NahidaImpact/NahidaImpact.Protocol/CombatTypeArgument.proto

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2024-01-04 13:48:39 +00:00
syntax = "proto3";
enum CombatTypeArgument {
COMBAT_TYPE_ARGUMENT_NONE = 0;
COMBAT_TYPE_ARGUMENT_EVT_BEING_HIT = 1;
COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED = 2;
COMBAT_TYPE_ARGUMENT_FACE_TO_DIR = 3;
COMBAT_TYPE_ARGUMENT_SET_ATTACK_TARGET = 4;
COMBAT_TYPE_ARGUMENT_RUSH_MOVE = 5;
COMBAT_TYPE_ARGUMENT_ANIMATOR_PARAMETER_CHANGED = 6;
COMBAT_TYPE_ARGUMENT_ENTITY_MOVE = 7;
COMBAT_TYPE_ARGUMENT_SYNC_ENTITY_POSITION = 8;
COMBAT_TYPE_ARGUMENT_STEER_MOTION_INFO = 9;
COMBAT_TYPE_ARGUMENT_FORCE_SET_POS_INFO = 10;
COMBAT_TYPE_ARGUMENT_COMPENSATE_POS_DIFF = 11;
COMBAT_TYPE_ARGUMENT_MONSTER_DO_BLINK = 12;
COMBAT_TYPE_ARGUMENT_FIXED_RUSH_MOVE = 13;
COMBAT_TYPE_ARGUMENT_SYNC_TRANSFORM = 14;
COMBAT_TYPE_ARGUMENT_LIGHT_CORE_MOVE = 15;
COMBAT_TYPE_ARGUMENT_BEING_HEALED_NTF = 16;
COMBAT_TYPE_ARGUMENT_SKILL_ANCHOR_POSITION_NTF = 17;
COMBAT_TYPE_ARGUMENT_GRAPPLING_HOOK_MOVE = 18;
}