BTEnvKey.cs 3.3 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace Model
  4. {
  5. public enum NodeParamType
  6. {
  7. Input,
  8. Output,
  9. None
  10. }
  11. public enum BehaviorTreeEnum
  12. {
  13. SkillShakingTree,
  14. SkillShakingTree2
  15. }
  16. public static class BTEnvKey
  17. {
  18. public const string None = "None";
  19. public const string OwnerId = "OwnerId";
  20. public const string Buff = "Buff";
  21. public const string BuffId = "BuffId";
  22. public const string Skill = "Skill";
  23. public const string SkillConfig = "SkillConfig";
  24. public const string SkillTime = "SkillTime";
  25. public const string SkillVector2 = "SkillVector2";
  26. public const string SkillAction = "SkillAction";
  27. public const string SkillEffect = "SkillEffect";
  28. public const string TargetID = "TargetID";
  29. public const string DelayRunID = "DelayRunID";
  30. public const string Attacker = "Attacker";
  31. public const string Tree = "Tree";
  32. public const string IsTimeMaxEffect = "IsTimeMaxEffect";
  33. public const string UnitID = "UnitID";
  34. public const string IsEnemy = "IsEnemy";
  35. public const string IsAlly = "IsAlly";
  36. public const string UnitOldActorID = "UnitOldActorID";
  37. public const string SkillEnum = "SkillEnum";
  38. public const string UnusualBreak = "UnusualBreak";
  39. public const string AssetBundleNameListKey = "AssetBundleNameListKey";
  40. public const string NodePath = "NodePath";
  41. public const string Self = "Self";
  42. public const string FlagID = "FlagID";
  43. public const string UnitPos = "UnitPos";
  44. public const string MousePos = "MousePos";
  45. public const string MouseClickType = "MouseClickType";
  46. public const string SwitchCase = "SwitchCase";
  47. public const string ActorID = "ActorID";
  48. public const string DamagePercentage = "DamagePercentage";
  49. public const string HittedUnitId = "HittedUnitId";
  50. public const string PlayerName = "PlayerName";
  51. public const string UnitName = "UnitName";
  52. public const string UnitRotation = "UnitRotation";
  53. public const string BTSource = "BTSource";
  54. public const string BuffSourceId = "BuffSourceId";
  55. public const string MyUnit = "MyUnit";
  56. public const string KillReport = "KillReport";
  57. public const string KillRadioSound = "KillRadioSound";
  58. public const string SKillSoundType = "SKillSoundType";
  59. public const string BuffEffectType = "BuffEffectType";
  60. public const string CombatType = "CombatType";
  61. public const string CombatValue = "CombatValue";
  62. public const string GameOverType = "GameOverType";
  63. public const string Numeric = "Numeric";
  64. }
  65. public static class BehaviorTreeInOutConstrain
  66. {
  67. public static string[] GetEnvKeyEnum(Type enumType)
  68. {
  69. List<string> list = new List<string>();
  70. Array array = Enum.GetValues(enumType);
  71. foreach (var item in array)
  72. {
  73. list.Add(item.ToString());
  74. }
  75. string[] strArr = new string[list.Count];
  76. for (int i = 0; i < list.Count; i++)
  77. {
  78. strArr[i] = list[i];
  79. }
  80. return strArr;
  81. }
  82. public static List<string> GetTreeEnumList(Dictionary<string, Type> envKeyDict)
  83. {
  84. List<string> list = new List<string>();
  85. foreach (var item in envKeyDict)
  86. {
  87. list.Add(item.Key);
  88. }
  89. return list;
  90. }
  91. public static List<string> GetTreeEnumFilterList(Dictionary<string, Type> envKeyDict, Type type)
  92. {
  93. List<string> list = new List<string>();
  94. foreach (var item in envKeyDict)
  95. {
  96. if (item.Value == type)
  97. {
  98. list.Add(item.Key);
  99. }
  100. }
  101. return list;
  102. }
  103. }
  104. }