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(); }
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(); }