UIConstants.cs 16 KB

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  1. using System.Collections.Generic;
  2. namespace SSTR
  3. {
  4. /// <summary>
  5. /// 全局常量
  6. /// </summary>
  7. public partial class UniversalDefinitions
  8. {
  9. // /// <summary>
  10. // /// 默认进入动画片段名
  11. // /// </summary>
  12. // public const string DefaultEnterAnimationClipName = "PanelEnter";
  13. // /// <summary>
  14. // /// 默认退出动画片段名
  15. // /// </summary>
  16. // public const string DefaultExitAnimationClipName = "";
  17. public const string AniShootHudViewShow = "ShootHudViewShow";
  18. // public const string UIAnimClipName_Evaluate = "EvaluationOfpromptAniNew";
  19. /// <summary>
  20. /// 一击多靶的提示
  21. /// </summary>
  22. public const string AniShootTipsViewShow1 = "ShootTipsViewShow1";
  23. /// <summary>
  24. /// 一击未多靶的提示
  25. /// </summary>
  26. public const string AniShootTipsViewShow2 = "ShootTipsViewShow2";
  27. // public const string CrownAppearAni = "CrownAppearAni";
  28. public const string AniUserRatingViewShow = "UserRatingViewShow";
  29. // public const string FingerAni = "FingerAni";
  30. //
  31. // public const string AniLobbyViewShowSound = "LobbyViewShowSound";
  32. public const string AniLobbyViewShow = "LobbyViewShow";
  33. public const string AniRewardWeaponViewShow = "RewardWeaponViewShow";
  34. // public const string PanelEnter = "CommonViewShow";
  35. //
  36. // public const string PanelExit = "PanelExit";
  37. public const string AniSlotMachineViewShow = "SlotMachineViewShow";
  38. // public const string StarsAppearAni = "StarsAppearAni";
  39. public const string AniGameResultViewShow = "GameResultViewShow";
  40. // public const string AniGameResultViewCrownShow = "GameResultViewCrownShow";
  41. //
  42. // public const string AniGameResultViewJitter = "GameResultViewJitter";
  43. /// <summary>
  44. /// 切换武器,面板关闭动画
  45. /// </summary>
  46. public const string SwitchWeaponCloseAni = "SwitchWeaponClose";
  47. /// <summary>
  48. /// 321倒计时动画名
  49. /// </summary>
  50. public const string AniCountDownBegin = "CountDownBegin";
  51. /// <summary>
  52. /// 时间到了动画名
  53. /// </summary>
  54. public const string AniShootHudTimerViewTimeOut = "ShootHudTimerViewTimeOut";
  55. /// <summary>
  56. /// 滚筒滚动出奖动画
  57. /// </summary>
  58. public const string AniSlotMachineSelect = "SlotMachineSelect";
  59. /// <summary>
  60. /// 滚筒滚动动画
  61. /// </summary>
  62. public const string AniSlotMachineScrolling = "SlotMachineScrolling";
  63. /// <summary>
  64. /// 滚筒锁住动画
  65. /// </summary>
  66. public const string AniSlotMachineUnlock = "SlotMachineUnlock";
  67. /// <summary>
  68. /// 滚筒解锁动画
  69. /// </summary>
  70. public const string AniSlotMachineLock = "SlotMachineLock";
  71. /// <summary>
  72. /// 滚筒默认滚动动画
  73. /// </summary>
  74. public const string AniSlotMachinePreview = "SlotMachinePreview";
  75. /// <summary>
  76. /// 战斗界面皇冠抖动动画
  77. /// </summary>
  78. public const string AniShootHudViewCrown = "ShootHudViewCrown";
  79. /// <summary>
  80. /// 倒计时关卡不可重复通关的提示
  81. /// </summary>
  82. public const string TimerLevelPassTip = "This level is finished.";
  83. /// <summary>
  84. /// UI标签
  85. /// </summary>
  86. public enum UITag : ushort
  87. {
  88. // /// <summary>
  89. // /// Splash面板
  90. // /// </summary>
  91. // Splash,
  92. // /// <summary>
  93. // /// 加载面板
  94. // /// </summary>
  95. // Loading,
  96. /// <summary>
  97. /// 游戏关卡内退出面板
  98. /// </summary>
  99. BattleExitView,
  100. /// <summary>
  101. /// 主界面退出面板
  102. /// </summary>
  103. GameSettingsView,
  104. /// <summary>
  105. /// 滚筒奖励子项
  106. /// </summary>
  107. SlotMachineRewardCell,
  108. /// <summary>
  109. /// 滚筒面板
  110. /// </summary>
  111. SlotMachineView,
  112. /// <summary>
  113. /// 主界面面板
  114. /// </summary>
  115. LobbyView,
  116. /// <summary>
  117. /// 关卡结算面板
  118. /// </summary>
  119. GameResultView,
  120. /// <summary>
  121. /// 选择武器子项
  122. /// </summary>
  123. WeaponSwitchCell,
  124. /// <summary>
  125. /// 选择武器面板
  126. /// </summary>
  127. WeaponSwitch,
  128. /// <summary>
  129. /// 战斗得分提示
  130. /// </summary>
  131. ShootTipsView,
  132. /// <summary>
  133. /// 主界面背景遮罩
  134. /// </summary>
  135. DarkMaskView,
  136. /// <summary>
  137. /// 结算页面的三星
  138. /// </summary>
  139. GameResultStarsView,
  140. /// <summary>
  141. /// 结算页面的皇冠
  142. /// </summary>
  143. GameResultCrownView,
  144. /// <summary>
  145. /// 金币获得样式
  146. /// </summary>
  147. RewardGoldView,
  148. /// <summary>
  149. /// 战斗主界面(普通)
  150. /// </summary>
  151. ShootHudView,
  152. /// <summary>
  153. /// 战斗主界面(倒计时)
  154. /// </summary>
  155. ShootHudTimerView,
  156. /// <summary>
  157. /// UI子弹图片
  158. /// </summary>
  159. BulletView,
  160. /// <summary>
  161. /// 补充子弹面板
  162. /// </summary>
  163. AddBulletView,
  164. /// <summary>
  165. /// 看广告获取枪面板
  166. /// </summary>
  167. AdRewardWeaponView,
  168. /// <summary>
  169. /// 升级枪页面
  170. /// </summary>
  171. WeaponView,
  172. /// <summary>
  173. /// 模型显示面板(武器获得)
  174. /// </summary>
  175. RewardWeaponView,
  176. /// <summary>
  177. /// 关卡通关奖励
  178. /// </summary>
  179. ShootRewardView,
  180. /// <summary>
  181. /// 枪的组件
  182. /// </summary>
  183. WeaponPartCell,
  184. /// <summary>
  185. /// 飞盘UI
  186. /// </summary>
  187. ShootHudFrisbeeView,
  188. /// <summary>
  189. /// 飞盘UI子项
  190. /// </summary>
  191. FrisbeeSignView,
  192. /// <summary>
  193. /// 飞盘边缘指示UI
  194. /// </summary>
  195. FrisbeeHeightSignView,
  196. //评价
  197. UserRatingView,
  198. /// <summary>
  199. /// 倒计时关卡掉落金币UI
  200. /// </summary>
  201. RewardGoldItemView,
  202. /// <summary>
  203. /// 文本UI
  204. /// </summary>
  205. FloatTextView,
  206. /// <summary>
  207. /// 关卡结算面板
  208. /// </summary>
  209. GameResultTimeModeView,
  210. /// <summary>
  211. /// 提示UI
  212. /// </summary>
  213. FloatTipView,
  214. GuideClickView,
  215. // /// <summary>
  216. // /// 礼包用 进度icon(看广告面板)
  217. // /// </summary>
  218. // IconButton,
  219. //推荐武器升级
  220. WeaponUpgradeRecommendView,
  221. /// <summary>
  222. /// 内购商店页
  223. /// </summary>
  224. PurchaseView,
  225. }
  226. /// <summary>
  227. /// 加载地址字典
  228. /// </summary>
  229. public static readonly Dictionary<UITag, string> uiPathDic = new Dictionary<UITag, string>()
  230. {
  231. // {UITag.Splash, $"UI/{UITag.Splash}Panel.prefab"},
  232. // {UITag.Loading, $"UI/{UITag.Loading}Panel.prefab"},
  233. {UITag.BattleExitView, $"UI/{UITag.BattleExitView}.prefab"},
  234. {UITag.GameSettingsView, $"UI/{UITag.GameSettingsView}.prefab"},
  235. {UITag.SlotMachineRewardCell, $"UI/{UITag.SlotMachineRewardCell}.prefab"},
  236. {UITag.SlotMachineView, $"UI/{UITag.SlotMachineView}.prefab"},
  237. {UITag.LobbyView, $"UI/{UITag.LobbyView}.prefab"},
  238. {UITag.GameResultView, $"UI/{UITag.GameResultView}.prefab"},
  239. {UITag.WeaponSwitchCell, $"UI/{UITag.WeaponSwitchCell}.prefab"},
  240. {UITag.WeaponSwitch, $"UI/{UITag.WeaponSwitch}.prefab"},
  241. {UITag.ShootTipsView, $"UI/{UITag.ShootTipsView}.prefab"},
  242. {UITag.DarkMaskView, $"UI/{UITag.DarkMaskView}.prefab"},
  243. {UITag.GameResultStarsView, $"UI/{UITag.GameResultStarsView}.prefab"},
  244. {UITag.GameResultCrownView, $"UI/{UITag.GameResultCrownView}.prefab"},
  245. {UITag.RewardGoldView, $"UI/{UITag.RewardGoldView}.prefab"},
  246. {UITag.ShootHudView, $"UI/{UITag.ShootHudView}.prefab"},
  247. {UITag.ShootHudTimerView, $"UI/{UITag.ShootHudTimerView}.prefab"},
  248. {UITag.BulletView, $"UI/{UITag.BulletView}.prefab"},
  249. {UITag.AddBulletView, $"UI/{UITag.AddBulletView}.prefab"},
  250. {UITag.AdRewardWeaponView, $"UI/{UITag.AdRewardWeaponView}.prefab"},
  251. {UITag.WeaponView, $"UI/{UITag.WeaponView}.prefab"},
  252. {UITag.RewardWeaponView, $"UI/{UITag.RewardWeaponView}.prefab"},
  253. {UITag.UserRatingView, $"UI/{UITag.UserRatingView}.prefab"},
  254. {UITag.ShootRewardView, $"UI/{UITag.ShootRewardView}.prefab"},
  255. {UITag.WeaponPartCell, $"UI/{UITag.WeaponPartCell}.prefab"},
  256. {UITag.ShootHudFrisbeeView, $"UI/{UITag.ShootHudFrisbeeView}.prefab"},
  257. {UITag.FrisbeeSignView, $"UI/{UITag.FrisbeeSignView}.prefab"},
  258. {UITag.FrisbeeHeightSignView, $"UI/{UITag.FrisbeeHeightSignView}.prefab"},
  259. {UITag.RewardGoldItemView, $"UI/{UITag.RewardGoldItemView}.prefab"},
  260. {UITag.FloatTextView, $"UI/{UITag.FloatTextView}.prefab"},
  261. {UITag.GameResultTimeModeView, $"UI/{UITag.GameResultTimeModeView}.prefab"},
  262. {UITag.FloatTipView, $"UI/{UITag.FloatTipView}.prefab"},
  263. {UITag.GuideClickView, $"UI/{UITag.GuideClickView}.prefab"},
  264. // {UITag.IconButton, $"UI/{UITag.IconButton}.prefab"},
  265. {UITag.WeaponUpgradeRecommendView, $"UI/{UITag.WeaponUpgradeRecommendView}.prefab"},
  266. {UITag.PurchaseView, $"UI/{UITag.PurchaseView}.prefab"},
  267. };
  268. /// <summary>
  269. /// 预设体的标签
  270. /// </summary>
  271. public enum PrefabTag : ushort
  272. {
  273. /// <summary>
  274. /// 升级特效预设体
  275. /// </summary>
  276. WeaponUpgradeFx,
  277. CelebrateEffectsCrown,
  278. CelebrateEffects,
  279. }
  280. /// <summary>
  281. /// 预设体加载地址字典
  282. /// </summary>
  283. public static readonly Dictionary<PrefabTag, string> PrefabPathDic = new Dictionary<PrefabTag, string>() {
  284. {PrefabTag.WeaponUpgradeFx, $"UI/{PrefabTag.WeaponUpgradeFx}.prefab"},
  285. {PrefabTag.CelebrateEffectsCrown, $"UI/{PrefabTag.CelebrateEffectsCrown}.prefab"},
  286. {PrefabTag.CelebrateEffects, $"UI/{PrefabTag.CelebrateEffects}.prefab"},
  287. };
  288. /// <summary>
  289. /// UI图集
  290. /// </summary>
  291. public enum UIAtlas : byte
  292. {
  293. // /// <summary>
  294. // /// 常用
  295. // /// </summary>
  296. // Commonly,
  297. // /// <summary>
  298. // /// 滚筒
  299. // /// </summary>
  300. // Roller,
  301. // /// <summary>
  302. // /// 新的图集
  303. // /// </summary>
  304. // NewShootingLiteWeaponIcon,
  305. // /// <summary>
  306. // /// 结算
  307. // /// </summary>
  308. // Statement,
  309. // /// <summary>
  310. // /// 战斗内
  311. // /// </summary>
  312. // Battle,
  313. // /// <summary>
  314. // /// 主界面
  315. // /// </summary>
  316. Main,
  317. }
  318. /// <summary>
  319. /// 加载地址字典
  320. /// </summary>
  321. public static readonly Dictionary<UIAtlas, string> uiAtlasPathDic = new Dictionary<UIAtlas, string>()
  322. {
  323. // {UIAtlas.Commonly, $"{UIAtlas.Commonly}"},
  324. // {UIAtlas.Roller, $"{UIAtlas.Roller}"},
  325. // {UIAtlas.NewShootingLiteWeaponIcon, $"{UIAtlas.NewShootingLiteWeaponIcon}"},
  326. // {UIAtlas.Statement, string.Format("{0}", UIAtlas.Statement) },
  327. // {UIAtlas.Battle, $"{UIAtlas.Battle}"},
  328. {UIAtlas.Main, "General"},
  329. };
  330. /// <summary>
  331. /// UI消息内容
  332. /// </summary>
  333. public enum UIMessageContent : ushort
  334. {
  335. // /// <summary>
  336. // /// 加载资源完成
  337. // /// </summary>
  338. // LoadingAssetOver,
  339. /// <summary>
  340. /// 更新loading页面的进度
  341. /// </summary>
  342. UpdateLoadingProgress,
  343. /// <summary>
  344. /// 打开顶部用户框显示
  345. /// </summary>
  346. OpenTitleUseShow,
  347. /// <summary>
  348. /// 打开顶部体力框显示
  349. /// </summary>
  350. OpenTitleHpShow,
  351. /// <summary>
  352. /// 打开顶部金币框显示
  353. /// </summary>
  354. OpenTitleGoldShow,
  355. /// <summary>
  356. /// 打开主界面按钮显示
  357. /// </summary>
  358. OpenMainButton,
  359. /// <summary>
  360. /// 自动更新背景遮罩颜色
  361. /// </summary>
  362. AutoUpdateMaskBGColor,
  363. /// <summary>
  364. /// 更新战斗分数
  365. /// </summary>
  366. UpdateBattleScore,
  367. /// <summary>
  368. /// 更新战斗子弹数
  369. /// </summary>
  370. UpdateBattleButtle,
  371. /// <summary>
  372. /// 打开取消按钮
  373. /// </summary>
  374. OpenCancelBtn,
  375. /// <summary>
  376. /// 关闭取消按钮
  377. /// </summary>
  378. CloseCancelBtn,
  379. /// <summary>
  380. /// 更新金币显示
  381. /// </summary>
  382. UpdateGoldShow,
  383. /// <summary>
  384. /// 修改战斗内倒计时关卡倒计时
  385. /// </summary>
  386. UpdateBattleTimer,
  387. /// <summary>
  388. /// 初始化飞盘UI数据
  389. /// </summary>
  390. InitFrisbeeData,
  391. /// <summary>
  392. /// 更新飞盘UI数据
  393. /// </summary>
  394. UpdateFrisbeeData,
  395. /// <summary>
  396. /// 显示波次UI
  397. /// </summary>
  398. ShowWaveUI,
  399. /// <summary>
  400. /// 添加一个金币UI
  401. /// </summary>
  402. AddGoldUI,
  403. /// <summary>
  404. /// 开启倒计时动画321go
  405. /// </summary>
  406. OpenTimerAnimation,
  407. /// <summary>
  408. /// 开启倒计时结束动画
  409. /// </summary>
  410. OpenEndTimerAnimation,
  411. /// <summary>
  412. /// 抬枪动画后power飞到积分那里的动画
  413. /// </summary>
  414. GunAttributeFlyUI,
  415. /// <summary>
  416. /// 更新倒计时的金币收益显示
  417. /// </summary>
  418. UpdateTimerGoldUI,
  419. /// <summary>
  420. /// 动画事件--进度
  421. /// </summary>
  422. AnimationEventProgress,
  423. /// <summary>
  424. /// 更新显示奖励武器通过箭头
  425. /// </summary>
  426. UpdateShowRewardWeaponToArrow,
  427. /// <summary>
  428. /// 重置显示奖励武器
  429. /// </summary>
  430. ResetShowRewardWeapon,
  431. /// <summary>
  432. /// 打开武器升级界面
  433. /// </summary>
  434. OpenWeaponStrength,
  435. /// <summary>
  436. /// 显示换枪的按钮
  437. /// </summary>
  438. ShowSwitchWeaponBtn,
  439. /// <summary>
  440. /// 设置切换武器按钮
  441. /// </summary>
  442. SetSwitchWeaponBtn,
  443. /// <summary>
  444. /// 设置引导手的显示隐藏
  445. /// </summary>
  446. SetFingerGuideState,
  447. }
  448. }
  449. }