整理武器配置和重构
This commit is contained in:
@@ -18,12 +18,55 @@ namespace SepCore.Definition
|
||||
{
|
||||
public const string DefaultLayerName = "Default";
|
||||
public static readonly int DefaultLayerId = LayerMask.NameToLayer(DefaultLayerName);
|
||||
public static readonly LayerMask DefaultLayerMask = 1 << DefaultLayerId;
|
||||
|
||||
public const string TransparentFXLayerName = "TransparentFX";
|
||||
public static readonly int TransparentLayerId = LayerMask.NameToLayer(TransparentFXLayerName);
|
||||
public static readonly LayerMask TransparentLayerMask = 1 << TransparentLayerId;
|
||||
|
||||
public const string IgnoreRaycastLayerName = "Ignore Raycast";
|
||||
public static readonly int IgnoreLayerId = LayerMask.NameToLayer(IgnoreRaycastLayerName);
|
||||
public static readonly LayerMask IgnoreLayerMask = 1 << IgnoreLayerId;
|
||||
|
||||
public const string WaterLayerName = "Water";
|
||||
public static readonly int WaterLayerId = LayerMask.NameToLayer(WaterLayerName);
|
||||
public static readonly LayerMask WaterLayerMask = 1 << WaterLayerId;
|
||||
|
||||
public const string UILayerName = "UI";
|
||||
public static readonly int UILayerId = LayerMask.NameToLayer(UILayerName);
|
||||
public static readonly LayerMask UILayerMask = 1 << UILayerId;
|
||||
|
||||
public const string TargetableObjectLayerName = "Targetable Object";
|
||||
public static readonly int TargetableObjectLayerId = LayerMask.NameToLayer(TargetableObjectLayerName);
|
||||
public static readonly LayerMask TargetableObjectLayerMask = 1 << TargetableObjectLayerId;
|
||||
|
||||
public const string PlayerLayerName = "Player";
|
||||
public static readonly int PlayerLayerId = LayerMask.NameToLayer(PlayerLayerName);
|
||||
public static readonly LayerMask PlayerLayerMask = 1 << PlayerLayerId;
|
||||
|
||||
public const string EnemyLayerName = "Enemy";
|
||||
public static readonly int EnemyLayerId = LayerMask.NameToLayer(EnemyLayerName);
|
||||
public static readonly LayerMask EnemyLayerMask = 1 << EnemyLayerId;
|
||||
|
||||
public const string PlayerBulletLayerName = "PlayerBullet";
|
||||
public static readonly int PlayerBulletLayerId = LayerMask.NameToLayer(PlayerBulletLayerName);
|
||||
public static readonly LayerMask PlayerBulletLayerMask = 1 << PlayerBulletLayerId;
|
||||
|
||||
public const string EnemyBulletLayerName = "EnemyBullet";
|
||||
public static readonly int EnemyBulletLayerId = LayerMask.NameToLayer(EnemyBulletLayerName);
|
||||
public static readonly LayerMask EnemyBulletLayerMask = 1 << EnemyBulletLayerId;
|
||||
|
||||
public const string PlayerWeaponLayerName = "PlayerWeapon";
|
||||
public static readonly int PlayerWeaponLayerId = LayerMask.NameToLayer(PlayerWeaponLayerName);
|
||||
public static readonly LayerMask PlayerWeaponLayerMask = 1 << PlayerWeaponLayerId;
|
||||
|
||||
public const string EnemyWeaponLayerName = "EnemyWeapon";
|
||||
public static readonly int EnemyWeaponLayerId = LayerMask.NameToLayer(EnemyWeaponLayerName);
|
||||
public static readonly LayerMask EnemyWeaponLayerMask = 1 << EnemyWeaponLayerId;
|
||||
|
||||
public const string DropLayerName = "Drop";
|
||||
public static readonly int DropLayerId = LayerMask.NameToLayer(DropLayerName);
|
||||
public static readonly LayerMask DropLayerMask = 1 << DropLayerId;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user