y3.Const
常量
AbilityCastType
tableAbilityCategory
tableAbilityEventType
enum y3.Const.AbilityEventTypeAbilityFloatAttr
enum y3.Const.AbilityFloatAttrAbilityIndex
enum y3.Const.AbilityIndexAbilityIntAttr
enum y3.Const.AbilityIntAttrAbilityPointerType
enum y3.Const.AbilityPointerTypeAbilityStrAttr
enum y3.Const.AbilityStrAttrAbilityType
enum y3.Const.AbilityTypeAreaAction
tableCameraMoveMode
enum y3.Const.CameraMoveModeCameraShakeMode
tableCollisionLayers
enum y3.Const.CollisionLayersCursorState
tableDMGType
enum y3.Const.DMGTypeDamageTypeMap
tableDestructibleEventType
enum y3.Const.DestructibleEventTypeDialogDebugType
tableEaseType
enum y3.Const.EaseTypeFloatTextJumpType
enum y3.Const.FloatTextJumpTypeFloatTextType
enum y3.Const.FloatTextTypeGameResult
tableGlobalEventType
enum y3.Const.GlobalEventTypeHarmTextType
enum y3.Const.HarmTextTypeItemEventType
enum y3.Const.ItemEventTypeIterKey
tableKeyboardKey
enum y3.Const.KeyboardKeyLinkSfxPointType
enum y3.Const.LinkSfxPointTypeModifierEffectType
enum y3.Const.EffectTypeModifierEventType
enum y3.Const.ModifierEventTypeModifierType
enum y3.Const.ModifierTypeModifyType
tableMouseKey
enum y3.Const.MouseKeyMovementObstacleProcessType
tableOnOff
tableOnceRecycle
tablePatrolType
tablePlatformEventType
enum y3.Const.PlatformEventTypePlayerAttr
enum y3.Const.PlayerAttrProjectileEventType
enum y3.Const.ProjectileEventTypeRoleStatus
enum y3.Const.RoleStatusRoleType
enum y3.Const.RoleTypeSfxRotateType
enum y3.Const.SfxRotateTypeShiftSlotType
enum y3.Const.ShiftSlotTypeSignalType
enum y3.Const.SignalTypeSlotType
enum y3.Const.SlotTypeStateAction
tableUIAnimKey
enum y3.Const.UIAnimKeyUIAttr
enum y3.Const.UIAttrUIButtonStatus
enum y3.Const.UIButtonStatusUIComponentType
tableUIEventMap
tableUIEventType
enum y3.Const.UIEventTypeUIHAlignmentType
tableUIRelativeParentPosType
tableUIVAlignmentType
tableUnitAttr
enum y3.Const.UnitAttrUnitAttrType
enum y3.Const.UnitAttrTypeUnitCategory
tableUnitEnumState
enum y3.Const.UnitEnumStateUnitEventType
enum y3.Const.UnitEventTypeUnitKeyFloatAttr
tableUnitState
tableVisibleType
enum y3.Const.VisibleTypey3.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
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