EEntityState.cs 1.4 KB

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  1. namespace FL.Battle
  2. {
  3. public enum EEntityState : uint
  4. {
  5. /// <summary>
  6. /// 待机
  7. /// </summary>
  8. Idle = 0,
  9. /// <summary>
  10. /// 死亡
  11. /// </summary>
  12. Dead = 0x01,
  13. /// <summary>
  14. /// 移动中
  15. /// </summary>
  16. Moving = 0x02,
  17. ///// <summary>
  18. ///// 警戒
  19. ///// </summary>
  20. //Alert,
  21. /// <summary>
  22. /// 战斗
  23. /// </summary>
  24. Battle = 0x04,
  25. /// <summary>
  26. /// 眩晕,停止移动、攻击
  27. /// </summary>
  28. Dizzy = 0x10,
  29. /// <summary>
  30. /// 冰冻,冻结,停止移动、攻击
  31. /// </summary>
  32. Freeze = 0x20,
  33. /// <summary>
  34. /// 麻痹,打断当次攻击,冷却中的技能cd回退到80%
  35. /// remain += (cd - remain) * 0.2 或者 remain = cd - (cd - remain) * 0.8
  36. /// </summary>
  37. Palsy = 0x40,
  38. /// <summary>
  39. /// AI移动
  40. /// </summary>
  41. MoveAI = 0x80,
  42. #region 以下状态集合,只用于状态判断
  43. /// <summary>
  44. /// 中断移动的状态集合
  45. /// </summary>
  46. MoveBroken = Dead | Dizzy | Freeze | Palsy,
  47. /// <summary>
  48. /// 打断技能施法的状态集合
  49. /// </summary>
  50. SkillBroken = Dead | Dizzy | Freeze | Palsy,
  51. All = uint.MaxValue
  52. #endregion
  53. }
  54. }