Ejemplo n.º 1
0
        static BattleDefines()
        {
            List <Vector3> list = new List <Vector3>();

            list.Add(Vector3.get_up() * -71f);
            list.Add(Vector3.get_up() * 63f);
            BattleDefines.BATTLESHIP_TORPEDOSALVO_WAKE_ANGLE = list;
            list = new List <Vector3>();
            list.Add(new Vector3(-56f, 47.5f, 6.5f));
            list.Add(new Vector3(40f, 30f, -30f));
            BattleDefines.FLEET_ADVENT_START_CAM_POS = list;
            BattleDefines.FLEET_ADVENT_FLEET_CLOSEUP_EASEING_TYPE = LeanTweenType.linear;
            Dictionary <DetectionProductionType, List <float> > dictionary = new Dictionary <DetectionProductionType, List <float> >();
            Dictionary <DetectionProductionType, List <float> > arg_D8_0   = dictionary;
            DetectionProductionType arg_D8_1 = DetectionProductionType.Succes;
            List <float>            list2    = new List <float>();

            list2.Add(-250f);
            list2.Add(-150f);
            list2.Add(-50f);
            list2.Add(100f);
            list2.Add(200f);
            list2.Add(275f);
            list2.Add(9999f);
            arg_D8_0.Add(arg_D8_1, list2);
            Dictionary <DetectionProductionType, List <float> > arg_133_0 = dictionary;
            DetectionProductionType arg_133_1 = DetectionProductionType.SuccesLost;

            list2 = new List <float>();
            list2.Add(-250f);
            list2.Add(-150f);
            list2.Add(-50f);
            list2.Add(100f);
            list2.Add(200f);
            list2.Add(275f);
            list2.Add(9999f);
            arg_133_0.Add(arg_133_1, list2);
            Dictionary <DetectionProductionType, List <float> > arg_18E_0 = dictionary;
            DetectionProductionType arg_18E_1 = DetectionProductionType.Lost;

            list2 = new List <float>();
            list2.Add(-250f);
            list2.Add(-150f);
            list2.Add(-50f);
            list2.Add(50f);
            list2.Add(150f);
            list2.Add(250f);
            list2.Add(350f);
            arg_18E_0.Add(arg_18E_1, list2);
            Dictionary <DetectionProductionType, List <float> > arg_1E9_0 = dictionary;
            DetectionProductionType arg_1E9_1 = DetectionProductionType.NotFound;

            list2 = new List <float>();
            list2.Add(-165f);
            list2.Add(-65f);
            list2.Add(65f);
            list2.Add(165f);
            list2.Add(250f);
            list2.Add(9999f);
            list2.Add(9999f);
            arg_1E9_0.Add(arg_1E9_1, list2);
            BattleDefines.DETECTION_RESULT_LABEL_POS = dictionary;
            BattleDefines.AERIAL_BOMB_CAM_POSITION   = new Vector3[]
            {
                new Vector3(20f, 15f, 0f),
                new Vector3(20f, 15f, 0f)
            };
            BattleDefines.AERIAL_BOMB_CAM_ROTATION = new Quaternion[]
            {
                Quaternion.Euler(new Vector3(-16f, 90f, 0f)),
                Quaternion.Euler(new Vector3(-16f, -90f, 0f))
            };
            BattleDefines.AERIAL_BOMB_TRANS_ANGLE = new Vector3[]
            {
                new Vector3(0f, 0f, 0f),
                new Vector3(0f, -180f, 0f)
            };
            BattleDefines.AERIAL_TORPEDO_WAVESPEED = new Vector4[]
            {
                new Vector4(-4f, -2000f, 5f, -1600f),
                new Vector4(-4f, 2000f, 5f, 1600f)
            };
            BattleDefines.AERIAL_TORPEDO_CAM_POSITION = new Vector3[]
            {
                new Vector3(-21.3f, 6.2f, -7f),
                new Vector3(-23f, 6.2f, 5.5f)
            };
            BattleDefines.AERIAL_TORPEDO_CAM_ROTATION = new Quaternion[]
            {
                Quaternion.Euler(new Vector3(16.29f, 90f, 0f)),
                Quaternion.Euler(new Vector3(16f, 90f, 0f))
            };
            BattleDefines.AERIAL_FRIEND_TORPEDO_POS = new Vector3[]
            {
                new Vector3(-9f, 0f, -2.5f),
                new Vector3(0f, 0f, -5f),
                new Vector3(-9f, 0f, -7f)
            };
            BattleDefines.AERIAL_ENEMY_TORPEDO_POS = new Vector3[]
            {
                new Vector3(-11f, 0f, 1f),
                new Vector3(-2f, 0f, -1f),
                new Vector3(-11f, 0f, -2.5f)
            };
            list = new List <Vector3>();
            list.Add(Vector3.get_up() * 30f);
            list.Add(Vector3.get_down() * 90f);
            BattleDefines.SHELLING_FORMATION_JUDGE_RESULTLABEL_POS = list;
            list2 = new List <float>();
            list2.Add(0.334f);
            list2.Add(1f);
            BattleDefines.SHELLING_ATTACK_ATTACKER_CLOSEUP_TIME = list2;
            List <LeanTweenType> list3 = new List <LeanTweenType>();

            list3.Add(LeanTweenType.easeInSine);
            list3.Add(LeanTweenType.linear);
            BattleDefines.SHELLING_ATTACK_ATTACKER_CLOSEUP_EASING_TYPE = list3;
            list2 = new List <float>();
            list2.Add(0.3f);
            list2.Add(1.3f);
            list2.Add(3.504f);
            BattleDefines.SHELLING_ATTACK_DEFENDER_CLOSEUP_TIME = list2;
            list3 = new List <LeanTweenType>();
            list3.Add(LeanTweenType.linear);
            list3.Add(LeanTweenType.linear);
            BattleDefines.SHELLING_ATTACK_DEFENDER_CLOSEUP_EASING_TYPE = list3;
            list2 = new List <float>();
            list2.Add(0.85f);
            list2.Add(0.845f);
            BattleDefines.SHELLING_ATTACK_PROTECT_CLOSE_UP_RATE = list2;
            List <string> list4 = new List <string>();

            list4.Add(string.Empty);
            list4.Add("敗北");
            list4.Add("敗北");
            list4.Add("戦術的敗北!!");
            list4.Add("戦術的勝利!!");
            list4.Add("勝利!!");
            list4.Add("勝利!!");
            list4.Add("完全勝利!!");
            BattleDefines.RESULT_WINRUNK_JUDGE_TEXT = list4;
            BattleDefines.SOUND_KEEP = default(SoundKeep);
            Dictionary <int, List <Vector3> > dictionary2 = new Dictionary <int, List <Vector3> >();
            Dictionary <int, List <Vector3> > arg_649_0   = dictionary2;
            int arg_649_1 = 1;

            list = new List <Vector3>();
            list.Add(Vector3.get_zero());
            list.Add(Vector3.get_right() * 2000f);
            list.Add(Vector3.get_right() * 2000f);
            arg_649_0.Add(arg_649_1, list);
            Dictionary <int, List <Vector3> > arg_6A1_0 = dictionary2;
            int arg_6A1_1 = 2;

            list = new List <Vector3>();
            list.Add(new Vector3(-200f, 0f, 0f));
            list.Add(Vector3.get_right() * 2000f);
            list.Add(new Vector3(200f, 0f, 0f));
            arg_6A1_0.Add(arg_6A1_1, list);
            Dictionary <int, List <Vector3> > arg_6EF_0 = dictionary2;
            int arg_6EF_1 = 3;

            list = new List <Vector3>();
            list.Add(new Vector3(-300f, 0f, 0f));
            list.Add(new Vector3(300f, 0f, 0f));
            list.Add(Vector3.get_zero());
            arg_6EF_0.Add(arg_6EF_1, list);
            BattleDefines.DAMAGE_CUT_IN_SHIP_DRAW_POS      = dictionary2;
            BattleDefines.FORMATION_POSITION               = new Dictionary <BattleFormationKinds1, Dictionary <int, Vector3[]> >();
            BattleDefines.FORMATION_COMBINEDFLEET_POSITION = new Dictionary <BattleFormationKinds1, Dictionary <int, Vector3[]> >();
            BattleDefines.CalcFormationBrightPoint();
        }
Ejemplo n.º 2
0
 static BattleDefines()
 {
     BATTLESHIP_TORPEDOSALVO_WAKE_ANGLE = new List <Vector3>
     {
         Vector3.up * -71f,
             Vector3.up * 63f
     };
     FLEET_ADVENT_START_CAM_POS = new List <Vector3>
     {
         new Vector3(-56f, 47.5f, 6.5f),
         new Vector3(40f, 30f, -30f)
     };
     FLEET_ADVENT_FLEET_CLOSEUP_EASEING_TYPE = LeanTweenType.linear;
     DETECTION_RESULT_LABEL_POS = new Dictionary <DetectionProductionType, List <float> >
     {
         {
             DetectionProductionType.Succes,
             new List <float>
             {
                 -250f,
                 -150f,
                 -50f,
                 100f,
                 200f,
                 275f,
                 9999f
             }
         },
         {
             DetectionProductionType.SuccesLost,
             new List <float>
             {
                 -250f,
                 -150f,
                 -50f,
                 100f,
                 200f,
                 275f,
                 9999f
             }
         },
         {
             DetectionProductionType.Lost,
             new List <float>
             {
                 -250f,
                 -150f,
                 -50f,
                 50f,
                 150f,
                 250f,
                 350f
             }
         },
         {
             DetectionProductionType.NotFound,
             new List <float>
             {
                 -165f,
                 -65f,
                 65f,
                 165f,
                 250f,
                 9999f,
                 9999f
             }
         }
     };
     AERIAL_BOMB_CAM_POSITION = new Vector3[2]
     {
         new Vector3(20f, 15f, 0f),
         new Vector3(20f, 15f, 0f)
     };
     AERIAL_BOMB_CAM_ROTATION = new Quaternion[2]
     {
         Quaternion.Euler(new Vector3(-16f, 90f, 0f)),
         Quaternion.Euler(new Vector3(-16f, -90f, 0f))
     };
     AERIAL_BOMB_TRANS_ANGLE = new Vector3[2]
     {
         new Vector3(0f, 0f, 0f),
         new Vector3(0f, -180f, 0f)
     };
     AERIAL_TORPEDO_WAVESPEED = new Vector4[2]
     {
         new Vector4(-4f, -2000f, 5f, -1600f),
         new Vector4(-4f, 2000f, 5f, 1600f)
     };
     AERIAL_TORPEDO_CAM_POSITION = new Vector3[2]
     {
         new Vector3(-21.3f, 6.2f, -7f),
         new Vector3(-23f, 6.2f, 5.5f)
     };
     AERIAL_TORPEDO_CAM_ROTATION = new Quaternion[2]
     {
         Quaternion.Euler(new Vector3(16.29f, 90f, 0f)),
         Quaternion.Euler(new Vector3(16f, 90f, 0f))
     };
     AERIAL_FRIEND_TORPEDO_POS = new Vector3[3]
     {
         new Vector3(-9f, 0f, -2.5f),
         new Vector3(0f, 0f, -5f),
         new Vector3(-9f, 0f, -7f)
     };
     AERIAL_ENEMY_TORPEDO_POS = new Vector3[3]
     {
         new Vector3(-11f, 0f, 1f),
         new Vector3(-2f, 0f, -1f),
         new Vector3(-11f, 0f, -2.5f)
     };
     SHELLING_FORMATION_JUDGE_RESULTLABEL_POS = new List <Vector3>
     {
         Vector3.up * 30f,
             Vector3.down * 90f
     };
     SHELLING_ATTACK_ATTACKER_CLOSEUP_TIME = new List <float>
     {
         0.334f,
         1f
     };
     SHELLING_ATTACK_ATTACKER_CLOSEUP_EASING_TYPE = new List <LeanTweenType>
     {
         LeanTweenType.easeInSine,
         LeanTweenType.linear
     };
     SHELLING_ATTACK_DEFENDER_CLOSEUP_TIME = new List <float>
     {
         0.3f,
         1.3f,
         3.504f
     };
     SHELLING_ATTACK_DEFENDER_CLOSEUP_EASING_TYPE = new List <LeanTweenType>
     {
         LeanTweenType.linear,
         LeanTweenType.linear
     };
     SHELLING_ATTACK_PROTECT_CLOSE_UP_RATE = new List <float>
     {
         0.85f,
         0.845f
     };
     RESULT_WINRUNK_JUDGE_TEXT = new List <string>
     {
         string.Empty,
         "敗北",
         "敗北",
         "戦術的敗北!!",
         "戦術的勝利!!",
         "勝利!!",
         "勝利!!",
         "完全勝利!!"
     };
     SOUND_KEEP = default(SoundKeep);
     DAMAGE_CUT_IN_SHIP_DRAW_POS = new Dictionary <int, List <Vector3> >
     {
         {
             1,
             new List <Vector3>
             {
                 Vector3.zero,
                 Vector3.right * 2000f,
                 Vector3.right * 2000f
             }
         },
         {
             2,
             new List <Vector3>
             {
                 new Vector3(-200f, 0f, 0f),
                 Vector3.right * 2000f,
                 new Vector3(200f, 0f, 0f)
             }
         },
         {
             3,
             new List <Vector3>
             {
                 new Vector3(-300f, 0f, 0f),
                 new Vector3(300f, 0f, 0f),
                 Vector3.zero
             }
         }
     };
     FORMATION_POSITION = new Dictionary <BattleFormationKinds1, Dictionary <int, Vector3[]> >();
     FORMATION_COMBINEDFLEET_POSITION = new Dictionary <BattleFormationKinds1, Dictionary <int, Vector3[]> >();
     CalcFormationBrightPoint();
 }