Files
fc/dev/project/library/imports/69/69de9e8c-ec5c-4747-a966-79be81cc5928.js
T
2026-05-24 10:21:26 +08:00

393 lines
11 KiB
JavaScript

"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();