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
}
}