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2025-01-18 21:26:02 +08:00
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by LT.
--- DateTime: 2023/11/29 21:37
---
---@class TriggerMechanismType
---@field MechanismWeapon int32 机关武器
---@field Flamethrower int32 火焰追踪器
---@field Earthquake int32 地震机关
---@field Smoke int32 烟雾生成器
---@field TrackPlayer int32 玩家标记机关
---@field Boot int32 护罩
---@class MechanismIconInfoItem
---@field Icon string 路径
---@field Color FLinearColor
MechanismConfig = MechanismConfig or {}
MechanismConfig.bEnableFriendlyInjury = true;
MechanismConfig.MechanismFriendlyInjuryRatio = 0.3;
MechanismConfig.TriggerMechanismType = {
MechanismWeapon = 10000000,
Flamethrower = 10000001,
Earthquake = 10000002,
Smoke = 10000003,
TrackPlayer = 10000004,
Boot = 10000005,
}
MechanismConfig.GlobalMechanismType = {
RecoveryPool = 20000001,
Trampoline = 20000002,
Portal = 20000003,
MechanismWall = 20000004,
}
---@type table<TriggerMechanismType, string>
MechanismConfig.MechanismTypeName = {
[MechanismConfig.TriggerMechanismType.MechanismWeapon] = "机关武器",
[MechanismConfig.TriggerMechanismType.Flamethrower] = "火焰追踪器",
[MechanismConfig.TriggerMechanismType.Earthquake] = "地震机关",
[MechanismConfig.TriggerMechanismType.Smoke] = "烟雾生成器",
[MechanismConfig.TriggerMechanismType.TrackPlayer] = "玩家标记机关",
[MechanismConfig.TriggerMechanismType.Boot] = "护罩",
[MechanismConfig.GlobalMechanismType.RecoveryPool] = "恢复池",
[MechanismConfig.GlobalMechanismType.Trampoline] = "蹦床",
[MechanismConfig.GlobalMechanismType.Portal] = "传送门",
[MechanismConfig.GlobalMechanismType.MechanismWall] = "机关墙体",
}
---@type table<TriggerMechanismType, MechanismIconInfoItem>
MechanismConfig.MechanismIconInfo = {
[MechanismConfig.TriggerMechanismType.Flamethrower] = {
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismIcon/T_Fire.T_Fire'),
Color = {R = 1.000000, G = 0.000000, B = 0.000000, A = 1.000000}
},
[MechanismConfig.TriggerMechanismType.Earthquake] = {
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismIcon/T_Earthquake.T_Earthquake'),
Color = {R = 1.000000, G = 0.489736, B = 0.000000, A = 1.000000}
},
[MechanismConfig.TriggerMechanismType.Smoke] = {
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismIcon/T_Smoke.T_Smoke'),
Color = {R = 0.671875, G = 0.671875, B = 0.671875, A = 1.000000}
},
[MechanismConfig.TriggerMechanismType.TrackPlayer] = {
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismIcon/T_Eye.T_Eye'),
Color = {R = 0.148940, G = 0.000000, B = 0.671875, A = 1.000000}
},
[MechanismConfig.TriggerMechanismType.Boot] = {
Icon = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismIcon/T_Boot.T_Boot'),
Color = {R = 0.000000, G = 1.000000, B = 1.000000, A = 1.000000}
},
};
---@type table<TriggerMechanismType, string>
MechanismConfig.Descs = {
[MechanismConfig.TriggerMechanismType.MechanismWeapon] = "",
[MechanismConfig.TriggerMechanismType.Flamethrower] = "激活机关后会追踪离该机关最近的玩家并造成火焰伤害(对激活方伤害较低),尽快远离或者寻找掩体。",
[MechanismConfig.TriggerMechanismType.Earthquake] = "激活机关会再范围内产生三次地震每次地震伴有35生命值的伤害以及导致晃动。",
[MechanismConfig.TriggerMechanismType.Smoke] = "激活机关会产生大量烟雾。",
[MechanismConfig.TriggerMechanismType.TrackPlayer] = "激活机关后会在所有敌方玩家头上显示该玩家距自己的距离。",
[MechanismConfig.TriggerMechanismType.Boot] = "激活机关会产生一个单向护罩,在护罩内部可以攻击到外部,但外部无法攻击到内部。且敌方玩家进入护罩后会持续受到伤害。",
[MechanismConfig.GlobalMechanismType.RecoveryPool] = "玩家站在机关区域内且容器中生命值不为零时,可以快速帮助玩家回血。",
[MechanismConfig.GlobalMechanismType.Trampoline] = "玩家走到机关上时弹射玩家。",
[MechanismConfig.GlobalMechanismType.Portal] = "将玩家传送到另一个传送门附近。",
[MechanismConfig.GlobalMechanismType.MechanismWall] = "玩家走入机关墙体装置时会使墙体显现,玩家离开后延迟隐藏墙体。"
};
MechanismConfig.InstImage = {
[MechanismConfig.TriggerMechanismType.Flamethrower] = {
Disable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Flamethrower.T_Flamethrower'),
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Flamethrower_Open.T_Flamethrower_Open'),
},
[MechanismConfig.TriggerMechanismType.Earthquake] = {
Disable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Earthquake.T_Earthquake'),
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Earthquake_Open.T_Earthquake_Open'),
},
[MechanismConfig.TriggerMechanismType.Smoke] = {
Disable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Smoke.T_Smoke'),
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Smoke_Open.T_Smoke_Open'),
},
[MechanismConfig.TriggerMechanismType.TrackPlayer] = {
Disable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_TrackPlayer.T_TrackPlayer'),
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_TrackPlayer_Open.T_TrackPlayer_Open'),
},
[MechanismConfig.TriggerMechanismType.Boot] = {
Disable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Boot.T_Boot'),
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Boot_Open.T_Boot_Open'),
},
[MechanismConfig.GlobalMechanismType.RecoveryPool] = {
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_RecoveryPool.T_RecoveryPool'),
},
[MechanismConfig.GlobalMechanismType.Trampoline] = {
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Trampoline.T_Trampoline'),
},
[MechanismConfig.GlobalMechanismType.Portal] = {
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_Portal.T_Portal'),
},
[MechanismConfig.GlobalMechanismType.MechanismWall] = {
Disable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_MW_Default.T_MW_Default'),
Enable = UGCGameSystem.GetUGCResourcesFullPath('Asset/Texture/MechanismGuideImage/T_MW_Open.T_MW_Open')
}
}
MechanismConfig.Cost = {
};