• API(eca&lua)
  • Lua
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  • Const

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"