using System; using System.Collections; using System.Collections.Generic; using System.ComponentModel; using BITKit; namespace BITFALL { public static class BITConstant { public static class Player { public const string Empty =nameof(Empty); public const string Movement =nameof(Movement); public const string Idle =nameof(Idle); public const string Run = nameof(Run); public const string Sprint = nameof(Sprint); public const string AllowFire = nameof(AllowFire); public const string Stable = nameof(Stable); public const string Aim = nameof(Aim); public const string AimFire = nameof(AimFire); public const string Inspect = nameof(Inspect); public const string Interactive = nameof(Interactive); public const string Equip = nameof(Equip); public const string Throw = nameof(Throw); public const string Fire = nameof(Fire); public const string Draw =nameof(Draw); public const string QuickDraw =nameof(QuickDraw); public const string Reload = nameof(Reload); public const string BoltAction = nameof(BoltAction); public const string Melee =nameof(Melee); public const string IsGrounded =nameof(IsGrounded); public const string IsCrouched =nameof(IsCrouched); public const string IsMoving =nameof(IsMoving); public const string IsRunning =nameof(IsRunning); public const string IsSprint =nameof(IsSprint); public const string Attack =nameof(Attack); public const string HeavyAttack =nameof(HeavyAttack); public const string Blocking =nameof(Blocking); public const string Dodge =nameof(Dodge); public const string BlockStun =nameof(BlockStun); public const string BlockBreak =nameof(BlockBreak); public const string HitStun =nameof(HitStun); public const string ReadyToThrow =nameof(ReadyToThrow); public const string Charging =nameof(Charging); public const string Climb =nameof(Climb); public const string Use = nameof(Use); public const string Exit =nameof(Exit); public const string Exited =nameof(Exited); public const string Holster = nameof(Holster); public const string Walk = nameof(Walk); public const string Crouch = nameof(Crouch); public const string Slide = nameof(Slide); public const string Parachute = nameof(Parachute); public const string ClimbLadder = nameof(ClimbLadder); public const string Fixed = nameof(Fixed); public const string Vertical = nameof(Vertical); public const string Horizontal = nameof(Horizontal); public const string SqrMagnitude = nameof(SqrMagnitude); public const string Pitch = nameof(Pitch); public const string Jump = nameof(Jump); public const string EjectClip = nameof(EjectClip); public const string InsertClip = nameof(InsertClip); public const string Cancel = nameof(Cancel); } public static class Command { public interface ICommand { } [Serializable] public struct MoveCommand:ICommand { } [Serializable] public struct AttackCommand:ICommand { } } public static class Environment { /// /// bot数量 /// [DictionaryReferenceConfig(nameof(bot_quota))] public const string bot_quota = nameof(bot_quota); /// /// 复活时间,-1为不复活 /// [DictionaryReferenceConfig(nameof(mp_respawn_on_death))] public const string mp_respawn_on_death = nameof(mp_respawn_on_death); /// /// 是否为按住奔跑 /// [DictionaryReferenceConfig(nameof(cl_hold_to_run))] public const string cl_hold_to_run = nameof(cl_hold_to_run); /// /// 开启生存模式 /// [DictionaryReferenceConfig(nameof(cl_survival_lifecycle_enabled))] public const string cl_survival_lifecycle_enabled = nameof(cl_survival_lifecycle_enabled); /// /// 是否禁用击倒 /// [DictionaryReferenceConfig(nameof(sp_knockdown_disabled))] public const string sp_knockdown_disabled = nameof(sp_knockdown_disabled); /// /// 死亡不掉落物品 /// [DictionaryReferenceConfig(nameof(sp_keepInventory))] public const string sp_keepInventory = nameof(sp_keepInventory); /// /// 是否开启生命值回复 /// [DictionaryReferenceConfig(nameof(sp_health_regeneration_enabled))] public const string sp_health_regeneration_enabled = nameof(sp_health_regeneration_enabled); /// /// 自动恢复生命值的速度 /// [DictionaryReferenceConfig(nameof(sp_health_regeneration_delay))] public const string sp_health_regeneration_delay = nameof(sp_health_regeneration_delay); /// /// 自动恢复生命值的值 /// [DictionaryReferenceConfig(nameof(sp_health_regeneration_value))] public const string sp_health_regeneration_value = nameof(sp_health_regeneration_value); /// /// 地图姓名,通常是服务器指定 /// [DictionaryReferenceConfig(nameof(sv_map))] public const string sv_map = nameof(sv_map); /// /// 当受到子弹攻击时是否流血 /// [DictionaryReferenceConfig(nameof(cl_bleeding_on_bullet_hit))] public const string cl_bleeding_on_bullet_hit = nameof(cl_bleeding_on_bullet_hit); /// /// 无限子弹 /// [DictionaryReferenceConfig(nameof(sv_infinite_ammo))] public const string sv_infinite_ammo = nameof(sv_infinite_ammo); } } }