Files
aibis-dream/Assets/Scripts/Utility/ConstRef.cs
T

76 lines
2.6 KiB
C#

using UnityEngine;
namespace AibisDream.Utility
{
public static class ConstRef
{
public const string QQURL = "https://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=XQFpOqRb1_zqkCdR2bLT3kHb11XzZ54T" +
"&authKey=w8G8qxzecnATXDOec1Ybv8LA%2FTTN8gQkyegvbK%2FUZ9m90WxggTjXy2U6%2FJes" +
"WJF3&noverify=0&group_code=325268983";
public const string DiscordURL = "https://discord.gg/C7Xv8Z9NxG";
public const string BugSurveyURL = "https://jsj.top/f/F24cC6";
public const string SurveyURL_CN = "https://jsj.top/f/HkmCnH";
public const string SurveyURL_EN = "https://jsj.top/f/y501LX";
public const string WishlistURL = "https://store.steampowered.com/app/3473430/_All_Our_Broken_Parts?utm_source=playtest";
public static readonly string TestSaveFilePath = Application.streamingAssetsPath + "/TestSaveFiles";
#if UnityEditor
public static readonly string SaveFilePath = Application.persistentDataPath + "/SaveFiles/";
#else
public static readonly string SaveFilePath = Application.persistentDataPath + "/AllOurBrokenParts/saves/";
#endif
public static readonly string ChapterProgressPath = $"{Application.streamingAssetsPath}/Config/chapter.json";
#region 本地化索引
public const string UITextTable = "UIText";
public const string ActorNameTable = "ActorName";
#endregion
#region 资产
public const string CutLinePrefabName = "CutLine";
public const string TaskItemName = "Task Item Temp";
public const string GearFollowerPrefabName = "GearFollower";
public const string ScreenTextName = "Screen Text";
public const string ActorPrefabName = "ActorAnima";
public const string SpriteActorPrefabName = "SpriteActor";
public const string MobileAnima = "AnimaMobileObject";
public const string MobileSprite = "SpriteMobileObject";
public const string MobileObject = "PrefabMobileObject";
public const string BubblePrefab = "NormalBubble";
public const string PipelinePrefabAddress = "PipelinePrefab";
public const string RecordPrefab = "RecordItem";
#endregion
#region 动画配置
public const float TweenEndY = -10;
public const float FallSpeed = 10;
public const float TargetAspect = 16f / 9f;
public const float PanelDelayDuration = 0.4f;
#endregion
}
}