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

112 lines
5.1 KiB
C#

using System.IO;
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 SurveyURL_JP = "https://jsj.top/f/icnVug";
public const string WishlistURL = "https://store.steampowered.com/app/3473430/_All_Our_Broken_Parts?utm_source=playtest";
/// <summary>
/// 可提交的开发跳转存档根目录(DeveloperModePanel)。
/// 编辑器中位于项目根目录,Development Build 中位于可执行文件旁;不会被 Unity 自动打包。
/// </summary>
public static readonly string TestSaveFilePath =
Path.GetFullPath(Path.Combine(Application.dataPath, "..", "DevSaveFiles"));
public static readonly string SaveFilePath = Path.Combine(Application.persistentDataPath, "AllOurBrokenParts", "demo_saves");
/// <summary>测试阶段自动存档历史目录;每次自动存档独立子文件夹,不覆盖正式槽位。</summary>
public static readonly string TestAutoSaveArchivePath =
Path.Combine(Application.persistentDataPath, "AllOurBrokenParts", "testsavs");
/// <summary>P2 槽位相关常量。</summary>
public const int SaveSlotCount = 8;
/// <summary>存档槽位缩略图;关闭可避免主相机 Render + ReadPixels 的性能开销。</summary>
public const bool SaveThumbnailEnabled = false;
public const int SaveThumbnailWidth = 640;
public const int SaveThumbnailHeight = 360;
public const string SaveSlotDirPrefix = "slot_";
public const string SaveSnapshotFileName = "snapshot";
public const string SaveMetaFileName = "meta";
public const string SaveThumbnailFileName = "thumbnail";
public const string LatestSlotFileName = "latest_slot";
/// <summary>P1 快照层自测落盘路径(P2 槽位层接管后迁移)。</summary>
public static readonly string SnapshotTestPath =
Path.Combine(Application.persistentDataPath, "AllOurBrokenParts", "snapshot_test");
public const string SnapshotTestFileName = "latest_snapshot";
public static readonly string ChapterProgressPath = Path.Combine(Application.persistentDataPath, "AllOurBrokenParts", "Config", "chapter.json");
public static readonly string CharacterConfigPath = Path.Combine(Application.streamingAssetsPath, "Config", "character.csv");
public static readonly string LogFilePath = Path.Combine(Application.persistentDataPath, "LogFile");
public static readonly string BlockPuzzleDataPath = Path.Combine(Application.streamingAssetsPath, "LevelData", "BlockPuzzle", "BlockPuzzleData.json");
public static readonly string BlockShapeDataPath = Path.Combine(Application.streamingAssetsPath, "LevelData", "BlockPuzzle", "BlockShapeData.json");
public static readonly string BlockShapeInfoPath = Path.Combine(Application.streamingAssetsPath, "LevelData", "BlockPuzzle", "BlockShapeInfo.json");
#region 本地化索引
public const string UITextTable = "UIText";
public const string ChapterInfoTable = "ChapterInfo";
#endregion
#region 资产
public const string CutLinePrefabName = "Prefab/CutLine";
public const string TaskItemName = "Prefab/TaskItem";
public const string ActorPrefabName = "Prefab/ActorAnima";
public const string SpriteActorPrefabName = "Prefab/SpriteActor";
public const string ActorAnimaExPrefabName = "Prefab/ActorAnimaEx";
public const string FrameAnimationActorPrefabName = "Prefab/FrameAnimationActor";
public const string FrameAnimationGraphPrefix = "FrameAnimation/";
public const string MobileAnima = "Prefab/AnimaMobileObject";
public const string MobileSprite = "Prefab/SpriteMobileObject";
public const string MobileObject = "Prefab/PrefabMobileObject";
public const string BubblePrefab = "Prefab/NormalBubble";
public const string PipelinePrefabAddress = "PipelinePrefab";
public const string BlockShapePrefab = "BlockPuzzle/BlockShape";
#endregion
#region 动画配置
public const float TargetAspect = 16f / 9f;
public const float PanelDelayDuration = 0.4f;
#endregion
#region 文字速度配置 (毫秒)
public const int CharacterDelayTime = 70;
public const int LineMaxDelay = 2800;
public const int LineMinDelay = 600;
public const int AutoHideDelay = 150;
public const int FixedDelay = 200;
#endregion
}
}