using Godot; public static class GameConfig { // --------------------- 可配置项 --------------------- /// <summary> /// 散射计算的默认距离 /// </summary> public static float ScatteringDistance = 300; /// <summary> /// 重力加速度 /// </summary> public static float G = 250f; // ----------------------- 常量 ----------------------- /// <summary> /// 连接房间的过道宽度 /// </summary> public const int CorridorWidth = 4; /// <summary> /// 游戏地图网格大小 /// </summary> public const int TileCellSize = 16; /// <summary> /// 游戏地图网格大小, 向量表示 /// </summary> public static readonly Vector2I TileCellSizeVector2I = new Vector2I(TileCellSize, TileCellSize); /// <summary> /// 房间最小间距 /// </summary> public const int RoomSpace = 4; /// <summary> /// 地图配置路径 /// </summary> public const string RoomTileDir = "resource/map/tileMaps/"; /// <summary> /// 房间组配置文件名称 /// </summary> public const string RoomGroupConfigFile = "GroupConfig.json"; /// <summary> /// ui预制体路径 /// </summary> public const string UiPrefabDir = "prefab/ui/"; /// <summary> /// ui代码根路径 /// </summary> public const string UiCodeDir = "src/game/ui/"; /// <summary> /// TileMap 底板的层级 /// </summary> public const int FloorMapLayer = 0; /// <summary> /// TileMap 中层的层级 /// </summary> public const int MiddleMapLayer = 1; /// <summary> /// TileMap 上层的层级 /// </summary> public const int TopMapLayer = 2; /// <summary> /// 连接房间的过道的地板层级 /// </summary> public const int AisleFloorMapLayer = 3; /// <summary> /// 配置层级的自定义数据名称 /// </summary> public const string CustomTileLayerName = "TileLayer"; }