/** 机制单位通用 tag(不计入击杀统计、超时 despawn) */ export const MECHANISM_UNIT_TAG = 'mechanism_unit'; /** 白骨精 / 女巫机制(Playmode 17) */ export const MECHANISM_WITCH_TAG = 'mechanism:witch'; /** 空投飞禽:落地后正常寻路;击杀不计入统计;复活时回到落点(非出怪口) */ export const MECHANISM_PARATROOP_TAG = 'mechanism:paratroop'; export const WITCH_MECHANISM_MONSTER_ID = 1009; export const WITCH_CAST_ANIM = '攻击'; export const WITCH_IDLE_ANIM = '待机'; /** 从天而降:起点相对落点抬高(世界像素) */ export const MECHANISM_DROP_OFFSET_Y = 200; /** 落点 tween 时长(秒) */ export const MECHANISM_DROP_DURATION_SEC = 2; /** 女巫渐显时长(秒) */ export const MECHANISM_FADE_IN_SEC = 0.3; /** 空降飞禽降落 Spine 动画名(隼 / 鹰) */ export const PARATROOP_LAND_ANIM = '降落'; /** 飞禽落点禁入:唐僧站立格(wallTarget1)切比雪夫半径(格) */ export const PARATROOP_TANGSENG_EXCLUSION_RADIUS_CELLS = 3; /** 空投起点:落点上方随机抬高(世界像素,对齐旧 spawnSentryMonster) */ export const PARATROOP_DROP_OFFSET_Y_MIN = 700; export const PARATROOP_DROP_OFFSET_Y_MAX = 800; /** 空投下落 tween 时长(秒) */ export const PARATROOP_DROP_DURATION_SEC = 2.5; export function isParatroopBirdModel(model: string | undefined): boolean { return model === '隼' || model === '鹰' || model === '枭'; } /** 黄风怪机制表现预制体(Playmode 15) */ export const BLOOD_MOON_MECHANISM_PREFAB = '机制黄风怪'; export const BLOOD_MOON_ATTACK_ANIM = '攻击'; export const BLOOD_MOON_MODIFIER_GROUP = 'mechanism:blood_moon'; export const MONSTER_ACCELERATE_FX_PREFAB = '怪_加速'; export const MONSTER_ACCELERATE_FX_ANIM = '加速1'; /** 黄风怪渐隐时长(秒) */ export const MECHANISM_FADE_OUT_SEC = 0.3; /** 蜘蛛精机制表现预制体(Playmode 12) */ export const SPIDER_SPIRIT_MECHANISM_PREFAB = '蜘蛛精'; export const SPIDER_SPIRIT_IDLE_ANIM = '待机'; export const SPIDER_SPIRIT_ATTACK_ANIM = '攻击'; export const SPIDER_SILK_FLY_ANIM = '1吐丝飞行'; export const SPIDER_SILK_HIT_ANIM = '2吐丝击中'; export const SPIDER_SILK_LOOP_ANIM = '3吐丝持续'; /** 吐丝飞行速度(世界像素/秒) */ export const SPIDER_SILK_FLY_SPEED = 650; export const SPIDER_SILK_FLY_MIN_SEC = 0.35; export const SPIDER_SILK_FLY_MAX_SEC = 1.1; /** 狐狸精魅惑机制表现预制体(Playmode 21) */ export const FOX_SPIRIT_MECHANISM_PREFAB = '狐狸精'; export const FOX_SPIRIT_IDLE_ANIM = '待机'; export const FOX_SPIRIT_ATTACK_ANIM = '攻击'; export const FOX_CHARM_HIT_ANIM = '击中效果'; /** 魅惑飞行速度(世界像素/秒) */ export const FOX_CHARM_FLY_SPEED = 700; export const FOX_CHARM_FLY_MIN_SEC = 0.35; export const FOX_CHARM_FLY_MAX_SEC = 1.2;