小泽菜穗黑人

8.0

主演:Christian 伊恩·普莱斯顿-戴维斯 谢坤达 三石琴乃 

导演:陶凯 

小泽菜穗黑人剧情介绍

退休警探Hodges继续发挥余热,这里竟然还住着4个幽灵。 Albert is always up to no good,不仅相貌英俊、而且才华横溢帅气多金,现在双方已经达成了协议。顯示出頑強鬥志及生 详情

求助,如何制作简单的大型道具

EVA相信这个东西很多的道具教程里面都提到过了……是现在相当普遍的材料。这东西最大的好处在于塑型...



如何设计游戏中道具功能

#ifndef _OBJECT_DEFINE_H#define _OBJECT_DEFINE_H//所有物品所需要的类型都在这里定义//add by freeeyes#include <stdio.h>#include "stdint.h"#include <WinSock2.h>typedef uint8_t uint8;typedef uint16_t uint16;typedef uint32_t uint32;typedef uint64_t uint64;#define MAX_ITEM_NAME 200 //对象名称最大长度#define MAX_ITEM_DESC 1024 //对象描述最大长度#define MAX_ITEM_ATTRIBUTE 51 //对象属性个数最大大小#ifdef WIN32#define MEMCOPY_SAFE(x, y, len) memcpy_s(x, len, y, len);#else#define MEMCOPY_SAFE(x, y, len) memcpy(x, y, len);#endifinline uint64_t htonll(uint64 v) { union { uint32 lv[2]; uint64 llv; } u; u.lv[0] = htonl(v >> 32); u.lv[1] = htonl(v & 0xFFFFFFFFULL); return u.llv; }inline uint64_t ntohll(uint64 v) { union { uint32 lv[2]; uint64 llv; } u; u.llv = v; return ((uint64_t)ntohl(u.lv[0]) << 32) | (uint64_t)ntohl(u.lv[1]); } #define HTONS(x, y) y = htons(x);#define HTONL(x, y) y = htonl(x);#define HTON64(x, y) y = htonll(x);#define NTOHS(x) x = ntohs(x);#define NTOHL(x) x = ntohl(x);#define NTOH64(x) x = ntohll(x);//定义一个函数,可以支持内存越界检查inline void sprintf_safe(char* szText, int nLen, const char* fmt ...){if(szText == NULL){return;}va_list ap;va_start(ap, fmt);#ifdef WIN32vsnprintf_s(szText, nLen, nLen, fmt, ap);#elsevsnprintf(szText, nLen, fmt, ap);#endifva_end(ap);};enum ENUM_OBJECT_TYPE:uint16 //对象类型{OBJECT_UNKNOW = 0x00, //未知OBJECT_ITEM = 0x01, //道具OBJECT_MAIL = 0x02, //邮件 };enum ENUM_OBJECT_STATE:uint8 //对象状态{OBJECT_UNKNOW_STATE = 0x00, //未知OBJECT_DISPLAY_STATE = 0x01, //可视OBJECT_INVALID_STATE = 0x02, //无效};enum ENUM_ITEM_ATTRIBUTE:uint8{ITEM_ATTRIBUTE_MIN_ATTACK = 0x00, //最小攻击ITEM_ATTRIBUTE_MAX_ATTACK = 0x01, //最大攻击ITEM_ATTRIBUTE_PHYSICS_DEFENCE = 0x02, //物理防御 ITEM_ATTRIBUTE_MAGIC_DEFENCE = 0x03, //魔法防御 ITEM_ATTRIBUTE_LIFE = 0x04, //生命ITEM_ATTRIBUTE_MAGIC = 0x05, //魔法ITEM_ATTRIBUTE_POWER = 0x06, //精力 ITEM_ATTRIBUTE_CRIT = 0x07, //暴击 ITEM_ATTRIBUTE_ATTACKSPEED = 0x08, //攻速 ITEM_ATTRIBUTE_HIT = 0x09, //命中 ITEM_ATTRIBUTE_DODGE = 0x0A, //躲闪 ITEM_ATTRIBUTE_RECOVER_LIFE = 0x0B, //生命回复 ITEM_ATTRIBUTE_RECOVER_MAGIC = 0x0C, //魔法回复 ITEM_ATTRIBUTE_SKILL_ATTACK = 0x0D, //攻击技能 ITEM_ATTRIBUTE_SKILL_P_DEFENCE = 0x0E, //物防技能ITEM_ATTRIBUTE_SKILL_M_DEFENCE = 0x0F, //魔防技能ITEM_ATTRIBUTE_SKILL_CRIT = 0x10, //暴击技能ITEM_ATTRIBUTE_SKILL_HIT = 0x11, //命中技能 ITEM_ATTRIBUTE_SKILL_A_SPEED = 0x12, //攻速技能ITEM_ATTRIBUTE_SKILL_DODGE = 0x13, //躲闪技能ITEM_ATTRIBUTE_POSITION = 0x14, //位置ITEM_ATTRIBUTE_CLASS = 0x15, //物品类型ITEM_ATTRIBUTE_PHOTOID = 0x16, //图片IDITEM_ATTRIBUTE_BASEID = 0x17, //物品基础IDITEM_ATTRIBUTE_JEWEL_COUNT = 0x18, //孔槽个数ITEM_ATTRIBUTE_JEWEL_1 = 0x19, //孔槽1ITEM_ATTRIBUTE_JEWEL_2 = 0x1A, //孔槽2ITEM_ATTRIBUTE_JEWEL_3 = 0x1B, //孔槽3ITEM_ATTRIBUTE_JEWEL_4 = 0x1C, //孔槽4ITEM_ATTRIBUTE_JEWEL_5 = 0x1D, //孔槽5ITEM_ATTRIBUTE_VERSION = 0x1E, //道具版本号ITEM_ATTRIBUTE_USE_LEVEL = 0x1F, //使用等级ITEM_ATTRIBUTE_LEVEL = 0x20, //道具等级ITEM_ATTRIBUTE_SYNTHETIC_COUNT = 0x21, //合成所需道具数量(图纸专属)ITEM_ATTRIBUTE_SYN_BASEID_1 = 0x22, //合成道具1的BaseID(图纸专属)ITEM_ATTRIBUTE_SYN_BASEID_2 = 0x23, //合成道具2的BaseID(图纸专属)ITEM_ATTRIBUTE_SYN_BASEID_3 = 0x24, //合成道具3的BaseID(图纸专属)ITEM_ATTRIBUTE_SYN_BASEID_4 = 0x25, //合成道具4的BaseID(图纸专属)ITEM_ATTRIBUTE_SYN_BASEID_5 = 0x26, //合成道具5的BaseID(图纸专属)ITEM_ATTRIBUTE_SYN_BID_1_COUNT = 0x27, //合成道具1的BID数量(图纸专属)ITEM_ATTRIBUTE_SYN_BID_2_COUNT = 0x28, //合成道具2的BID数量(图纸专属)ITEM_ATTRIBUTE_SYN_BID_3_COUNT = 0x29, //合成道具3的BID数量(图纸专属)ITEM_ATTRIBUTE_SYN_BID_4_COUNT = 0x2A, //合成道具4的BID数量(图纸专属)ITEM_ATTRIBUTE_SYN_BID_5_COUNT = 0x2B, //合成道具5的BID数量(图纸专属)ITEM_ATTRIBUTE_SYN_NEWID_COUNT = 0x2C, //合成新道具BaseID的数量ITEM_ATTRIBUTE_SYN_NEWID_1 = 0x2D, //新BaseID1ITEM_ATTRIBUTE_SYN_NEWID_2 = 0x2E, //新BaseID2ITEM_ATTRIBUTE_SYN_NEWID_3 = 0x2F, //新BaseID3ITEM_ATTRIBUTE_SYN_NEWID_C_1 = 0x30, //新BaseID1数量ITEM_ATTRIBUTE_SYN_NEWID_C_2 = 0x31, //新BaseID2数量ITEM_ATTRIBUTE_SYN_NEWID_C_3 = 0x32, //新BaseID3数量};enum ENUM_ITEM_CLASS:uint8{ITEM_CLASS_SKILL_BOOK = 0x00, //技能书ITEM_CLASS_BOX = 0x01, //盒子(容器)ITEM_CLASS_EQUIPMENT = 0x02, //装备ITEM_CLASS_RESOURCE = 0x03, //材料ITEM_CLASS_JEWEL = 0x04, //宝石ITEM_CLASS_RUNE = 0x05, //符文 ITEM_CLASS_STONE = 0x06, //石头ITEM_CLASS_TASK = 0x07, //任务道具ITEM_CLASS_DRAW = 0x08, //图纸};#endif

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