Newer
Older
DungeonShooting / DungeonShooting_Godot / src / framework / activity / ActivityObject_Init.cs
@小李xl 小李xl on 9 Jun 2023 2 KB 完善音效
  1. /// <summary>
  2. /// 根据配置表注册物体, 该类是自动生成的, 请不要手动编辑!
  3. /// </summary>
  4. public partial class ActivityObject
  5. {
  6. /// <summary>
  7. /// 存放所有在表中注册的物体的id
  8. /// </summary>
  9. public static class Ids
  10. {
  11. /// <summary>
  12. /// 玩家
  13. /// </summary>
  14. public const string Id_role0001 = "role0001";
  15. /// <summary>
  16. /// 敌人
  17. /// </summary>
  18. public const string Id_enemy0001 = "enemy0001";
  19. public const string Id_weapon0001 = "weapon0001";
  20. public const string Id_weapon0002 = "weapon0002";
  21. public const string Id_weapon0003 = "weapon0003";
  22. public const string Id_weapon0004 = "weapon0004";
  23. public const string Id_weapon0005 = "weapon0005";
  24. public const string Id_bullet0001 = "bullet0001";
  25. public const string Id_bullet0002 = "bullet0002";
  26. public const string Id_shell0001 = "shell0001";
  27. /// <summary>
  28. /// 敌人死亡碎片
  29. /// </summary>
  30. public const string Id_effect0001 = "effect0001";
  31. /// <summary>
  32. /// 地牢房间的门(东侧)
  33. /// </summary>
  34. public const string Id_other_door_e = "other_door_e";
  35. /// <summary>
  36. /// 地牢房间的门(西侧)
  37. /// </summary>
  38. public const string Id_other_door_w = "other_door_w";
  39. /// <summary>
  40. /// 地牢房间的门(南侧)
  41. /// </summary>
  42. public const string Id_other_door_s = "other_door_s";
  43. /// <summary>
  44. /// 地牢房间的门(北侧)
  45. /// </summary>
  46. public const string Id_other_door_n = "other_door_n";
  47. }
  48. private static void _InitRegister()
  49. {
  50. _activityRegisterMap.Add("role0001", "res://prefab/role/Role0001.tscn");
  51. _activityRegisterMap.Add("enemy0001", "res://prefab/role/Enemy0001.tscn");
  52. _activityRegisterMap.Add("weapon0001", "res://prefab/weapon/Weapon0001.tscn");
  53. _activityRegisterMap.Add("weapon0002", "res://prefab/weapon/Weapon0002.tscn");
  54. _activityRegisterMap.Add("weapon0003", "res://prefab/weapon/Weapon0003.tscn");
  55. _activityRegisterMap.Add("weapon0004", "res://prefab/weapon/Weapon0004.tscn");
  56. _activityRegisterMap.Add("weapon0005", "res://prefab/weapon/Weapon0005.tscn");
  57. _activityRegisterMap.Add("bullet0001", "res://prefab/bullet/Bullet0001.tscn");
  58. _activityRegisterMap.Add("bullet0002", "res://prefab/bullet/Bullet0002.tscn");
  59. _activityRegisterMap.Add("shell0001", "res://prefab/shell/Shell0001.tscn");
  60. _activityRegisterMap.Add("effect0001", "res://prefab/effect/activityObject/Effect0001.tscn");
  61. _activityRegisterMap.Add("other_door_e", "res://prefab/map/RoomDoor_E.tscn");
  62. _activityRegisterMap.Add("other_door_w", "res://prefab/map/RoomDoor_W.tscn");
  63. _activityRegisterMap.Add("other_door_s", "res://prefab/map/RoomDoor_S.tscn");
  64. _activityRegisterMap.Add("other_door_n", "res://prefab/map/RoomDoor_N.tscn");
  65. }
  66. }