y3.Const
常量
AbilityCastType
table
AbilityCategory
table
AbilityEventType
enum y3.Const.AbilityEventType
AbilityFloatAttr
enum y3.Const.AbilityFloatAttr
AbilityIndex
enum y3.Const.AbilityIndex
AbilityIntAttr
enum y3.Const.AbilityIntAttr
AbilityPointerType
enum y3.Const.AbilityPointerType
AbilityStrAttr
enum y3.Const.AbilityStrAttr
AbilityType
enum y3.Const.AbilityType
AreaAction
table
CameraMoveMode
enum y3.Const.CameraMoveMode
CameraShakeMode
table
CollisionLayers
enum y3.Const.CollisionLayers
CursorState
table
DMGType
enum y3.Const.DMGType
DamageTypeMap
table
DestructibleEventType
enum y3.Const.DestructibleEventType
DialogDebugType
table
EaseType
enum y3.Const.EaseType
FloatTextJumpType
enum y3.Const.FloatTextJumpType
FloatTextType
enum y3.Const.FloatTextType
GameResult
table
GlobalEventType
enum y3.Const.GlobalEventType
HarmTextType
enum y3.Const.HarmTextType
ItemEventType
enum y3.Const.ItemEventType
IterKey
table
KeyboardKey
enum y3.Const.KeyboardKey
LinkSfxPointType
enum y3.Const.LinkSfxPointType
ModifierEffectType
enum y3.Const.EffectType
ModifierEventType
enum y3.Const.ModifierEventType
ModifierType
enum y3.Const.ModifierType
ModifyType
table
MouseKey
enum y3.Const.MouseKey
MovementObstacleProcessType
table
OnOff
table
OnceRecycle
table
PatrolType
table
PlatformEventType
enum y3.Const.PlatformEventType
PlayerAttr
enum y3.Const.PlayerAttr
ProjectileEventType
enum y3.Const.ProjectileEventType
RoleStatus
enum y3.Const.RoleStatus
RoleType
enum y3.Const.RoleType
SfxRotateType
enum y3.Const.SfxRotateType
ShiftSlotType
enum y3.Const.ShiftSlotType
SignalType
enum y3.Const.SignalType
SlotType
enum y3.Const.SlotType
StateAction
table
UIAnimKey
enum y3.Const.UIAnimKey
UIAttr
enum y3.Const.UIAttr
UIButtonStatus
enum y3.Const.UIButtonStatus
UIComponentType
table
UIEventMap
table
UIEventType
enum y3.Const.UIEventType
UIHAlignmentType
table
UIRelativeParentPosType
table
UIVAlignmentType
table
UnitAttr
enum y3.Const.UnitAttr
UnitAttrType
enum y3.Const.UnitAttrType
UnitCategory
table
UnitEnumState
enum y3.Const.UnitEnumState
UnitEventType
enum y3.Const.UnitEventType
UnitKeyFloatAttr
table
UnitState
table
VisibleType
enum y3.Const.VisibleType
y3.Const.AbilityEventType
{
ABILITY_CS_START: string = ET_ABILITY_CS_START,
ABILITY_PS_START: string = ET_ABILITY_PS_START,
ABILITY_PS_END: string = ET_ABILITY_PS_END,
ABILITY_SP_END: string = ET_ABILITY_SP_END,
ABILITY_CST_END: string = ET_ABILITY_CST_END,
ABILITY_BS_END: string = ET_ABILITY_BS_END,
ABILITY_PS_INTERRUPT: string = ET_ABILITY_PS_INTERRUPT,
ABILITY_SP_INTERRUPT: string = ET_ABILITY_SP_INTERRUPT,
ABILITY_CST_INTERRUPT: string = ET_ABILITY_CST_INTERRUPT,
ABILITY_END: string = ET_ABILITY_END,
ABILITY_OBTAIN: string = ET_ABILITY_OBTAIN,
ABILITY_LOSE: string = ET_ABILITY_LOSE,
ABILITY_UPGRADE: string = ET_ABILITY_PLUS_POINT,
ABILITY_LEVEL_CHANGED: string = ET_ABILITY_UPGRADE,
ABILITY_CD_END: string = ET_ABILITY_CD_END,
ABILITY_SWITCH: string = ET_ABILITY_SWITCH,
}
y3.Const.AbilityFloatAttr
"技能消耗" | "生命值消耗" | "冷却时间" | "技能伤害值" | "释放范围" | "施法开始" | "施法完成" | "施法出手" | "施法引导" | "技能影响范围" | "充能时间"
y3.Const.AbilityIndex
{
PASSIVE: integer = 0,
MOVE: integer = 1,
COMMON_ATK: integer = 2,
ABILITY1: integer = 3,
ABILITY2: integer = 4,
ABILITY3: integer = 5,
ABILITY4: integer = 6,
ABILITY5: integer = 7,
ABILITY6: integer = 8,
ABILITY7: integer = 9,
ABILITY8: integer = 10,
ABILITY9: integer = 11,
ABILITY10: integer = 12,
ABILITY11: integer = 13,
ABILITY12: integer = 14,
}
y3.Const.AbilityIntAttr
"最大等级" | "最大充能数" | "当前等级" | "当前充能数"
y3.Const.AbilityPointerType
{
NONE: integer = 0,
SECTOR: integer = 1,
ARROW: integer = 2,
DOUBLE_CIRCLE: integer = 3,
TARGET: integer = 4,
LOCATION: integer = 5,
BUILD: integer = 6,
VECTOR: integer = 7,
}
y3.Const.AbilityStrAttr
"名称" | "描述"
y3.Const.AbilityType
{
HIDE: integer = 0,
NORMAL: integer = 1,
COMMON: integer = 2,
HERO: integer = 3,
隐藏: integer = 0,
普通: integer = 1,
命令: integer = 2,
英雄: integer = 3,
}
y3.Const.AbilityType.命令
y3.Const.AbilityType.普通
y3.Const.AbilityType.英雄
y3.Const.AbilityType.隐藏
y3.Const.AbilityTypeAlias
y3.Const.AbilityTypeAlias:
| '隐藏'
| '普通'
| '命令'
| '英雄'
'命令'|'普通'|'英雄'|'隐藏'
y3.Const.CameraMoveMode
"ACC" | "SMOOTH" | "DEC" | "匀速" | "匀加速" | "匀减速"
y3.Const.CollisionLayers
"地面" | "空中" | "水面" | "物件"
y3.Const.CursorState
y3.Const.CursorState:
| '常态悬浮'
| '常态选取'
| '常态禁用'
| '敌方建筑单位悬浮'
| '敌方非建筑单位悬浮'
| '敌方建筑单位选取'
| '敌方非建筑单位选取'
| '己方建筑单位悬浮'
| '己方非建筑单位悬浮'
| '己方建筑单位选取'
| '己方非建筑单位选取'
| '友方建筑单位悬浮'
| '友方非建筑单位悬浮'
| '友方建筑单位选取'
| '友方非建筑单位选取'
'友方建筑单位悬浮'|'友方建筑单位选取'|'友方非建筑单位悬浮'|'友方非建筑单位选取'|'己方建筑单位悬浮'...(+10)
y3.Const.DMGType
{
PHY: integer = 0,
MAG: integer = 1,
REAL: integer = 2,
}
y3.Const.DamageTextType
y3.Const.DamageTextType:
| 'get_gold' -- 获取金币
| 'heal' -- 治疗
| 'magic' -- 法术
| 'physics' -- 物理
| 'real' -- 真实
'get_gold'|'heal'|'magic'|'physics'|'real'
y3.Const.DamageType
y3.Const.DamageType:
| '物理'
| '法术'
| '真实'
'法术'|'物理'|'真实'
y3.Const.DestructibleEventType
{
DEST_CREATE: string = ET_DEST_CREATE_NEW,
DEST_DIE: string = ET_DEST_DIE_NEW,
DEST_REVIVE: string = ET_DEST_REVIVE_NEW,
DEST_RES_CNT_CHG: string = ET_DEST_RES_CNT_CHG_NEW,
DEST_COLLECTED: string = ET_DEST_COLLECTED_NEW,
DEST_GET_HURT: string = ET_GET_HURT_NEW,
DEST_DELETE: string = ET_DEST_DELETE,
}
y3.Const.EaseType
{
ease_in曲线: integer = 1,
ease_out曲线: integer = 2,
ease_in_out曲线: integer = 3,
}
y3.Const.EaseType.ease_in_out曲线
y3.Const.EaseType.ease_in曲线
y3.Const.EaseType.ease_out曲线
y3.Const.EffectType
{
NONE: integer = 0,
NORMAL: integer = 1,
POSITIVE: integer = 2,
NEGATIVE: integer = 3,
}
y3.Const.EventType
y3.Const.AbilityEventType|y3.Const.DestructibleEventType|y3.Const.GlobalEventType|y3.Const.ItemEventType|y3.Const.ModifierEventType...(+4)
y3.Const.FloatTextJumpType
TODO:应该解析文件
y3.Const.FloatTextType
"物理伤害" | "魔法伤害" | "真实伤害" | "治疗" | "获取金币" | "系统字体" | "微软雅黑" | "华康黑体W9" | "华康黑体W12" | "华康标题宋W9" | "华康魏碑W7" | "华康新综艺体W7" | "华康新综艺体W9" | "华康圆体W5" | "华康圆体W7" | "华康圆体W9"
y3.Const.GlobalEventType
{
GAME_INIT: string = ET_GAME_INIT,
GAME_PAUSE: string = ET_GAME_PAUSE,
GAME_RESUME: string = ET_GAME_RESUME,
GAME_ELAPSE_ONCE: string = ET_TIMEOUT,
GAME_ELAPSE_REPEAT: string = ET_REPEAT_TIMEOUT,
BUILD_SUCCESS: string = ET_ABILITY_BUILD_FINISH,
START_SKILL_POINTER: string = ET_START_SKILL_POINTER,
STOP_SKILL_POINTER: string = ET_STOP_SKILL_POINTER,
CUSTOM_EVENT: string = ET_EVENT_CUSTOM,
UI_EVENT: string = ET_TRIGGER_COMPONENT_EVENT,
UNIT_ATTR_CHANGE: string = ET_UNIT_ATTR_CHANGE,
UNIT_START_NAVI: string = ET_UNIT_START_NAV_EVENT,
UNIT_END_NAVI: string = ET_UNIT_END_NAV_EVENT,
ITEM_BROKEN: string = ET_ITEM_BROKEN,
ITEM_SOLD: string = ET_ITEM_SOLD,
AREA_ENTER: string = ET_AREA_ENTER,
AREA_LEAVE: string = ET_AREA_LEAVE,
UNIT_PRECONDITION_MEET: string = ET_UNIT_PRECONDITION_SUCCEED,
UNIT_PRECONDITION_FAILED: string = ET_UNIT_PRECONDITION_FAILED,
ITEM_PRECONDITION_MEET: string = ET_ITEM_PRECONDITION_SUCCEED,
ITEM_PRECONDITION_FAILED: string = ET_ITEM_PRECONDITION_FAILED,
ABILITY_PRECONDITION_MEET: string = ET_ABILITY_PRECONDITION_SUCCEED,
ABILITY_PRECONDITION_FAILED: string = ET_ABILITY_PRECONDITION_FAILED,
TECH_PRECONDITION_MEET: string = ET_TECH_PRECONDITION_SUCCEED,
TECH_PRECONDITION_FAILED: string = ET_TECH_PRECONDITION_FAILED,
KEYBOARD_DOWN: string = ET_KEYBOARD_KEY_DOWN_EVENT,
KEYBOARD_UP: string = ET_KEYBOARD_KEY_UP_EVENT,
MOUSE_DOWN: string = ET_MOUSE_KEY_DOWN_EVENT,
MOUSE_UP: string = ET_MOUSE_KEY_UP_EVENT,
MOUSE_D_CLICK: string = MOUSE_KEY_DB_CLICK_EVENT,
MOUSE_MOVE: string = MOUSE_MOVE_EVENT,
MOUSE_WHEEL: string = ET_MOUSE_WHEEL_EVENT,
MOUSE_DOWN_UNIT: string = MOUSE_KEY_DOWN_UNIT_EVENT,
MOUSE_UP_UNIT: string = MOUSE_KEY_UP_UNIT_EVENT,
MOUSE_D_CLICK_UNIT: string = MOUSE_KEY_DB_CLICK_UNIT_EVENT,
MOUSE_HOVER: string = ET_MOUSE_HOVER_EVENT,
SELECT_UNIT: string = ET_SELECT_UNIT,
SELECT_UNIT_GROUP: string = ET_SELECT_UNIT_GROUP,
SELECT_ITEM: string = ET_SELECT_ITEM,
D_CLICK_ITEM: string = ET_DOUBLE_CLICK_ITEM,
SELECT_DEST: string = ET_SELECT_DEST,
D_CLICK_DEST: string = ET_DOUBLE_CLICK_DEST,
PLAYER_JOIN: string = ET_ROLE_JOIN_BATTLE,
PLAYER_EXIT: string = ET_ROLE_ACTIVE_EXIT_GAME_EVENT,
PLAYER_LOSE_CONNECT: string = ET_ROLE_LOSE_CONNECT,
PLAYER_RESOURCE_CHANGED: string = ET_ROLE_RESOURCE_CHANGED,
PLAYER_SEND_STRING: string = ET_ROLE_INPUT_MSG,
PLAYER_SEND_ANY: string = ET_CHAT_SEND_GM,
PLAYER_UPGRADE_TECH: string = ET_ROLE_TECH_UPGRADE,
PLAYER_DOWNGRADE_TECH: string = ET_ROLE_TECH_DOWNGRADE,
PLAYER_CHANGE_TECH: string = ET_ROLE_TECH_CHANGED,
}
y3.Const.HarmTextType
"系统字体" | "物理伤害" | "物理暴击" | "治疗" | "魔法伤害" | "魔法暴击" | "真实伤害" | "金币获取" | "魔兽获取金币" | "魔兽获取木材" | "嘲讽" | "沉默" | "定身" | "减速" | "晕眩" | "致盲"
y3.Const.ItemEventType
{
ITEM_CREATE: string = ET_ITEM_ON_CREATE,
ITEM_ADD: string = ET_UNIT_ADD_ITEM,
ITEM_ADD_TO_PKG: string = ET_UNIT_ADD_ITEM_TO_PKG,
ITEM_ADD_TO_BAR: string = ET_UNIT_ADD_ITEM_TO_BAR,
ITEM_REMOVE: string = ET_UNIT_REMOVE_ITEM,
ITEM_REMOVE_FROM_PKG: string = ET_UNIT_REMOVE_ITEM_FROM_PKG,
ITEM_REMOVE_FROM_BAR: string = ET_UNIT_REMOVE_ITEM_FROM_BAR,
ITEM_USE: string = ET_UNIT_USE_ITEM,
ITEM_CHANGE_STACK: string = ET_ITEM_STACK_CHANGED,
ITEM_CHANGE_CHARGE: string = ET_ITEM_CHARGE_CHANGED,
ITEM_DESTROY: string = ET_ITEM_ON_DESTROY,
ITEM_CREATE_ON_DEST_COLLECTED: string = ET_ITEM_CREATE_ON_DEST_COLLECTED,
}
y3.Const.KeyboardKey
{
NONE: integer = 0,
ESCAPE: integer = 1,
KEY_1: integer = 2,
KEY_2: integer = 3,
KEY_3: integer = 4,
KEY_4: integer = 5,
KEY_5: integer = 6,
KEY_6: integer = 7,
KEY_7: integer = 8,
KEY_8: integer = 9,
KEY_9: integer = 10,
KEY_0: integer = 11,
MINUS: integer = 12,
EQUAL: integer = 13,
BACKSPACE: integer = 14,
TAB: integer = 15,
Q: integer = 16,
W: integer = 17,
E: integer = 18,
R: integer = 19,
T: integer = 20,
Y: integer = 21,
U: integer = 22,
I: integer = 23,
O: integer = 24,
P: integer = 25,
LBRACKET: integer = 26,
RBRACKET: integer = 27,
RETURN: integer = 28,
ENTER: integer = 28,
LCTRL: integer = 29,
A: integer = 30,
S: integer = 31,
D: integer = 32,
F: integer = 33,
G: integer = 34,
H: integer = 35,
J: integer = 36,
K: integer = 37,
L: integer = 38,
SEMICOLON: integer = 39,
APOSTROPHE: integer = 40,
GRAVE: integer = 41,
LSHIFT: integer = 42,
BACKSLASH: integer = 43,
Z: integer = 44,
X: integer = 45,
C: integer = 46,
V: integer = 47,
B: integer = 48,
N: integer = 49,
M: integer = 50,
COMMA: integer = 51,
PERIOD: integer = 52,
SLASH: integer = 53,
RSHIFT: integer = 54,
NUM_STAR: integer = 55,
LALT: integer = 56,
SPACE: integer = 57,
CAPSLOCK: integer = 58,
F1: integer = 59,
F2: integer = 60,
F3: integer = 61,
F4: integer = 62,
F5: integer = 63,
F6: integer = 64,
F7: integer = 65,
F8: integer = 66,
F9: integer = 67,
F10: integer = 68,
PAUSE: integer = 69,
SCROLL_LOCK: integer = 70,
NUM_7: integer = 71,
NUM_8: integer = 72,
NUM_9: integer = 73,
NUM_MINUS: integer = 74,
NUM_4: integer = 75,
NUM_5: integer = 76,
NUM_6: integer = 77,
NUM_ADD: integer = 78,
NUM_1: integer = 79,
NUM_2: integer = 80,
NUM_3: integer = 81,
NUM_0: integer = 82,
NUM_PERIOD: integer = 83,
F11: integer = 87,
F12: integer = 88,
NUM_ENTER: integer = 156,
RCTRL: integer = 157,
NUM_COMMA: integer = 179,
NUM_SLASH: integer = 181,
SYSRQ: integer = 183,
R_ALT: integer = 184,
NUM_LOCK: integer = 197,
HOME: integer = 199,
UPARROW: integer = 200,
PAGEUP: integer = 201,
LEFTARROW: integer = 203,
RIGHTARROW: integer = 205,
END: integer = 207,
DOWNARROW: integer = 208,
PAGEDOWN: integer = 209,
INSERT: integer = 210,
DELETE: integer = 211,
LWIN: integer = 219,
RWIN: integer = 220,
APPS: integer = 221,
}
y3.Const.LinkSfxPointType
{
START: integer = 1,
END: integer = 2,
}
y3.Const.ModifierEventType
{
OBTAIN_MODIFIER: string = ET_OBTAIN_MODIFIER,
LOSS_MODIFIER: string = ET_LOSS_MODIFIER,
MODIFIER_CYCLE_TRIGGER: string = ET_MODIFIER_CYCLE_TRIGGER,
MODIFIER_LAYER_CHANGE: string = ET_MODIFIER_LAYER_CHANGE,
MODIFIER_GET_BEFORE_CREATE: string = ET_MODIFIER_GET_BEFORE_CREATE,
MODIFIER_BE_COVERED: string = ET_MODIFIER_BE_COVERED,
MODIFIER_ADDTION: string = ET_MODIFIER_ADDTION,
}
y3.Const.ModifierType
{
NONE: integer = 0,
NORMAL: integer = 1,
HALO: integer = 2,
HALO_EFFECT: integer = 3,
SHIELD: integer = 4,
}
y3.Const.MouseKey
{
LEFT: integer = 240,
RIGHT: integer = 241,
MIDDLE: integer = 242,
WHEEL_UP: integer = 243,
WHEEL_DOWN: integer = 244,
}
y3.Const.PlatformEventType
{
HOLD_STORE_ITEM: string = ET_ROLE_HOLD_STORE_ITEM,
USE_STORE_ITEM_END: string = ET_ROLE_USE_STORE_ITEM_END,
}
y3.Const.PlayerAttr
y3.Const.ProjectileEventType
{
PROJECTILE_PRODUCE: string = ET_PRODUCE_PROJECTILE,
PROJECTILE_END: string = ET_DEATH_PROJECTILE,
}
y3.Const.RoleStatus
{
PLAYING: integer = 1,
NONE: integer = 2,
LOST: integer = 3,
LEFT: integer = 4,
WATCHING: integer = 5,
}
y3.Const.RoleType
{
NONE: integer = 0,
USER: integer = 1,
COMPUTER: integer = 2,
AI_EASY: integer = 5,
AI_HARD: integer = 6,
OBSERVER: integer = 10,
}
y3.Const.SfxRotateType
"跟随节点" | "跟随模型" | "不跟随"
y3.Const.ShiftSlotType
{
物品栏: integer = 1,
背包栏: integer = 0,
}
y3.Const.ShiftSlotType.物品栏
y3.Const.ShiftSlotType.背包栏
y3.Const.ShiftSlotTypeAlias
y3.Const.ShiftSlotTypeAlias:
| '物品栏'
| '背包栏'
'物品栏'|'背包栏'
y3.Const.SignalType
"普通" | "黄色" | "蓝色"
y3.Const.SlotType
{
NOT_IN_BAG: integer = -1,
PKG: integer = 0,
BAR: integer = 1,
}
y3.Const.UIAnimKey
y3.Const.UIAttr
"文本" | "最大值" | "当前值"
y3.Const.UIButtonStatus
{
常态: integer = 1,
悬浮: integer = 2,
按下: integer = 3,
禁用: integer = 4,
}
y3.Const.UIButtonStatus.常态
y3.Const.UIButtonStatus.悬浮
y3.Const.UIButtonStatus.按下
y3.Const.UIButtonStatus.禁用
y3.Const.UIComponentType
y3.Const.UIComponentType:
| '物品'
| '按钮'
| '富文本'
| '文本'
| '图片'
| '进度条'
| '模型'
| '空节点'
| '标签页'
| '设置'
| '列表'
| '滑动条'
| '聊天'
| '轮播图'
| '语音开关'
| '输入框'
| '地图'
| '技能按钮'
| '魔法效果'
| '序列帧'
'列表'|'图片'|'地图'|'富文本'|'序列帧'...(+15)
y3.Const.UIEvent
y3.Const.UIEvent:
| '左键-按下'
| '左键-抬起'
| '左键-点击'
| '左键-双击'
| '鼠标-悬停'
| '鼠标-移入'
| '鼠标-移出'
| '鼠标-右击'
| '右键-按下'
| '右键-抬起'
| '右键-点击'
| '右键-双击'
'右键-双击'|'右键-抬起'|'右键-按下'|'右键-点击'|'左键-双击'...(+7)
y3.Const.UIEventType
{
UI_CREATE: string = ET_UI_PREFAB_CREATE_EVENT,
UI_DELETE: string = ET_UI_PREFAB_DEL_EVENT,
}
y3.Const.UIHAlignmentType
y3.Const.UIHAlignmentType:
| '左'
| '中'
| '右'
'中'|'右'|'左'
y3.Const.UIRelativeParentPosType
y3.Const.UIRelativeParentPosType:
| '顶部'
| '底部'
| '左侧'
| '右侧'
'右侧'|'左侧'|'底部'|'顶部'
y3.Const.UIVAlignmentType
y3.Const.UIVAlignmentType:
| '上'
| '中'
| '下'
'上'|'下'|'中'
y3.Const.UnitAttr
"生命" | "魔法" | "最大生命" | "生命恢复" | "最大魔法" | "魔法恢复" | "物理攻击" | "法术攻击" | "物理防御" | "法术防御" | "攻击速度" | "冷却缩减" | "命中率" | "躲避率" | "暴击率" | "暴击伤害" | "物理穿透" | "法术穿透" | "物理吸血" | "法术吸血" | "物理穿透比例" | "法术穿透比例" | "受伤减免" | "伤害加成" | "被治疗加成" | "移动速度" | "真实视野" | "攻击间隔" | "攻击范围" | "白天视野" | "夜晚视野" | "白天扇形视野半径" | "夜晚扇形视野半径" | "白天扇形视野夹角" | "夜晚扇形视野夹角" | "百分比生命恢复"
y3.Const.UnitAttrType
"基础" | "基础加成" | "增益" | "增益加成" | "最终加成"
y3.Const.UnitEnumState
"禁止普攻" | "禁止施法" | "禁止移动" | "禁止转向" | "动画定帧" | "无法施加运动" | "无法被技能指示器锁定" | "无法被选中" | "隐身" | "无视静态碰撞" | "无视动态碰撞" | "不会死亡" | "无敌" | "无法控制" | "无法被攻击" | "AI无视" | "物理伤害免疫" | "魔法伤害免疫" | "负面魔法效果免疫" | "隐藏" | "无法被筛选器选中" | "真实伤害免疫" | "禁止使用道具"
y3.Const.UnitEventType
{
BEFORE_UNIT_DIE: string = ET_BEFORE_UNIT_DIE,
UNIT_DIE: string = ET_UNIT_DIE,
KILL_UNIT: string = ET_KILL_UNIT,
UNIT_BORN: string = ET_UNIT_BORN,
REVIVE_UNIT: string = ET_REVIVE_UNIT,
UPGRADE_UNIT: string = ET_UPGRADE_UNIT,
UNIT_PRE_ADD_EXP: string = ET_UNIT_PRE_ADD_EXP,
UNIT_ON_ADD_EXP: string = ET_UNIT_ON_ADD_EXP,
UNIT_BE_HURT: string = ET_UNIT_BE_HURT,
UNIT_HURT_OTHER: string = ET_UNIT_HURT_OTHER,
UNIT_BE_HURT_BEFORE_APPLY: string = ET_UNIT_BE_HURT_BEFORE_APPLY,
UNIT_HURT_OTHER_BEFORE_APPLY: string = ET_UNIT_HURT_OTHER_BEFORE_APPLY,
UNIT_BE_HURT_COMPLETE: string = ET_UNIT_BE_HURT_COMPLETE,
UNIT_HURT_OTHER_COMPLETE: string = ET_UNIT_HURT_OTHER_FINISH,
UNIT_GET_CURE_BEFORE_APPLY: string = ET_UNIT_GET_CURE_BEFORE_APPLY,
UNIT_GET_CURE_FINISH: string = ET_UNIT_GET_CURE_FINISH,
UNIT_GET_CURE: string = ET_UNIT_GET_CURE,
UNIT_RELEASE_ABILITY: string = ET_UNIT_RELEASE_ABILITY,
UNIT_START_MOVE: string = ET_UNIT_START_MOVE,
UNIT_ENTER_BATTLE: string = ET_UNIT_ENTER_BATTLE,
UNIT_EXIT_BATTLE: string = ET_UNIT_EXIT_BATTLE,
UNIT_ENTER_GRASS: string = ET_UNIT_ENTER_GRASS,
UNIT_LEAVE_GRASS: string = ET_UNIT_LEAVE_GRASS,
UNIT_ON_COMMAND: string = ET_UNIT_ON_COMMAND,
UNIT_ABILITY_UPGRADE: string = ET_ABILITY_PLUS_POINT,
UNIT_REMOVE: string = ET_UNIT_REMOVE,
UNIT_SHOP_BUY_UNIT: string = ET_UNIT_SHOP_BUY_UNIT,
UNIT_SHOP_BUY_ITEM: string = ET_UNIT_SHOP_BUY_ITEM,
UNIT_ITEM_SELL: string = ET_UNIT_ITEM_SELL,
UNIT_ITEM_COMPOSE: string = ET_UNIT_ITEM_COMPOSE,
UNIT_SHOP_BUY_WITH_COMPOSE: string = ET_UNIT_SHOP_BUY_WITH_COMPOSE,
UNIT_UPGRADE_TECH: string = ET_UNIT_UPGRADE_TECH,
UNIT_ADD_TECH: string = ET_UNIT_ADD_TECH,
UNIT_REMOVE_TECH: string = ET_UNIT_REMOVE_TECH,
UNIT_ROLE_CHANGED: string = ET_UNIT_ROLE_CHANGED,
}
y3.Const.VisibleType
"全体" | "自己" | "友方" | "敌方"