"use strict"; cc._RF.push(module, 'b16e9dSbXpH6K8w2egk18m4', 'hero_const'); // Scripts/mod/partner/hero_const.js "use strict"; var _HeroConst$CampName, _HeroConst$CampAttrNa, _HeroConst$CampBgRes, _HeroConst$CampBottom, _HeroConst$CareerName, _HeroConst$EquipPosLi, _HeroConst$Holyequipm, _HeroConst$HolyEmptyI; var HeroConst = {}; var BackPackConst = require("backpack_const"); // 英雄背包页签类型 HeroConst.BagTab = { eBagHero: 1, // 英雄页签 eBagPokedex: 2, // 图鉴页签 eElfin: 3, // 精灵 eHalidom: 4, // 圣物 eHallows: 5 //行星武器 }; HeroConst.EnterType = { eOhter: 0, //其他 eHolyPlan: 1 //神裝方案管理 }; HeroConst.tabType = { 1: "lab_heroFuse", 2: "lab_heroSacrifice", 3: "lab_seerChange", 4: "lab_heroDisband" }; HeroConst.InfoTabType = { 1: "lab_heroLvUp", 2: "lab_heroStar", 3: "lab_heroTalent", 4: "holy_str1" }; HeroConst.HolyTitle = { 0: "AllStars", 1: "1 Star", 2: "2 Star", 3: "3 Star", 4: "4 Star", 5: "5 Star" }; HeroConst.SacrificeType = { eHeroFuse: 1, //融合神殿 eHeroSacrifice: 2, //英雄献祭 eChipSacrifice: 3, eHeroDisband: 4 //英雄重生 }; //英雄主信息界面页签类型 HeroConst.MainInfoTab = { eMainTrain: 1, //培养 // eMainEquip : 2 , //装备 装备界面被移除了 放到英雄旁边 eMainUpgradeStar: 2, //升星 eMainTalent: 3, //天赋 eMainHolyequipment: 4 }; //布阵界面中间的页签类型 HeroConst.FormMiddleTab = { eFormHero: 1, //上阵英雄 eFormHallows: 2, //神器 eFormFormation: 3 //阵法 }; HeroConst.FormShowType = { eFormFight: 1, //出战 eFormSave: 2, //保存布阵 eFormFormation: 3, //--阵法 eFixedType: 4 //固定類型,只存在出戰按鈕 }; //英雄锁定类型(一般由服务端定义) HeroConst.LockType = { eHeroLock: 1, //英雄锁定 eHeroChangeLock: 2, //英雄置换锁定 eFormLock: 99 //英雄上阵锁定 //客户端定义 }; //英雄阵营类型 HeroConst.CampType = { eNone: 0, //无 eWater: 1, //水 eFire: 2, //火 eWind: 3, //风 eLight: 4, //光 eDark: 5 //暗 }; //英雄阵营对应名字 HeroConst.CampName = (_HeroConst$CampName = {}, _HeroConst$CampName[HeroConst.CampType.eNone] = "null", _HeroConst$CampName[HeroConst.CampType.eWater] = "Blue Will", _HeroConst$CampName[HeroConst.CampType.eFire] = "Red Spirit", _HeroConst$CampName[HeroConst.CampType.eWind] = "Cyan Mind", _HeroConst$CampName[HeroConst.CampType.eLight] = "Light of Faith", _HeroConst$CampName[HeroConst.CampType.eDark] = "Dark Force", _HeroConst$CampName); //英雄阵营对应属性名字 HeroConst.CampAttrName = (_HeroConst$CampAttrNa = {}, _HeroConst$CampAttrNa[HeroConst.CampType.eNone] = "null", _HeroConst$CampAttrNa[HeroConst.CampType.eWater] = "水系", _HeroConst$CampAttrNa[HeroConst.CampType.eFire] = "火系", _HeroConst$CampAttrNa[HeroConst.CampType.eWind] = "自然", _HeroConst$CampAttrNa[HeroConst.CampType.eLight] = "光明", _HeroConst$CampAttrNa[HeroConst.CampType.eDark] = "黑暗", _HeroConst$CampAttrNa); //阵营背景资源名字 HeroConst.CampBgRes = (_HeroConst$CampBgRes = {}, _HeroConst$CampBgRes[HeroConst.CampType.eWater] = "hero_info_bg_1", _HeroConst$CampBgRes[HeroConst.CampType.eFire] = "hero_info_bg_2", _HeroConst$CampBgRes[HeroConst.CampType.eWind] = "hero_info_bg_3", _HeroConst$CampBgRes[HeroConst.CampType.eLight] = "hero_info_bg_4", _HeroConst$CampBgRes[HeroConst.CampType.eDark] = "hero_info_bg_5", _HeroConst$CampBgRes); //阵营底座背景资源名字 HeroConst.CampBottomBgRes = (_HeroConst$CampBottom = {}, _HeroConst$CampBottom[HeroConst.CampType.eWater] = "hero_camp_1", _HeroConst$CampBottom[HeroConst.CampType.eFire] = "hero_camp_2", _HeroConst$CampBottom[HeroConst.CampType.eWind] = "hero_camp_3", _HeroConst$CampBottom[HeroConst.CampType.eLight] = "hero_camp_4", _HeroConst$CampBottom[HeroConst.CampType.eDark] = "hero_camp_5", _HeroConst$CampBottom); //英雄职业类型 HeroConst.CareerType = { eNone: 0, //无 eMagician: 2, //法师 eWarrior: 3, //战士 eTank: 4, //坦克 eSsistant: 5 //辅助 }; //英雄职业对应名字 HeroConst.CareerName = (_HeroConst$CareerName = {}, _HeroConst$CareerName[0] = "", _HeroConst$CareerName[HeroConst.CareerType.eMagician] = "Energy", _HeroConst$CareerName[HeroConst.CareerType.eWarrior] = "Aggressive", _HeroConst$CareerName[HeroConst.CareerType.eTank] = "Tough", _HeroConst$CareerName[HeroConst.CareerType.eSsistant] = "Support", _HeroConst$CareerName); //英雄item显示类型 HeroConst.ExhibitionItemType = { eNone: 0, // 无 eHeroBag: 1, //英雄背包类型 ePokedex: 2, //图鉴变灰类型 eHeroChange: 4, //英雄转换界面 eHeroReset: 5, //英雄重生遣散界面 eFormFight: 7, //布阵出战界面 eVoyage: 8, //远航界面 eExpeditFight: 9, //远征 eStronger: 10, //我要变强 eEndLessHero: 11, //是否是无尽试炼雇佣的英雄 eHeroSelect: 12, // 英雄选择 eUpStar: 13, eHeroFuse: 14, ePlanes: 15 // 位面 }; //英雄红点类型 HeroConst.RedPointType = { eRPLevelUp: 1, //升级升阶 eRPEquip: 2, //装备 eRPStar: 3, //升星 eRPTalent: 4, //天赋技能 // Artifact : 5, eRPHalidom_Unlock: 5, // 圣物解锁 eRPHalidom_Lvup: 6, // 圣物升级 eRPHalidom_Step: 7, // 圣物进阶 eResonate_extract: 8, //-- 共鸣精炼 eResonate_stone: 9, //-- 共鸣石碑 eElfin_hatch_done: 10, // 精靈孵化完成 eElfin_tree_lvup: 11, // 精靈古樹可升級或進階 eElfin_empty_pos: 12, // 精靈古樹有可放置的精靈 eElfin_compound: 13, // 上陣的精靈可合成 eElfin_higher_lv: 14, // 上陣精靈有更高級的精靈 eElfin_hatch_lvup: 15, // 靈窩可升級 eElfin_hatch_egg: 16, // 有可孵化的靈窩和蛋 eElfin_activate: 17, // 精靈圖鑒紅點 eElfin_hatch_open: 18, // 靈窩可解鎖 eElfin_summon: 19 // 精靈免費召喚 }; // 装备位置列表 HeroConst.EquipPosList = (_HeroConst$EquipPosLi = {}, _HeroConst$EquipPosLi[1] = BackPackConst.item_type.WEAPON, _HeroConst$EquipPosLi[2] = BackPackConst.item_type.SHOE, _HeroConst$EquipPosLi[3] = BackPackConst.item_type.CLOTHES, _HeroConst$EquipPosLi[4] = BackPackConst.item_type.HAT, _HeroConst$EquipPosLi); //神装装备位置列表 HeroConst.HolyequipmentPosList = (_HeroConst$Holyequipm = {}, _HeroConst$Holyequipm[23] = BackPackConst.item_type.GOD_EARRING, _HeroConst$Holyequipm[24] = BackPackConst.item_type.GOD_NECKLACE, _HeroConst$Holyequipm[25] = BackPackConst.item_type.GOD_RING, _HeroConst$Holyequipm[26] = BackPackConst.item_type.GOD_BANGLE, _HeroConst$Holyequipm); // 神裝item對應的默認資源名稱 HeroConst.HolyEmptyIconName = (_HeroConst$HolyEmptyI = {}, _HeroConst$HolyEmptyI[BackPackConst.item_type.GOD_EARRING] = "hero_info_25", _HeroConst$HolyEmptyI[BackPackConst.item_type.GOD_RING] = "hero_info_27", _HeroConst$HolyEmptyI[BackPackConst.item_type.GOD_NECKLACE] = "hero_info_26", _HeroConst$HolyEmptyI[BackPackConst.item_type.GOD_BANGLE] = "hero_info_28", _HeroConst$HolyEmptyI); //英雄红点类型 HeroConst.ShareType = { eHeroInfoShare: 1, //英雄信息绘图分享 eLibraryInfoShare: 2 //图书馆信息绘图分享 }; //英雄界面分享频道类型 HeroConst.ShareBtnType = { eHeroShareCross: 1, //跨服频道 eHeroShareWorld: 2, //世界频道 eHeroShareGuild: 3 //公会频道 }; //英雄分解类型 HeroConst.ResetType = { eHeroReset: 1, //英雄献祭 eChipReset: 2, //英雄碎片献祭 eHolyEquipSell: 3, //神装出售 eTenStarChang: 4, //10星置换 eActionHeroReset: 5, //活动的英雄重生 eHeroReturn: 7 //常駐的英雄回退 }; HeroConst.SelectHeroType = { eStarFuse: 1, //表示融合祭坛 eUpgradeStar: 2, //表示升星界面的 eHalidom: 3, //圣物 eTenConvert: 4, //活动10星置换 eResonateStone: 5, //共鸣圣阵选择英雄 eResonateEmpowerment: 6, // 共鸣赋能选择英雄 eResonateCrystal: 7 // --共鸣水晶(改版后增加的第一个页签) }; // LONG_TOUCH_INIT_TYPE = 0 //初始化狀態 // LONG_TOUCH_BEGAN_TYPE = 1 //長按開始 // LONG_TOUCH_END_TYPE = 2 //長按因為觸發了事件結束了 // LONG_TOUCH_CANCEL_TYPE = 3 //長按取消 module.exports = HeroConst; cc._RF.pop();