//游戏配置 let HaidaoCfg = {}; let Global = { appFocus : true, appPause : false, androidVersion : null, OAID : null, UUID : null, uiMap : {}, isChangeTable : false, quitFromTorpedoGame : false, ifShowPopUpWindows : true, inGuide : false, huaweiLoginResultCache : null, maxMapRate : 1.55, JoystickActive : false, go_map : ["alertClose"], loadingPanel : null, GameTimeScale : 1, curPanel : "hallPanel", //闯关场内暂停游戏变量 otherScreen : false, otherScreenY : 1, saveBoxIsShow : false, guideShootNumber : 12, curNewPlayerTaskDay : 1, NewPlayerjifenPoint:false, overTaskDay : 0, curDay : 0, isWujin : false, curRoleNum : 0, otherRoleNum : 0, goldPos : null, otherRoleVIP : 0, OpenUICanNotFire : false, CARVEFOLDWINDOW : true, Is360SDK : false, IsOpenOtherPanel : false, OtherCurfa : null, OtherNexthb : null, ManXiangWind : true, ManXiangNum : 0, ShopGoodId : 0, ShowHotUpdate : false, CurBetNum : 0, }; let Game = { playerObj : null, attackAudio : null, sep_bullet : null, Enemys : {}, EnemyDes : {}, EnemyCount : 0, PaoKou : 10, BeiLv : 1, SelectPfb : null, Player : null, LoadCount : 2, CurLoadCount : 0, mapRange : { width : 3.6, height : 8 }, sprites : {}, forceDeathEff : {}, otherEff : {}, uihide : null, hbtip : true, bxtip : true, guidestep : null, guidestepbx : 1, guidestephb : 1, guidesteppowerup : 0, guidestepvip : 0, loginsucess : false, birtheffs : null, bh : null, pid : 0, exchange : 0, fire5 : 0, shopSortingOrder : 0, AutoRedType : 0, OnlineTime : 0, OnlineBox : 0, AssetLoadCompete : false, WeChatOrAlipay : 0, SaveBoxDouble : 0, guideShootFreeTime : -1, }; let GAME_RES_MAP = { Diamond : 1, // --元宝/钻石 Copper : 2, // --铜币 Gold : 0, //--金币 POWER : 5, // --体力 QiHai : 6, DaoXin : 7, PlayerExp : 8, //--经验值 Red : 99, YaoHun : 11, //--妖魂 RedBookEXP : 39, //--红包宝典经验 RedBookIntegral : 40, //--红包宝典积分 } let ClientConfigKeys = { WECHATPAY_TYPE : "wxpaytype", ALIPAY_TYPE : "alipaytype", DELAY_CONFIG : "delayconfig", VERIFICATION_ENABLED : "verificationenabled", IDENTIFICATION_CHECK_TYPE : "identificationchecktype", FREE_MONTH_CARD_ENABLED : "freemonthcardenabled", REGISTERPAY_TYPE : "registerpay", } let Attribute_Name = { HPMax : "HPMax", HPMaxValue : "HPMaxValue", HPAdd : "HPAdd", HPAddValue : "HPAddValue", Attack : "Attack", AttackValue : "AttackValue", AttackModify : "AttackModify", Defence : "Defence", DefenceValue : "DefenceValue", MoveSpeed : "MoveSpeed", AttackSpeed : "AttackSpeed", DamageResist : "DamageResist", BodyHittedReduce : "BodyHittedReduce", BulletReduce : "BulletReduce", MissRate : "MissRate", CritRate : "CritRate", CritDamage : "CritDamage", KillVampire : "KillVampire", HitBack : "HitBack", HitBackReduce : "HitBackReduce", HeadShot : "HeadShot", ReboundTimes : "ReboundTimes", //--反弹 ReboundHit : "ReboundHit", TransmitTimes : "TransmitTimes", //--弹射 TransmitHit : "TransmitHit", ThroughHit : "ThroughHit", BulletForward : "BulletForward", BulletSide : "BulletSide", BulletBackward : "BulletBackward", BulletContinue : "BulletContinue", Att_Poison : "Att_Poison", Att_Fire : "Att_Fire", Anger : "Anger", TrapHit : "TrapHit", //--地图陷阱伤害加成 DefenceReduce : "DefenceReduce", //--防御穿透 HitToFar : "HitToFar", //--对远程伤害增强 HitFromFar : "HitFromFar", //--远程伤害减免 HitToNear : "HitToNear", //--对近战伤害增强 HitFromNear : "HitFromNear", //--近战伤害减免 HitToBoss : "HitToBoss", //--对BOSS伤害增强 HitFromBoss : "HitFromBoss", //--BOSS伤害减免 HitToGround : "HitToGround", //--对地面伤害增强 HitFromGround : "HitFromGround", // --地面伤害减免 HitToFly : "HitToFly", //--对飞行伤害增强 HitFromFly : "HitFromFly", // --飞行伤害减免 EquipBsase : "EquipBsase", // --单一装备基础属性百分比 AllEquipBsase : "AllEquipBsase" //--全局装备基础属性百分比 } let Quality_Name = { [1] : {name : ""}, [2] : {name : "普通"}, [3] : {name : "精良"}, [4] : {name : "稀有"}, [5] : {name : "史诗"}, [6] : {name : "传说"}, [7] : {name : "神话"} } let Animation_Name = { Idle : "Idle", Run : "Run", AttackPrev : "AttackPrev", AttackEnd : "AttackEnd", Hitted : "Hitted", Dead : "Dead", Stand : "Stand", Show : "Show", Skill : "Skill", SkillEnd : "SkillEnd", Warp : "Warp", ShowToStand : "ShowToStand" // --传送技能动作 } let Skill_Type = { FanTan : 4, ChuanTou : 5, TanShe : 6 } let Layer_Name = { Default : "Default", Water : "Water", Enemy : "Enemy", Player : "Player", Trigger : "Trigger", Obstrace : "Obstrace", BulletWall : "BulletWall" } let BulletHitLayers = { default : "xxxxxxxx", normal : "xxxxxx" } let LuaEvent_Name = { INIT_OBSTRACLE : "INIT_OBSTRACLE", MAP_INITOVER : "MAP_INITOVER", HERO_ADDSKILL : "HERO_ADDSKILL", //--英雄新增技能 HERO_BULLET_HIT : "HERO_BULLET_HIT", //--英雄被子弹击中 HERO_UPDATE_HP : "HERO_UPDATE_HP", //--英雄血量更新 STAGE_EXP_UPDATE : "STAGE_EXP_UPDATE", // --局内经验更新 STAGE_BOSS_HP_INIT : "STAGE_BOSS_HP_INIT", //--初始化BOSSHP STAGE_BOSS_HP_UPDATE : "STAGE_BOSS_HP_UPDATE", //--boss血量更新 STAGE_ROOM_INIT_OVER : "STAGE_ROOM_INIT_OVER", //--闯关房间初始化完成 EQUIP_UPDATE : "EQUIP_UPDATE", //--装备数据更新 EQUIP_TAKE_ON : "EQUIP_TAKE_ON", //--穿戴 EQUIP_TAKE_OFF : "EQUIP_TAKE_OFF", //--卸下 EQUIP_PUT_IN : "EQUIP_PUT_IN", //--放入 EQUIP_GET_OUT : "EQUIP_GET_OUT", //--取下 PLAYER_UPDATE : "PLAYER_UPDATE", //--player数据更新 GAME_START_ROOM : "GAME_START_ROOM", //--开始房间 GAME_QUIT_STAGE : "GAME_QUIT_STAGE", //--退出闯关游戏 GAME_MONSTER_DIE : "GAME_MONSTER_DIE", //--怪物死亡 GAME_MONSTER_LOAD : "GAME_MONSTER_LOAD", //--进入房间怪物加载 GAME_ROOM_REWARD : "GAME_ROOM_REWARD", //--房间奖励 UPDATE : "UPDATE", //--闯关内UPDATE COMMON_UPDATE : "COMMON_UPDATE", //--通用UPDATE PLAYER_ENERGY_UPDATE : "PLAYER_ENERGY_UPDATE", //--玩家能量更新 INIT_PLAYER_SKILL : "SET_PLAYER_SKILL", //--初始化技能 PLAYER_USE_SKILL : "PLAYER_USE_SKILL", //--使用玩家技能 HERO_SKIN_UPDATE : "HERO_SKIN_UPDATE", //--皮肤更新 GAME_PAUSE : "GAME_PAUSE", // --游戏暂停 UI_TOP_UPDATE : "UI_TOP_UPDATE", //--最上层的UI改变 MONSTER_BULLET_DESTROY : "MONSTER_BULLET_DESTROY", SHARE_BIND_UPDATE : "SHARE_BIND_UPDATE", //--分享绑定信息 REALM_UPDATE : "REALM_UPDATE", //--矩阵信息更新 HERO_UPDATE : "HERO_UPDATE", //-- 英雄信息改变 PASS_TASK_UPDATE : "PASS_TASK_UPDATE", HALLPANEL_BUTTON_UPDATE : "HALLPANEL_BUTTON_UPDATE", //--主界面Button变化 UI_OPEN_TYPE : "UI_OPEN_TYPE", //--打开界面处理 GAME_SEPARATION_SWITCH : "GAME_SEPARATION_SWITCH", //--渔场玩家开启分身 GAME_PREPAREASSET : "GAME_PREPAREASSET", // --渔场资源加载完成 OPEN_AUTO : "OPEN_AUTO" // --开启自动 } //--装备部件对应ID let EquipLocation = { [1] : "Ammunition", //--弹药 [2] : "Muzzle", //--炮口 [3] : "Armor", //--装甲 [4] : "Chassis", //--底盘 [5] : "Chip", //--芯片 [6] : "Energy", //--能源 [7] : "Deputyweapon_1", //--副武器1 [8] : "Deputyweapon_2" //--副武器2 } let EquipLocationName = { [1] : "弹药", [2] : "炮口", [3] : "装甲", [4] : "底盘", [5] : "芯片", [6] : "能源", [7] : "副武器", [8] : "副武器" } let EquipStatusEnum = { None : 0, EquipOn : 1, //--穿戴中 ReforgeMain : 3, //--词条重铸主装备 ReforgeCost : 4, // --词条重铸消耗装备(未使用乾坤) ReforgeCostCanSave : 5, //--词条重铸消耗装备(使用乾坤) TransformCost : 8, //--套装重铸消耗装备 TransformProduct : 11, // --套装重铸产出装备 ReforgeKeepMail : 12 //--词条重铸保留主装备 } let SystemID = { JingYing : 102, KunNan : 103, HeCheng : 202, ZhuLing : 203, XiLian : 204, TaoZhuang : 205, ShuXing : 206, JingJie : 301, BaoXiang : 501 } let ClientType ={ Default : "坦克向前冲", Tank_BY : "坦克霸业", } window.Global = Global; window.Game = Game; window.GAME_RES_MAP = GAME_RES_MAP; window.ClientConfigKeys = ClientConfigKeys; window.Attribute_Name = Attribute_Name; window.Quality_Name = Quality_Name; window.Animation_Name = Animation_Name; window.Skill_Type = Skill_Type; window.Layer_Name = Layer_Name; window.BulletHitLayers = BulletHitLayers; window.LuaEvent_Name = LuaEvent_Name; window.EquipLocation = EquipLocation; window.EquipLocationName = EquipLocationName; window.EquipStatusEnum = EquipStatusEnum; window.SystemID = SystemID; window.ClientType = ClientType;