namespace FL.Battle { public enum EEntityState : uint { /// /// 待机 /// Idle = 0, /// /// 死亡 /// Dead = 0x01, /// /// 移动中 /// Moving = 0x02, ///// ///// 警戒 ///// //Alert, /// /// 战斗 /// Battle = 0x04, /// /// 眩晕,停止移动、攻击 /// Dizzy = 0x10, /// /// 冰冻,冻结,停止移动、攻击 /// Freeze = 0x20, /// /// 麻痹,打断当次攻击,冷却中的技能cd回退到80% /// remain += (cd - remain) * 0.2 或者 remain = cd - (cd - remain) * 0.8 /// Palsy = 0x40, /// /// AI移动 /// MoveAI = 0x80, #region 以下状态集合,只用于状态判断 /// /// 中断移动的状态集合 /// MoveBroken = Dead | Dizzy | Freeze | Palsy, /// /// 打断技能施法的状态集合 /// SkillBroken = Dead | Dizzy | Freeze | Palsy, All = uint.MaxValue #endregion } }