = true}, [24] = {[33] = true, [34] = true, [35] = true, [23] = true, [25] = true, [13] = true, [14] = true, [15] = true}, [25] = {[34] = true, [35] = true, [36] = true, [24] = true, [26] = true, [14] = true, [15] = true, [16] = true}, [26] = {[35] = true, [36] = true, [37] = true, [25] = true, [27] = true, [15] = true, [16] = true, [17] = true}, [27] = {[36] = true, [37] = true, [26] = true, [16] = true, [17] = true}, [31] = {[41] = true, [42] = true, [32] = true, [21] = true, [22] = true}, [32] = {[41] = true, [42] = true, [43] = true, [31] = true, [33] = true, [21] = true, [22] = true, [23] = true}, [33] = {[42] = true, [43] = true, [44] = true, [32] = true, [34] = true, [22] = true, [23] = true, [24] = true}, [34] = {[43] = true, [44] = true, [45] = true, [33] = true, [35] = true, [23] = true, [24] = true, [25] = true}, [35] = {[44] = true, [45] = true, [46] = true, [34] = true, [36] = true, [24] = true, [25] = true, [26] = true}, [36] = {[45] = true, [46] = true, [47] = true, [35] = true, [37] = true, [25] = true, [26] = true, [27] = true}, [37] = {[46] = true, [47] = true, [36] = true, [26] = true, [27] = true}, [41] = {[51] = true, [52] = true, [42] = true, [31] = true, [32] = true}, [42] = {[51] = true, [52] = true, [53] = true, [41] = true, [43] = true, [31] = true, [32] = true, [33] = true}, [43] = {[52] = true, [53] = true, [54] = true, [42] = true, [44] = true, [32] = true, [33] = true, [34] = true}, [44] = {[53] = true, [54] = true, [55] = true, [43] = true, [45] = true, [33] = true, [34] = true, [35] = true}, [45] = {[54] = true, [55] = true, [56] = true, [44] = true, [46] = true, [34] = true, [35] = true, [36] = true}, [46] = {[55] = true, [56] = true, [57] = true, [45] = true, [47] = true, [35] = true, [36] = true, [37] = true}, [47] = {[56] = true, [57] = true, [46] = true, [36] = true, [37] = true}, [51] = {[61] = true, [62] = true, [52] = true, [41] = true, [42] = true}, [52] = {[61] = true, [62] = true, [63] = true, [51] = true, [53] = true, [41] = true, [42] = true, [43] = true}, [53] = {[62] = true, [63] = true, [64] = true, [52] = true, [54] = true, [42] = true, [43] = true, [44] = true}, [54] = {[63] = true, [64] = true, [65] = true, [53] = true, [55] = true, [43] = true, [44] = true, [45] = true}, [55] = {[64] = true, [65] = true, [66] = true, [54] = true, [56] = true, [44] = true, [45] = true, [46] = true}, [56] = {[65] = true, [66] = true, [67] = true, [55] = true, [57] = true, [45] = true, [46] = true, [47] = true}, [57] = {[66] = true, [67] = true, [56] = true, [46] = true, [47] = true}, [61] = {[71] = true, [72] = true, [62] = true, [51] = true, [52] = true}, [62] = {[71] = true, [72] = true, [73] = true, [61] = true, [63] = true, [51] = true, [52] = true, [53] = true}, [63] = {[72] = true, [73] = true, [74] = true, [62] = true, [64] = true, [52] = true, [53] = true, [54] = true}, [64] = {[73] = true, [74] = true, [75] = true, [63] = true, [65] = true, [53] = true, [54] = true, [55] = true}, [65] = {[74] = true, [75] = true, [76] = true, [64] = true, [66] = true, [54] = true, [55] = true, [56] = true}, [66] = {[75] = true, [76] = true, [77] = true, [65] = true, [67] = true, [55] = true, [56] = true, [57] = true}, [67] = {[76] = true, [77] = true, [66] = true, [56] = true, [57] = true}, [71] = {[72] = true, [61] = true, [62] = true}, [72] = {[71] = true, [73] = true, [61] = true, [62] = true, [63] = true}, [73] = {[72] = true, [74] = true, [62] = true, [63] = true, [64] = true}, [74] = {[73] = true, [75] = true, [63] = true, [64] = true, [65] = true}, [75] = {[74] = true, [76] = true, [64] = true, [65] = true, [66] = true}, [76] = {[75] = true, [77] = true, [65] = true, [66] = true, [67] = true}, [77] = {[76] = true, [66] = true, [67] = true}, } ---- 上一排填充的顺序 BattleConst.UP_LINE_FILL_LIST = { [11] = {}, [12] = {}, [13] = {}, [14] = {}, [15] = {}, [16] = {}, [17] = {}, [21] = {11, 12}, [22] = {12, 11, 13}, [23] = {13, 12, 14}, [24] = {14, 13, 15}, [25] = {15, 14, 16}, [26] = {16, 15, 17}, [27] = {17, 16}, [31] = {21, 22}, [32] = {22, 21, 23}, [33] = {23, 22, 24}, [34] = {24, 23, 25}, [35] = {25, 24, 26}, [36] = {26, 25, 27}, [37] = {27, 26}, [41] = {31, 32}, [42] = {32, 31, 33}, [43] = {33, 32, 34}, [44] = {34, 33, 35}, [45] = {35, 34, 36}, [46] = {36, 35, 37}, [47] = {37, 36}, [51] = {41, 42}, [52] = {42, 41, 43}, [53] = {43, 42, 44}, [54] = {44, 43, 45}, [55] = {45, 44, 46}, [56] = {46, 45, 47}, [57] = {47, 46}, [61] = {51, 52}, [62] = {52, 51, 53}, [63] = {53, 52, 54}, [64] = {54, 53, 55}, [65] = {55, 54, 56}, [66] = {56, 55, 57}, [67] = {57, 56}, [71] = {61, 62}, [72] = {62, 61, 63}, [73] = {63, 62, 64}, [74] = {64, 63, 65}, [75] = {65, 64, 66}, [76] = {66, 65, 67}, [77] = {67, 66}, } BattleConst.BOARD_RANGE_TYPE = { RANDOM = 0, UP = 1, DOWN = 2, LEFT = 3, RIGHT = 4, LEFT_UP = 5, LEFT_DOWN = 6, RIGHT_UP = 7, RIGHT_DOWN = 8, } BattleConst.SKILL_TYPE = { NORMAL = 0, ELIMINATION = 1, CHANGE_AROUND = 2, } BattleConst.SKILL_METHOD_TYPE = { ON_ENTER = 1, ON_FINAL = 2, } BattleConst.INSTRUCTION_NAME = { ADD_CUR_ROUND_ATTR = "add_cur_round_attr", ASSISTING = "assisting", GENERAL_ATTACK = "general_attack", PLAY_SKILL = "play_skill", } BattleConst.OUTLINE_SFX = { [BattleConst.ELEMENT_TYPE.RED] = "sfx_piece_qizi_b03", [BattleConst.ELEMENT_TYPE.YELLOW] = "sfx_piece_qizi_b02", [BattleConst.ELEMENT_TYPE.GREEN] = "sfx_piece_qizi_b04", [BattleConst.ELEMENT_TYPE.BLUE] = "sfx_piece_qizi_b05", [BattleConst.ELEMENT_TYPE.PURPLE] = "sfx_piece_qizi_b01" } BattleConst.LINE_SFX = "assets/prefabs/effects/battle/sfx_piece_line_b01.prefab" BattleConst.GRID_TYPE_BREAK_SFX = { [BattleConst.GRID_TYPE.SNOW_BOX] = "assets/prefabs/effects/battle/sfx_piece_za_b01.prefab", [BattleConst.GRID_TYPE.SOLID_SNOW] = "assets/prefabs/effects/battle/sfx_piece_za_b01.prefab", [BattleConst.GRID_TYPE.VINES] = "assets/prefabs/effects/battle/sfx_piece_za_b03.prefab", [BattleConst.GRID_TYPE.ICE] = "assets/prefabs/effects/battle/sfx_piece_za_b02.prefab", } return BattleConst