//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using UnityEngine; namespace SepCore.Definition { public static partial class Constant { /// /// 层。 /// public static class Layer { 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; } } }