整理武器配置和重构

This commit is contained in:
2026-09-15 10:13:58 +08:00
parent 17ee268416
commit 421f8bf619
115 changed files with 1431 additions and 1905 deletions
@@ -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;
}
}
}