BITFALL/Assets/BITFALL/BITConstant.cs

150 lines
5.5 KiB
C#

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 Tactics = nameof(Tactics);
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
{
/// <summary>
/// bot数量
/// </summary>
[DictionaryReferenceConfig(nameof(bot_quota))]
public const string bot_quota = nameof(bot_quota);
/// <summary>
/// 复活时间,-1为不复活
/// </summary>
[DictionaryReferenceConfig(nameof(mp_respawn_on_death))]
public const string mp_respawn_on_death = nameof(mp_respawn_on_death);
/// <summary>
/// 是否为按住奔跑
/// </summary>
[DictionaryReferenceConfig(nameof(cl_hold_to_run))]
public const string cl_hold_to_run = nameof(cl_hold_to_run);
/// <summary>
/// 开启生存模式
/// </summary>
[DictionaryReferenceConfig(nameof(cl_survival_lifecycle_enabled))]
public const string cl_survival_lifecycle_enabled = nameof(cl_survival_lifecycle_enabled);
/// <summary>
/// 是否禁用击倒
/// </summary>
[DictionaryReferenceConfig(nameof(sp_knockdown_disabled))]
public const string sp_knockdown_disabled = nameof(sp_knockdown_disabled);
/// <summary>
/// 死亡不掉落物品
/// </summary>
[DictionaryReferenceConfig(nameof(sp_keepInventory))]
public const string sp_keepInventory = nameof(sp_keepInventory);
/// <summary>
/// 是否开启生命值回复
/// </summary>
[DictionaryReferenceConfig(nameof(sp_health_regeneration_enabled))]
public const string sp_health_regeneration_enabled = nameof(sp_health_regeneration_enabled);
/// <summary>
/// 自动恢复生命值的速度
/// </summary>
[DictionaryReferenceConfig(nameof(sp_health_regeneration_delay))]
public const string sp_health_regeneration_delay = nameof(sp_health_regeneration_delay);
/// <summary>
/// 自动恢复生命值的值
/// </summary>
[DictionaryReferenceConfig(nameof(sp_health_regeneration_value))]
public const string sp_health_regeneration_value = nameof(sp_health_regeneration_value);
/// <summary>
/// 地图姓名,通常是服务器指定
/// </summary>
[DictionaryReferenceConfig(nameof(sv_map))]
public const string sv_map = nameof(sv_map);
/// <summary>
/// 当受到子弹攻击时是否流血
/// </summary>
[DictionaryReferenceConfig(nameof(cl_bleeding_on_bullet_hit))]
public const string cl_bleeding_on_bullet_hit = nameof(cl_bleeding_on_bullet_hit);
/// <summary>
/// 无限子弹
/// </summary>
[DictionaryReferenceConfig(nameof(sv_infinite_ammo))]
public const string sv_infinite_ammo = nameof(sv_infinite_ammo);
}
}
}