using System; using System.Collections.Generic; namespace ETModel { public enum NodeParamType { Input, Output, None } public enum BehaviorTreeEnum { SkillShakingTree, SkillShakingTree2 } public static class BTEnvKey { public const string None = "None"; public const string Owner = "Owner"; public const string Buff = "Buff"; public const string Spell = "Spell"; public const string Unit = "Unit"; public const string BuffId = "BuffId"; public const string Skill = "Skill"; public const string SkillConfig = "SkillConfig"; public const string SkillTime = "SkillTime"; public const string SkillVector2 = "SkillVector2"; public const string SkillAction = "SkillAction"; public const string SkillEffect = "SkillEffect"; public const string TargetID = "TargetID"; public const string DelayRunID = "DelayRunID"; public const string Attacker = "Attacker"; public const string Tree = "Tree"; public const string IsTimeMaxEffect = "IsTimeMaxEffect"; public const string UnitID = "UnitID"; public const string IsEnemy = "IsEnemy"; public const string IsAlly = "IsAlly"; public const string UnitOldActorID = "UnitOldActorID"; public const string SkillEnum = "SkillEnum"; public const string UnusualBreak = "UnusualBreak"; public const string AssetBundleNameListKey = "AssetBundleNameListKey"; public const string NodePath = "NodePath"; public const string Self = "Self"; public const string FlagID = "FlagID"; public const string UnitPos = "UnitPos"; public const string MousePos = "MousePos"; public const string MouseClickType = "MouseClickType"; public const string SwitchCase = "SwitchCase"; public const string ActorID = "ActorID"; public const string DamagePercentage = "DamagePercentage"; public const string HittedUnitId = "HittedUnitId"; public const string PlayerName = "PlayerName"; public const string UnitName = "UnitName"; public const string UnitRotation = "UnitRotation"; public const string BTSource = "BTSource"; public const string BuffSourceId = "BuffSourceId"; public const string MyUnit = "MyUnit"; public const string KillReport = "KillReport"; public const string KillRadioSound = "KillRadioSound"; public const string SKillSoundType = "SKillSoundType"; public const string BuffEffectType = "BuffEffectType"; public const string CombatType = "CombatType"; public const string CombatValue = "CombatValue"; public const string GameOverType = "GameOverType"; public const string Numeric = "Numeric"; } public static class BehaviorTreeInOutConstrain { public static string[] GetEnvKeyEnum(Type enumType) { List list = new List(); Array array = Enum.GetValues(enumType); foreach (var item in array) { list.Add(item.ToString()); } string[] strArr = new string[list.Count]; for (int i = 0; i < list.Count; i++) { strArr[i] = list[i]; } return strArr; } public static List GetTreeEnumList(Dictionary envKeyDict) { List list = new List(); foreach (var item in envKeyDict) { list.Add(item.Key); } return list; } public static List GetTreeEnumFilterList(Dictionary envKeyDict, Type type) { List list = new List(); foreach (var item in envKeyDict) { if (item.Value == type) { list.Add(item.Key); } } return list; } } }