/// <summary> /// 物理碰撞层 /// </summary> public class PhysicsLayer { /// <summary> /// 无任何层级 /// </summary> public const uint None = 0; /// <summary> /// 墙壁 /// </summary> public const uint Wall = 0b1; /// <summary> /// 子弹 /// </summary> public const uint Bullet = 0b10; /// <summary> /// 道具 /// </summary> public const uint Prop = 0b100; /// <summary> /// 玩家 /// </summary> public const uint Player = 0b1000; /// <summary> /// 角色基类 /// </summary> public const uint Role = 0b10000; /// <summary> /// 归属区域判断层级 /// </summary> public const uint Affiliation = 0b100000; /// <summary> /// 在手上 /// </summary> public const uint OnHand = 0b1000000; /// <summary> /// 各种碎屑,包括弹壳,敌人死亡碎片,爆炸碎片等 /// </summary> public const uint Debris = 0b10000000; /// <summary> /// 投抛中 /// </summary> public const uint Throwing = 0b100000000; /// <summary> /// 障碍物 /// </summary> public const uint Obstacle = 0b1000000000; /// <summary> /// 可被子弹击中的区域 /// </summary> public const uint HurtArea = 0b10000000000; /// <summary> /// 鼠标检测的Ui /// </summary> public const uint UiMouse = 0b10000000000000; }