"use strict"; cc._RF.push(module, 'b16e9dSbXpH6K8w2egk18m4', 'hero_const'); // Scripts/mod/hero/hero_const.js "use strict"; var _HeroConst$CampName, _HeroConst$CampAttrNa, _HeroConst$CampBgRes, _HeroConst$CampBottom, _HeroConst$CareerName, _HeroConst$EquipPosLi, _HeroConst$Holyequipm; function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; } var HeroConst = {}; var BackPackConst = require("backpack_const"); // 英雄背包页签类型 HeroConst.BagTab = { eBagHero: 1, // 英雄页签 eBagPokedex: 2, // 图鉴页签 // eElfin : 3, // 精灵 eHalidom: 4 // 圣物 }; //英雄主信息界面页签类型 HeroConst.MainInfoTab = { eMainTrain: 1, //培养 // eMainEquip : 2 , //装备 装备界面被移除了 放到英雄旁边 eMainUpgradeStar: 2, //升星 eMainTalent: 3 //天赋 }; //布阵界面中间的页签类型 HeroConst.FormMiddleTab = { eFormHero: 1, //上阵英雄 eFormHallows: 2, //神器 eFormFormation: 3 //阵法 }; HeroConst.FormShowType = { eFormFight: 1, //出战 eFormSave: 2 //保存布阵 }; //英雄锁定类型(一般由服务端定义) HeroConst.LockType = { eHeroLock: 1, //英雄锁定 eHeroChangeLock: 2, //英雄置换锁定 eFormLock: 99 //英雄上阵锁定 //客户端定义 }; //英雄阵营类型 HeroConst.CampType = { eNone: 0, //无 eWater: 1, //水 eFire: 2, //火 eWind: 3, //风 eLight: 4, //光 eDark: 5 //暗 }; //英雄阵营对应名字 HeroConst.CampName = (_HeroConst$CampName = {}, _defineProperty(_HeroConst$CampName, HeroConst.CampType.eNone, "无"), _defineProperty(_HeroConst$CampName, HeroConst.CampType.eWater, "水"), _defineProperty(_HeroConst$CampName, HeroConst.CampType.eFire, "火"), _defineProperty(_HeroConst$CampName, HeroConst.CampType.eWind, "风"), _defineProperty(_HeroConst$CampName, HeroConst.CampType.eLight, "光"), _defineProperty(_HeroConst$CampName, HeroConst.CampType.eDark, "暗"), _HeroConst$CampName); //英雄阵营对应属性名字 HeroConst.CampAttrName = (_HeroConst$CampAttrNa = {}, _defineProperty(_HeroConst$CampAttrNa, HeroConst.CampType.eNone, "无"), _defineProperty(_HeroConst$CampAttrNa, HeroConst.CampType.eWater, "水系"), _defineProperty(_HeroConst$CampAttrNa, HeroConst.CampType.eFire, "火系"), _defineProperty(_HeroConst$CampAttrNa, HeroConst.CampType.eWind, "自然"), _defineProperty(_HeroConst$CampAttrNa, HeroConst.CampType.eLight, "光明"), _defineProperty(_HeroConst$CampAttrNa, HeroConst.CampType.eDark, "黑暗"), _HeroConst$CampAttrNa); //阵营背景资源名字 HeroConst.CampBgRes = (_HeroConst$CampBgRes = {}, _defineProperty(_HeroConst$CampBgRes, HeroConst.CampType.eWater, "hero_info_bg_1"), _defineProperty(_HeroConst$CampBgRes, HeroConst.CampType.eFire, "hero_info_bg_2"), _defineProperty(_HeroConst$CampBgRes, HeroConst.CampType.eWind, "hero_info_bg_3"), _defineProperty(_HeroConst$CampBgRes, HeroConst.CampType.eLight, "hero_info_bg_4"), _defineProperty(_HeroConst$CampBgRes, HeroConst.CampType.eDark, "hero_info_bg_5"), _HeroConst$CampBgRes); //阵营底座背景资源名字 HeroConst.CampBottomBgRes = (_HeroConst$CampBottom = {}, _defineProperty(_HeroConst$CampBottom, HeroConst.CampType.eWater, "hero_camp_1"), _defineProperty(_HeroConst$CampBottom, HeroConst.CampType.eFire, "hero_camp_2"), _defineProperty(_HeroConst$CampBottom, HeroConst.CampType.eWind, "hero_camp_3"), _defineProperty(_HeroConst$CampBottom, HeroConst.CampType.eLight, "hero_camp_4"), _defineProperty(_HeroConst$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 = {}, _defineProperty(_HeroConst$CareerName, 0, "无"), _defineProperty(_HeroConst$CareerName, HeroConst.CareerType.eMagician, "法师"), _defineProperty(_HeroConst$CareerName, HeroConst.CareerType.eWarrior, "战士"), _defineProperty(_HeroConst$CareerName, HeroConst.CareerType.eTank, "坦克"), _defineProperty(_HeroConst$CareerName, HeroConst.CareerType.eSsistant, "辅助"), _HeroConst$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 }; //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 }; // 装备位置列表 HeroConst.EquipPosList = (_HeroConst$EquipPosLi = {}, _defineProperty(_HeroConst$EquipPosLi, 1, BackPackConst.item_type.WEAPON), _defineProperty(_HeroConst$EquipPosLi, 2, BackPackConst.item_type.SHOE), _defineProperty(_HeroConst$EquipPosLi, 3, BackPackConst.item_type.CLOTHES), _defineProperty(_HeroConst$EquipPosLi, 4, BackPackConst.item_type.HAT), _HeroConst$EquipPosLi); //神装装备位置列表 HeroConst.HolyequipmentPosList = (_HeroConst$Holyequipm = {}, _defineProperty(_HeroConst$Holyequipm, 1, BackPackConst.item_type.GOD_EARRING), _defineProperty(_HeroConst$Holyequipm, 2, BackPackConst.item_type.GOD_NECKLACE), _defineProperty(_HeroConst$Holyequipm, 3, BackPackConst.item_type.GOD_RING), _defineProperty(_HeroConst$Holyequipm, 4, BackPackConst.item_type.GOD_BANGLE), _HeroConst$Holyequipm); //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 }; //英雄献祭类型 HeroConst.SacrificeType = { eHeroSacrifice: 1, //英雄献祭 eChipSacrifice: 2 //英雄碎片献祭 }; //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 }; 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 }; module.exports = HeroConst; cc._RF.pop();