海淀天下城电子沙盘单机版
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4 years ago
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class RecordObjectBase
{
public CloneObjType gameObjType;//游戏对象类型
public string objectName;//对象名称
public string buildNum;//楼号
public int floorNum;//层号
public int interlayerNum;//夹层号,0表示不是夹层,1表示第一个夹层
public MyTransform myTransform;
public bool isActive;
public bool IsSelect = false;
public RecordObjectBase()
{
myTransform = new MyTransform();
}
}
[Serializable]
public class RotateData
{
public string gamename;
public Vector3 localEulerAngles;
public List<Vector3> DashedLineRotatelocalEulerAngles;
}
[Serializable]
public class PowerRecordObjectBase : RecordObjectBase
{
public string Affiliation;
public string Task;
public string TypeName;
public int Number;
/// <summary>
/// 记录不同类型 各有的数据 key:数据类型的名称 ,Value:数据
/// </summary>
public List<KeyValueData> SpecialData;
}
[Serializable]
public class KeyValueData
{
public string Key;
public string Value;
}
[Serializable]
public class FiremanEquipRecordData : RecordObjectBase
{
public List<Equip> equips;
}
[Serializable]
public class DrawLineRecordData : RecordObjectBase
{
public bool IsCreat;//创建还是删除
public float linelength;
public float alllength;
public string parentobjname;
public Vector3 clonepos;
public bool IsEndDraw;//是否是结束铺设
}
[Serializable]
public class SprayRotateRecordData : RecordObjectBase
{
public Vector3 localEulerAngles;
public RotateType RotateType;
}
[Serializable]
public class DrawLineListRecordData
{
public List<DrawLineRecordData> data;
public string gameobjname;
public List<Vector3> Allpath;
public List<string> Allline;
public List<float> AllLineDistance;
public List<Vector3> nowPath;
public int BeginLineNum;
public int BeginLiftLineNum;
public CloneObjType LineType;
public bool MoveAble;
public int num;
}
[Serializable]
public class SprayHeadRecordData
{
public MyRotation part1;
public MyRotation part2;
public MyRotation water;
public float Scale;
public int particleenum;
public bool IsSpray;
}
[Serializable]
public class TruckArmRecordData
{
public MyRotation HorizontalBaseSupport;
public MyRotation VerticalBaseSupport;
public MyRotation LastArm;
public float ArmLength;//总臂长
public float OutArmLength;//展出臂长
public bool ControlTruckArmFlag;
}
[Serializable]
public class PowerMessagesRecordData
{
public int CurrentSkill;
public int EnabledSkills;
}
public struct KeyboardHandleRecordData
{
public int Keycode;
}
[Serializable]
public class AgentRecordData
{
public Vector3 TargetPoint;
public long GameId;
}
[Serializable]
public class LinearData
{
public float TimeLength;
public int LinearEventType;
public string Data;
public long GameId;
}
[Serializable]
public class PowerSkillRecordEventData
{
public long GameId;
public int CurrentSkill;
public int EnabledSkills;
public string Skill;
public bool ArgData;
}
[Serializable]
public class PowerAttributeRecordEventData
{
public long GameId;
public string Affiliation;
public string Task;
public string TypeName;
public int Number;
}
[Serializable]
public class ChangeSprayHeadParticleEventData
{
public long GameId;
public int ParticleEnum;
public float Scale;
}
[Serializable]
public class PositionLinerEventData
{
public MyPosition BeginPosition;
public MyPosition EndPosition;
public string Name;
}
[Serializable]
public class RotationLinerEventData
{
public MyRotation BeginRotation;
public MyRotation EndRotation;
public string Name;
}
[Serializable]
public class SizeLinerEventData
{
public float BeginSize;
public float EndSize;
}
public class RecordWaterReceiver : RecordObjectBase
{
public bool hasSupplier;
public bool dragable = true;
public string task;
public float waterScale; //水量大小
public bool IsAutoSwing;
public long ID;
}
public class RecordWaterCannon:RecordWaterReceiver
{
public Vector3 rotateRotation;
public Vector3 headRotation;
}
public class RecordBlizzardCannon: RecordWaterReceiver
{
public Vector3 headRotation;
}
public class RecordRobot : RecordWaterReceiver
{
public Vector3 headRotation;
}
[Serializable]
public class CarAttributeBase
{
public int FireManNum;
public float HasWater;
public float HasBubble;
public float HasDryPowder;
public float Height;
public float HasPressure;
public int CarType;
}
[Serializable]
public class TruckMessagesRecordData
{
public int CurrentSkill;
public int EnabledSkills;
public CarAttributeBase CarAttribute;
}
public class FireTemperatureData
{
public long gameObjID;
public string temperature;
}
public class FireRadiationData
{
public long gameObjID;
public string radiation;
}
public class CautionAreaTipData
{
public long gameObjID;
public string warning;
}
[Serializable]
public class StorageTankSystemRecordData
{
public bool Switch;
public OutFireSystem OutFireSystem;
}