export default class Constant { /** * 总关卡数量 */ public static CT_TotalLevelCount: number = 20; /** * 每过一关奖励 */ public static CT_RewardCoinCount: number = 100; /** * 闯关失败奖励 */ public static CT_FailRewardCoinCount: number = 50; public static commonCJTimes: number = 1; public static weaponLevelPriceArr: number[] = [100, 300, 600]; public static skinLevelPriceArr: number[] = [100, 200, 300, 400, 500, 600]; public static ST_GameData: string = "GameData_dxcyxtgd"; public static ST_BuildDate: string = "ST_BuildDate"; public static ST_TotoalCount: string = "ST_TotoalCount"; public static ST_CurModel1MapId: string = "ST_CurModel1MapId"; public static ST_CurModel2MapId: string = "ST_CurModel2MapId"; public static ST_CurLevelId: string = "ST_CurLevelId"; /////////////////////////// 当前用到 public static ST_AudioOn: string = "ST_AudioOn"; //音频开关 public static ST_ShakeOn: string = "ST_ShakeOn"; //震动开关 public static ST_CoinCount: string = "ST_CoinCount"; //金币数量 public static ST_DiamondCount: string = "ST_DiamondCount"; public static ST_OnlineToday: string = "ST_OnlineToday"; public static ST_ReceiveToday: string = "ST_ReceiveToday"; public static ST_LastLoadDate: string = "ST_LastLoadDate"; public static ST_LastDailyBonusTime: string = "ST_LastDailyBonusTime"; public static ST_LastDailyBonusIndex: string = "ST_LastDailyBonusIndex"; public static ST_SkinInfo: string = "ST_SkinInfo"; public static ST_CurSkinId: string = "ST_CurSkinId"; public static ST_SkillInfo: string = "ST_SkillInfo"; public static ST_CurSkillId: string = "ST_CurSkillId"; public static ST_GunInfo: string = "ST_GunInfo"; public static ST_CurMeleeId: string = "ST_CurMeleeId"; public static ST_CurRangeId: string = "ST_CurRangeId"; public static ST_LevelItem: string = "LevelItem"; public static ST_ShareNum: string = "ST_ShareNum"; /** 游戏逻辑事件 */ public static E_GAME_LOGIC: string = "E_GAME_LOGIC"; /** 更新进度条事件 */ public static E_UPDATE_PROGRESS: string = "E_UPDATE_PROGRESS"; /** 事件: Fly_Coin */ public static E_Fly_Coin: string = "E_Fly_Coin"; /** 事件:金币数量改变 */ public static E_COIN_CHANGE: string = "E_COIN_CHANGE"; /** 事件:钻石数量改变 */ public static E_Diamond_CHANGE: string = "E_Diamond_CHANGE"; /** 事件:经验值改变 */ public static E_EXP_CHANGE: string = "E_EXP_CHANGE"; /** 事件:抽奖得皮肤 */ public static E_CJ_SKIN: string = "E_CJ_SKIN"; /** 事件:抽奖得武器 */ public static E_CJ_Weapon: string = "E_CJ_Weapon"; /** 事件:显示分享或视频 */ public static E_ShareOrVideo: string = "E_ShareOrVideo"; /** 事件:地下城 */ public static E_Player_Death: string = "E_Player_Death"; public static E_Player_Hart: string = "E_Player_Hart"; public static E_Bullet_Last: string = "E_Bullet_Last"; public static E_Bullet_Reload: string = "E_Bullet_Reload"; public static E_Zombie_Hart: string = "E_Zombie_Hart"; public static E_Zombie_Death: string = "E_Zombie_Death"; public static E_Jingyan_Finish: string = "E_Jingyan_Finish"; public static E_Commonzombie_Destory: string = "E_Commonzombie_Destory"; public static E_Allzombie_Destory: string = "E_Allzombie_Destory"; /** 事件_磁铁 */ public static E_Skill_Citie: string = "E_Skill_Citie"; /** 指引_全屏爆炸 */ public static ST_Guide_Skill: string = "ST_Guide_Skill"; } export enum GameState { None = -1, Prepare = 0, Start = 1, Success = 2, Failed = 3, Pause = 4, Relive = 5, } export enum Starstate { default = 0, bright = 1, drown = 2, } export enum ZindexLayer { zindex_min = cc.macro.MIN_ZINDEX, zinedx_floorTip = cc.macro.MIN_ZINDEX + 1,//地面提示 zinedx_floorLiewen = cc.macro.MIN_ZINDEX + 2,//地面裂纹 zinedx_floorSkill = cc.macro.MIN_ZINDEX + 3,//地面技能 zinedx_footPrint = cc.macro.MIN_ZINDEX + 4,//脚印 zinedx_gh = cc.macro.MIN_ZINDEX + 5,//人物光环 zinedx_footYc = cc.macro.MIN_ZINDEX + 6,//烟尘 zinedx_jingyan = cc.macro.MIN_ZINDEX + 7,//经验层 zindex_shellcase = cc.macro.MIN_ZINDEX + 8,//弹壳 default = 0, zindex_mb = 1,//墓碑 zinedx_item = 100,//道具 zinedx_dropbox = 200,//空投 zindex_zombie = 300,//僵尸 zindex_monster = 400,//怪物 zindex_enemy = 500,//敌人 zindex_soldier = 600,//敌人 zindex_ai = 700,//ai zindex_player = 800,//玩家 zindex_tower = 900,//塔 zindex_bullet = 1000,//子弹 zindex_hp = 1100,//血液 zindex_bomb = 1200,//爆炸 zindex_blood = 1300,//血液 zindex_effect = 1400,//特效 zindex_effect_fire = 1500,//特效_开火 zindex_effect_spark = 1600,//特效_撞墙 zindex_effect_hit = 1800,//特效_击中 zindex_bullet_sky = 1900,//空中子弹 zindex_skill = cc.macro.MAX_ZINDEX - 6,//技能 zindex_roleLabel = cc.macro.MAX_ZINDEX - 2,//角色受伤提示文字 zindex_max = cc.macro.MAX_ZINDEX, } ///////////////////////////////////////////// 界面 ///////////////////////////////////////////// export class PageName { public static UILoadingPage: string = "UILoadingPage"; public static UIHomePage: string = "UIHomePage"; public static UIGamePage: string = "UIGamePage"; public static UIOverPage: string = "UIOverPage"; public static UIGameLoadingPage: string = "UIGameLoadingPage"; } export class PanelName { public static UISignPanel: string = "UISignPanel"; public static UITurntablePanel: string = "UITurntablePanel"; public static UIRevivePanel: string = "UIRevivePanel"; public static UIUpgradePanel: string = "UIUpgradePanel" public static UIPausePanel: string = "UIPausePanel"; public static UITrySkinPanel: string = "UITrySkinPanel"; public static UIWeaponLevelPanel: string = "UIWeaponLevelPanel"; public static UITimePanel: string = "UITimePanel"; } /////////////////////////////////////////////////// export class Levelitem { public Id: number; /** * 0代表上锁 * 1代表未完成 * 2代表完成 */ public State: number; public Grade: number; constructor(str: string) { let info: any = JSON.parse(str); if (info) { if (info.Id) { this.Id = parseInt(info.Id); } else { cc.log("Id 字段不存在!"); } if (info.State) { this.State = parseInt(info.State); } else { cc.log("State 字段不存在!"); } if (info.Grade) { this.Grade = parseInt(info.Grade); } else { cc.log("Grade 字段不存在!") } } else { cc.log("构建 Levelitem 的字符串不合法!"); } } public ToString() { return `{"Id":"${this.Id}","State":"${this.State}","Grade":"${this.Grade}"}`; } } export class SkinInfo { public Id: number; /** * 0:未解锁 * 1:已解锁 * 2:当前使用 */ public State: number; public Price: number; public Level: number; public VideoCount: number; constructor(str: string) { let info: any = JSON.parse(str); if (info) { if (info.Id) { this.Id = parseInt(info.Id); } else { cc.log("Id 字段不存在!"); } if (info.State) { this.State = parseInt(info.State); } else { cc.log("State 字段不存在!"); } if (info.Price) { this.Price = parseInt(info.Price); } else { cc.log("Price 字段不存在!"); } if (info.Level) { this.Level = parseInt(info.Level); } else { cc.log("Level 字段不存在!"); } if (info.VideoCount) { this.VideoCount = parseInt(info.VideoCount); } else { cc.log("VideoCount 字段不存在!"); } } else { cc.log("构建 SkinInfo 的字符串不合法!"); } } public ToString() { return `{"Id":"${this.Id}","State":${this.State}","Price":"${this.Price}","VideoCount":"${this.VideoCount}"}`; } } export class GunInfo { public Id: number; /** * 0:未解锁 * 1:已解锁 * 2:当前使用 */ public State: number; public Price: number; public Level: number; public VideoCount: number; constructor(str: string) { let info: any = JSON.parse(str); if (info) { if (info.Id) { this.Id = parseInt(info.Id); } else { cc.log("Id 字段不存在!"); } if (info.State) { this.State = parseInt(info.State); } else { cc.log("State 字段不存在!"); } if (info.Price) { this.Price = parseInt(info.Price); } else { cc.log("Price 字段不存在!"); } if (info.Level) { this.Level = parseInt(info.Level); } else { cc.log("Level 字段不存在!"); } if (info.VideoCount) { this.VideoCount = parseInt(info.VideoCount); } else { cc.log("VideoCount 字段不存在!"); } } else { cc.log("构建 GunInfo 的字符串不合法!"); } } public ToString() { return `{"Id":"${this.Id}","State":"${this.State}","Price":"${this.Price}","Level":"${this.Level}","VideoCount":"${this.VideoCount}"}`; } } export class SkillInfo { public Id: number; /** * 0:未解锁 * 1:已解锁 * 2:当前使用 */ public State: number; public Price: number; constructor(str: string) { // cc.log("构建 SkinInfo :", str); let info: any = JSON.parse(str); if (info) { if (info.Id) { this.Id = parseInt(info.Id); } else { cc.log("Id 字段不存在!"); } if (info.State) { this.State = parseInt(info.State); } else { cc.log("State 字段不存在!"); } if (info.Price) { this.Price = parseInt(info.Price); } else { cc.log("Price 字段不存在!"); } } else { cc.log("构建 SkillInfo 的字符串不合法!"); } } public ToString() { return `{"Id":"${this.Id}","State":"${this.State}","Price":"${this.Price}"}`; } }