if (!getroottable().rawin("PassiveObjectFunction")) PassiveObjectFunction <- {}; if (!getroottable().rawin("MonsterObjectFunction")) MonsterObjectFunction <- {}; if (!getroottable().rawin("AiCharacterObjectFunction")) AiCharacterObjectFunction <- {}; enum MouseButton { Left, ///< 鼠标左键 Right, ///< 鼠标右键 Middle, ///< 鼠标中键 Last }; enum KeyCode { Unknown, ///< 未知 Up, ///< 上键 Left, ///< 左键 Right, ///< 右键 Down, ///< 下键 Enter, ///< 回车键 Space, ///< 空格键 Esc, ///< 退出键 Ctrl, ///< CTRL键 Shift, ///< SHIFT键 Alt, ///< ALT键 Tab, ///< TAB键 Delete, ///< 删除键 Back, ///< 退格键 Super, ///< Cmd|Super|Windows键 A, ///< A键 B, ///< B键 C, ///< C键 D, ///< D键 E, ///< E键 F, ///< F键 G, ///< G键 H, ///< H键 I, ///< I键 J, ///< J键 K, ///< K键 L, ///< L键 M, ///< M键 N, ///< N键 O, ///< O键 P, ///< P键 Q, ///< Q键 R, ///< R键 S, ///< S键 T, ///< T键 U, ///< U键 V, ///< V键 W, ///< W键 X, ///< X键 Y, ///< Y键 Z, ///< Z键 Num0, ///< 数字0键 Num1, ///< 数字1键 Num2, ///< 数字2键 Num3, ///< 数字3键 Num4, ///< 数字4键 Num5, ///< 数字5键 Num6, ///< 数字6键 Num7, ///< 数字7键 Num8, ///< 数字8键 Num9, ///< 数字9键 Numpad0, ///< 数字小键盘0键 Numpad1, ///< 数字小键盘1键 Numpad2, ///< 数字小键盘2键 Numpad3, ///< 数字小键盘3键 Numpad4, ///< 数字小键盘4键 Numpad5, ///< 数字小键盘5键 Numpad6, ///< 数字小键盘6键 Numpad7, ///< 数字小键盘7键 Numpad8, ///< 数字小键盘8键 Numpad9, ///< 数字小键盘9键 F1, ///< F1键 F2, ///< F2键 F3, ///< F3键 F4, ///< F4键 F5, ///< F5键 F6, ///< F6键 F7, ///< F7键 F8, ///< F8键 F9, ///< F9键 F10, ///< F10键 F11, ///< F11键 F12, ///< F12键 Last }; //职业枚举表 enum CHARACTERJOB { SWORDMAN FIGHTER GUNNER MAGE PRIEST AT_GUNNER THIEF AT_FIGHTER AT_MAGE DEMONIC_SWORDMAN CREATOR_MAGE AT_SWORDMAN KNIGHT DEMONIC_LANCER AT_PRIEST GUN_BLADER ARCHER MAX }; //时装枚举类 enum AvatarType { hair = "hair" //头部 cap = "cap" //帽子 face = "face" //脸部 neck = "neck" //胸部 coat = "coat" //上衣 skin = "skin" //皮肤 belt = "belt" //腰部 pants = "pants" //下装 shoes = "shoes" //鞋子 weapon = "weapon" //武器 } //方向枚举表 enum DIRECTION { //左 LEFT = 0 //右 RIGHT = 1 //上 UP = 2 //下 DOWN = 3 } //基础状态枚举表 enum BASE_STATE { //站立 REST = 0 //移动 MOVE = 1 //奔跑 DASH = 2 //跳跃 JUMP = 3 //普通攻击 BASE_ATTACK = 4 //跳跃攻击 JUMP_ATTACK = 5 //受击 DAMAGE = 99 //倒地 DOWN = 100 //蹲下 SIT = 101 //引导1状态 THROW_1 = 601 //引导2状态 THROW_2 = 602 }