Magic_GameClient/sqr/System/ENUM_TABLE.nut

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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
}