"use strict"; cc._RF.push(module, '69de96M7FxHR6lmeb6BzFko', 'partner_const'); // Scripts/mod/partner/partner_const.js "use strict"; var _PartnerConst$GetElem, _PartnerConst$Get_Tea, _PartnerConst$Hero_Ty, _PartnerConst$starPos, _PartnerConst$linePos, _PartnerConst$AttrIco, _PartnerConst$awakePo, _, _2, _3, _4, _5, _PartnerConst$StarPos, _PartnerConst$EquipSe, _PartnerConst$EquipSe2, _PartnerConst$EquipSe3, _PartnerConst$EqmPosB, _PartnerConst$Eqm_pos, _PartnerConst$SkillCo; var PartnerConst = {}; // -竖版伙伴常量配置------- PartnerConst.Type = { Message: 1, Break: 2, Skill: 3, Star: 4, StarLife: 5 }; PartnerConst.Form_Type = { Pos: 1, // 布阵阵位设置 Learn: 2, // 阵法学习 Help: 3, // 助阵 Other: 4 // 其他 }; PartnerConst.hero_return_limit = { val: 70 }; // 处理对应 PartnerViewItem 的创建来源类型 和 PartnerConst.Form_Type类似 PartnerConst.Item_Create_Form_Type = { ItemCreateReset: 1, // 重生 ItemCreateOther: 99 // 其他 }; // 神器面板类型 PartnerConst.Artifact_Type = { Compose: 1, // 合成 Recast: 2, // 重铸 Resolve: 3, // 分解 Cloth: 4, // 穿戴 Getoff: 5, // 卸下 Replace: 6, // 替换 Upstar: 7, // 升星 Source: 8 // 来源 }; // 功能阵法类型,通用的 PartnerConst.Fun_Form = { Drama: 0, // 剧情副本阵法 Arena: 1, // 竞技场防御阵型 // Adventure_Defence : 2, // Adventure_Act : 3, GuildDun_AD: 4, // 公会副本的物攻阵 ArenaChampion: 6, // 冠军赛阵法 EndLess: 7, // 无尽试炼 GodBattle: 8, // 众神战场 Ladder: 9, // 跨服天梯 Expedit_Fight: 10, // 远征的战斗 ElementWater: 12, //元素神殿(水系) ElementFire: 13, //元素神殿(火系) ElementWind: 14, //元素神殿(風系) ElementLight: 15, //元素神殿(光系) ElementDark: 16, //元素神殿(暗系) Startower: 17, //试练塔 --旧星命塔 CrossArena: 19, CrossArenaDef: 20, //组队战防御 LimitExercise: 21, //活动试炼之境的 PersonalSpace: 22, GuildSecretArea: 27, //公會秘境boss ArenaTeam: 28, //組隊競技場 Encounter: 40, //銀河奇遇 //新年pvp活动,该活动限制伙伴种类 YearBoss: 41, //新年匹配赛年兽 YearCross: 42, //新年匹配赛 YearDefend: 43, //新年賽防守 ArenaDefend: 44, //競技場防守 LadderDefend: 45, //天梯賽防守 Planes: 94, //位面征战 EliteMatch: 93, //精英賽 Heaven: 98, // 天界副本(普通戰鬥) HeavenBoss: 97, // 天界副本(boss關戰鬥) EliteKingMatch: 99, //精英賽王者賽 -- EliteDefend: 101, //精英賽防守 EliteKingDefend: 102 //精英賽王者賽防守 }; //試煉秘境配置較多,需要區分佈陣 PartnerConst.GetElemForm = (_PartnerConst$GetElem = {}, _PartnerConst$GetElem[1] = PartnerConst.Fun_Form.ElementWater, _PartnerConst$GetElem[2] = PartnerConst.Fun_Form.ElementFire, _PartnerConst$GetElem[3] = PartnerConst.Fun_Form.ElementWind, _PartnerConst$GetElem[4] = PartnerConst.Fun_Form.ElementLight, _PartnerConst$GetElem[5] = PartnerConst.Fun_Form.ElementDark, _PartnerConst$GetElem); //多队伍配置 PartnerConst.Get_Teams = (_PartnerConst$Get_Tea = {}, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.EliteMatch] = 1, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.HeavenBoss] = 2, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.EliteKingMatch] = 2, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.EliteKingDefend] = 2, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.CrossArena] = 4, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.CrossArenaDef] = 4, _PartnerConst$Get_Tea[PartnerConst.Fun_Form.ArenaTeam] = 3, _PartnerConst$Get_Tea); PartnerConst.Red_Point_Type = { Level: 1, Star: 2, Skill: 3, Equip: 4, Artifact: 5, Form: 6, Equip_make: 7, Gemstone: 8 }; // 伙伴自身的红点状态 PartnerConst.Vo_Red_Type = { Level: 1, Skill: 2, Star: 3, Equip: 4, Artifact: 5, EequipJing: 6, EquipMake: 7, Gemstone: 8, Break: 9 }; PartnerConst.Hero_Type = (_PartnerConst$Hero_Ty = {}, _PartnerConst$Hero_Ty[0] = "part_hero_type0", _PartnerConst$Hero_Ty[1] = "part_hero_type1", _PartnerConst$Hero_Ty[2] = "part_hero_type2", _PartnerConst$Hero_Ty[3] = "part_hero_type3", _PartnerConst$Hero_Ty[4] = "part_hero_type4", _PartnerConst$Hero_Ty[5] = "part_hero_type5", _PartnerConst$Hero_Ty); PartnerConst.EqmTips = { normal: 0, backpack: 1, partner: 2, other: 3 }; PartnerConst.ArtifactTips = { normal: 0, backpack: 1, partner: 2 }; // 一共能存多少个队伍 PartnerConst.FormCount = 5; // 公会战布防侧边栏 PartnerConst.OpenType = { Jie: 1, // 升阶 Level: 2, // 升级 Star: 3, // 升星 Skill: 4, // 技能 Equip: 5, // 装备 Awake: 6 // 装备 }; PartnerConst.SubType = { Halo: 1, // 光环 EquipBag: 2, // 装备背包 AritfactBag: 3, // 神器背包 ArtifactMake: 4, // 神器合成 ArtifactSummon: 5 // 神器铸造 }; // 星阶线路图 PartnerConst.starPos = (_PartnerConst$starPos = {}, _PartnerConst$starPos[1] = { x: 34, y: 391 }, _PartnerConst$starPos[2] = { x: 118, y: 366 }, _PartnerConst$starPos[3] = { x: 212, y: 416 }, _PartnerConst$starPos[4] = { x: 294, y: 365 }, _PartnerConst$starPos[5] = { x: 234, y: 312 }, _PartnerConst$starPos[6] = { x: 308, y: 255 }, _PartnerConst$starPos[7] = { x: 208, y: 202 }, _PartnerConst$starPos[8] = { x: 140, y: 275 }, _PartnerConst$starPos[9] = { x: 38, y: 262 }, _PartnerConst$starPos[10] = { x: 105, y: 204 }, _PartnerConst$starPos); // 星阶线条位置 PartnerConst.linePos = (_PartnerConst$linePos = {}, _PartnerConst$linePos[1] = { x: 53, y: 421, rota: 20 }, _PartnerConst$linePos[2] = { x: 150, y: 394, rota: -25 }, _PartnerConst$linePos[3] = { x: 238, y: 432, rota: 23 }, _PartnerConst$linePos[4] = { x: 262, y: 324, rota: -40 }, _PartnerConst$linePos[5] = { x: 257, y: 330, rota: 45 }, _PartnerConst$linePos[6] = { x: 246, y: 236, rota: -25 }, _PartnerConst$linePos[7] = { x: 166, y: 290, rota: 43 }, _PartnerConst$linePos[8] = { x: 70, y: 280, rota: -7 }, _PartnerConst$linePos[9] = { x: 66, y: 278, rota: 45 }, _PartnerConst$linePos); PartnerConst.AttrIconPos = (_PartnerConst$AttrIco = {}, _PartnerConst$AttrIco[1] = { x: 37, y: 31 }, _PartnerConst$AttrIco[2] = { x: 109, y: 83 }, _PartnerConst$AttrIco[3] = { x: 150, y: 156 }, _PartnerConst$AttrIco[4] = { x: 0, y: 0 }, _PartnerConst$AttrIco); // 觉醒星星位置 PartnerConst.awakePos = (_PartnerConst$awakePo = {}, _PartnerConst$awakePo[1] = { x: 175, y: 454 }, _PartnerConst$awakePo[2] = { x: 245, y: 426 }, _PartnerConst$awakePo[3] = { x: 267, y: 361 }, _PartnerConst$awakePo[4] = { x: 244, y: 295 }, _PartnerConst$awakePo[5] = { x: 176, y: 267 }, _PartnerConst$awakePo[6] = { x: 109, y: 293 }, _PartnerConst$awakePo[7] = { x: 82, y: 361 }, _PartnerConst$awakePo[8] = { x: 108, y: 429 }, _PartnerConst$awakePo); // 装备出售面板小星星的位置 PartnerConst.StarPos = (_PartnerConst$StarPos = {}, _PartnerConst$StarPos[1] = (_ = {}, _[1] = { x: 52, y: 87 }, _), _PartnerConst$StarPos[2] = (_2 = {}, _2[1] = { x: 34, y: 87 }, _2[2] = { x: 70, y: 87 }, _2), _PartnerConst$StarPos[3] = (_3 = {}, _3[1] = { x: 50, y: 100 }, _3[2] = { x: 33, y: 73 }, _3[3] = { x: 70, y: 73 }, _3), _PartnerConst$StarPos[4] = (_4 = {}, _4[1] = { x: 34, y: 104 }, _4[2] = { x: 70, y: 104 }, _4[3] = { x: 33, y: 73 }, _4[4] = { x: 70, y: 73 }, _4), _PartnerConst$StarPos[5] = (_5 = {}, _5[1] = { x: 35, y: 104 }, _5[2] = { x: 65, y: 104 }, _5[3] = { x: 23, y: 74 }, _5[4] = { x: 52, y: 72 }, _5[5] = { x: 81, y: 72 }, _5), _PartnerConst$StarPos); // 装备出售筛选主属性顺序 PartnerConst.EquipSellAttrType = (_PartnerConst$EquipSe = {}, _PartnerConst$EquipSe[1] = 1, _PartnerConst$EquipSe[2] = 101, _PartnerConst$EquipSe[3] = 104, _PartnerConst$EquipSe[4] = 107, _PartnerConst$EquipSe[5] = 106, _PartnerConst$EquipSe[6] = 118, _PartnerConst$EquipSe[7] = 119, _PartnerConst$EquipSe[8] = 120, _PartnerConst$EquipSe[9] = 113, _PartnerConst$EquipSe[10] = 114, _PartnerConst$EquipSe[11] = 115, _PartnerConst$EquipSe[12] = 116, _PartnerConst$EquipSe); // 装备出售筛选主属性顺序,翻转 PartnerConst.EquipSellAttrTypeII = (_PartnerConst$EquipSe2 = {}, _PartnerConst$EquipSe2[1] = 1, _PartnerConst$EquipSe2[101] = 2, _PartnerConst$EquipSe2[104] = 3, _PartnerConst$EquipSe2[107] = 4, _PartnerConst$EquipSe2[106] = 5, _PartnerConst$EquipSe2[118] = 6, _PartnerConst$EquipSe2[119] = 7, _PartnerConst$EquipSe2[120] = 8, _PartnerConst$EquipSe2[113] = 9, _PartnerConst$EquipSe2[114] = 10, _PartnerConst$EquipSe2[115] = 11, _PartnerConst$EquipSe2[116] = 12, _PartnerConst$EquipSe2); // 装备套装又要一套排序 PartnerConst.EquipSellAttrTypeIII = (_PartnerConst$EquipSe3 = {}, _PartnerConst$EquipSe3[1] = 1, _PartnerConst$EquipSe3[2] = 104, _PartnerConst$EquipSe3[3] = 101, _PartnerConst$EquipSe3[4] = 107, _PartnerConst$EquipSe3[5] = 113, _PartnerConst$EquipSe3[6] = 115, _PartnerConst$EquipSe3[7] = 106, _PartnerConst$EquipSe3[8] = 120, _PartnerConst$EquipSe3[9] = 118, _PartnerConst$EquipSe3[10] = 119, _PartnerConst$EquipSe3[11] = 114, _PartnerConst$EquipSe3[12] = 116, _PartnerConst$EquipSe3); // 装备整套排序问题 PartnerConst.EqmPosByType = (_PartnerConst$EqmPosB = {}, _PartnerConst$EqmPosB[1] = 4, _PartnerConst$EqmPosB[2] = 3, _PartnerConst$EqmPosB[3] = 5, _PartnerConst$EqmPosB[4] = 1, _PartnerConst$EqmPosB[5] = 6, _PartnerConst$EqmPosB[6] = 2, _PartnerConst$EqmPosB); // 穿戴的装备类型顺序位置跟表不一致,要转换 PartnerConst.Eqm_posII = (_PartnerConst$Eqm_pos = {}, _PartnerConst$Eqm_pos[1] = 1, _PartnerConst$Eqm_pos[2] = 6, _PartnerConst$Eqm_pos[3] = 2, _PartnerConst$Eqm_pos[4] = 4, _PartnerConst$Eqm_pos[5] = 3, _PartnerConst$Eqm_pos[6] = 5, _PartnerConst$Eqm_pos); PartnerConst.getSkillDesc = function (level) { if (level == 2) { return nx.text.getKey("lab_partner_const_tip1"); } else if (level == 3) { return nx.text.getKey("lab_partner_const_tip2"); } else if (level == 4) { return nx.text.getKey("lab_partner_const_tip3"); } else if (level == 5) { return nx.text.getKey("lab_partner_const_tip4"); } else { return nx.text.getKey("lab_partner_const_tip5"); } }, // 英雄重生 PartnerConst.Reset = { ResetType: 1, // 英雄重生类型 DisbandType: 2 // 英雄遣散类型 }; // 技能名称颜色 PartnerConst.SkillColor = (_PartnerConst$SkillCo = {}, _PartnerConst$SkillCo[1] = new cc.Color(0x68, 0x45, 0x2a, 0xff), _PartnerConst$SkillCo[2] = new cc.Color(0x3a, 0x78, 0xc4, 0xff), _PartnerConst$SkillCo[3] = new cc.Color(0xb3, 0x58, 0x00, 0xff), _PartnerConst$SkillCo[4] = new cc.Color(0xa8, 0x38, 0xb3, 0xff), _PartnerConst$SkillCo[5] = new cc.Color(0xe2, 0x87, 0x00, 0xff), _PartnerConst$SkillCo[6] = new cc.Color(0xd9, 0x50, 0x14, 0xff), _PartnerConst$SkillCo); module.exports = PartnerConst; cc._RF.pop();