Const.BATTLE_MODE_ONLY_PANELS = { PanelId.BattleBottomScreenEffect, PanelId.BattleAction, PanelId.SquadIcon, PanelId.OutOfScreenTargets, PanelId.BattleBossInfo, PanelId.BattleComboSkill, PanelId.BattleComboSkillUse, PanelId.BattleDamageText, } Const.FACTORY_MODE_ONLY_PANELS = { PanelId.FacHudBottomMask, PanelId.FacMainLeft, PanelId.FacMainRight, PanelId.FacMain, } Const.RESERVE_PANEL_IDS_FOR_FAC_BUILD_MODE = { PanelId.FacBuildMode, PanelId.FacDestroyMode, PanelId.MainHud, PanelId.FacHudBottomMask, PanelId.Joystick, PanelId.LevelCamera, PanelId.FacPowerPoleLinkingLabel, PanelId.FacPowerPoleTravelHint, PanelId.HeadLabel, PanelId.FacMiniPowerHud, PanelId.FacTopView, PanelId.Radio, PanelId.FacTopViewBuildingInfo, } Const.RESERVE_PANEL_IDS_FOR_FAC_DESTROY_MODE = { PanelId.FacDestroyMode, PanelId.FacBuildMode, PanelId.MainHud, PanelId.FacHudBottomMask, PanelId.LevelCamera, PanelId.FacBuildingInteract, PanelId.InteractOption, PanelId.Joystick, PanelId.FacPowerPoleLinkingLabel, PanelId.FacPowerPoleTravelHint, PanelId.HeadLabel, PanelId.FacTopView, PanelId.FacTopViewBuildingInfo, } do local tmp = {} for _, id in ipairs(Const.RESERVE_PANEL_IDS_FOR_FAC_BUILD_MODE) do if id ~= PanelId.MainHud then tmp[id] = true end end for _, id in ipairs(Const.RESERVE_PANEL_IDS_FOR_FAC_DESTROY_MODE) do if id ~= PanelId.MainHud then tmp[id] = true end end Const.ALL_RESERVE_PANEL_IDS_FOR_FAC_MODE_IN_TOP_VIEW = {} for id, _ in pairs(tmp) do table.insert(Const.ALL_RESERVE_PANEL_IDS_FOR_FAC_MODE_IN_TOP_VIEW, id) end end