NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/GenCode/Luban/DataTable/GlobalConfig.cs

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
using SimpleJSON;
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namespace cfg
{
public partial class GlobalConfig
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{
private readonly DataGlobalConfig _data;
public DataGlobalConfig Data => _data;
public GlobalConfig(JSONNode _buf)
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{
int n = _buf.Count;
if (n != 1) throw new SerializationException("table mode=one, but size != 1");
{ if(!_buf[0].IsObject) { throw new SerializationException(); } _data = global::cfg.DataGlobalConfig.DeserializeDataGlobalConfig(_buf[0]); }
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}
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/// <summary>
/// 英雄经验池道具id
/// </summary>
public int HeroExpItem => _data.HeroExpItem;
/// <summary>
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/// 英雄升级消耗道具id
/// </summary>
public int HeroCostItem => _data.HeroCostItem;
/// <summary>
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/// 道具默认最大上限
/// </summary>
public int ItemMaxDefault => _data.ItemMaxDefault;
/// <summary>
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/// 跨天小时点
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/// </summary>
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public int DailyChangeHour => _data.DailyChangeHour;
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/// <summary>
/// 被压制时的buffIds
/// </summary>
public System.Collections.Generic.List<int> SuppressBuffIds => _data.SuppressBuffIds;
/// <summary>
/// 逃跑时的buffIds
/// </summary>
public System.Collections.Generic.List<int> RetreatBuffIds => _data.RetreatBuffIds;
/// <summary>
/// 战斗数值规则优化_0813 中需求的参数n
/// </summary>
public float FPN => _data.FPN;
/// <summary>
/// 战斗数值规则优化_0813 中需求的参数K
/// </summary>
public float FPK => _data.FPK;
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/// <summary>
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/// 玩家默认队伍指挥官ID
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/// </summary>
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public int DefaultCommander => _data.DefaultCommander;
/// <summary>
/// 玩家默认队伍编组单位ID列表
/// </summary>
public System.Collections.Generic.List<int> DefaultUnitIDs => _data.DefaultUnitIDs;
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/// <summary>
/// 玩家默认队伍编组icon
/// </summary>
public int DefaultTeamIcon => _data.DefaultTeamIcon;
/// <summary>
/// 玩家默认队伍编组名称
/// </summary>
public string DefaultTeamName => _data.DefaultTeamName;
/// <summary>
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/// 玩家默认队伍编组指挥官技能
/// </summary>
public System.Collections.Generic.List<int> DefaultPlayerSKill => _data.DefaultPlayerSKill;
/// <summary>
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/// 最大队伍数量
/// </summary>
public int MaxTeamCount => _data.MaxTeamCount;
/// <summary>
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/// 队伍最大数(指挥官+角色+载具)
/// </summary>
public int MaxTeamMember => _data.MaxTeamMember;
/// <summary>
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/// 体力道具ID
/// </summary>
public int EnergyPointID => _data.EnergyPointID;
/// <summary>
/// 体力恢复时间间隔(秒)
/// </summary>
public int EnergyPointRecoverTime => _data.EnergyPointRecoverTime;
/// <summary>
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/// 每日钻石购买体力次数限制
/// </summary>
public int EnergyDailyPurchaseLimit => _data.EnergyDailyPurchaseLimit;
/// <summary>
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/// 开枪默认地面特效
/// </summary>
public int GroundFireEffectId => _data.GroundFireEffectId;
/// <summary>
/// 钻石道具ID
/// </summary>
public int DiamondItemId => _data.DiamondItemId;
/// <summary>
/// 金币道具ID
/// </summary>
public int GoldItemId => _data.GoldItemId;
/// <summary>
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/// 付费一级钻石ID
/// </summary>
public int PurchaseDiamondID => _data.PurchaseDiamondID;
/// <summary>
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/// 邮件有效天数
/// </summary>
public int MailDays => _data.MailDays;
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/// <summary>
/// 最大邮件数量
/// </summary>
public int MaxMailCount => _data.MaxMailCount;
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/// <summary>
/// 头像图片路径前缀
/// </summary>
public string HeadPicFrontPath => _data.HeadPicFrontPath;
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/// <summary>
/// PVP关卡ID
/// </summary>
public int PVPLevelID => _data.PVPLevelID;
/// <summary>
/// 下一周的PVP关卡ID
/// </summary>
public int NextPVPLevelID => _data.NextPVPLevelID;
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/// <summary>
/// pvp匹配分差值
/// </summary>
public float PvpScoreOffset => _data.PvpScoreOffset;
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/// <summary>
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/// PVP初始积分
/// </summary>
public int PvpNewScore => _data.PvpNewScore;
/// <summary>
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/// PVP基础分
/// </summary>
public int PvpScoreBase => _data.PvpScoreBase;
/// <summary>
/// PVP提高分
/// </summary>
public int PvpScoreUp => _data.PvpScoreUp;
/// <summary>
/// PVP降低分
/// </summary>
public int PvpScoreDown => _data.PvpScoreDown;
/// <summary>
/// PVP失败扣分
/// </summary>
public int PvpScoreFailed => _data.PvpScoreFailed;
/// <summary>
/// PVP防守胜利分
/// </summary>
public int PvpScoreDefence => _data.PvpScoreDefence;
/// <summary>
/// pvp排行榜分页条目数
/// </summary>
public int PvpPageCount => _data.PvpPageCount;
/// <summary>
/// pvp消耗
/// </summary>
public item.ItemCounts PvpCost => _data.PvpCost;
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/// <summary>
/// 每帧任务刷新数量,总共五帧
/// </summary>
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public int TaskUpdateCountFrame => _data.TaskUpdateCountFrame;
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/// <summary>
/// 日常任务奖励自动发放邮件ID
/// </summary>
public int MailIDDailyTaskReward => _data.MailIDDailyTaskReward;
/// <summary>
/// 周常任务奖励自动发放邮件ID
/// </summary>
public int MailIDWeeklyTaskReward => _data.MailIDWeeklyTaskReward;
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/// <summary>
/// 日常任务活跃度道具ID
/// </summary>
public int DailyTaskActivityItem => _data.DailyTaskActivityItem;
/// <summary>
/// 周常任务活跃度道具ID
/// </summary>
public int WeeklyTaskActivityItem => _data.WeeklyTaskActivityItem;
/// <summary>
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/// 扫荡券id
/// </summary>
public int SaoDangTicket => _data.SaoDangTicket;
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/// <summary>
/// 士气被打没之后的强制逃跑时间
/// </summary>
public float ForceEscapeTime => _data.ForceEscapeTime;
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/// <summary>
/// 指挥官技能养成每层累计解锁等级,索引表示层数,具体值表示该层累计解锁等级
/// </summary>
public System.Collections.Generic.List<int> PlayerSkillUpgradeUnLockTotalLevel => _data.PlayerSkillUpgradeUnLockTotalLevel;
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/// <summary>
/// 物品超上限邮件id
/// </summary>
public int MailIDItemMaxCount => _data.MailIDItemMaxCount;
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/// <summary>
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/// pvp货币
/// </summary>
public int PvpCoinId => _data.PvpCoinId;
/// <summary>
/// 通用角色碎片
/// </summary>
public int PieceExchangeId => _data.PieceExchangeId;
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/// <summary>
/// 脱离战斗后士气恢复倍率
/// </summary>
public int OutOfCombatMoraleRecoverRate => _data.OutOfCombatMoraleRecoverRate;
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/// <summary>
/// pvp机器人名称
/// </summary>
public string PvpRobotName => _data.PvpRobotName;
/// <summary>
/// pvp防守方布阵格子索引列表
/// </summary>
public System.Collections.Generic.List<int> PvpDefendCellList => _data.PvpDefendCellList;
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/// <summary>
/// pvp通常战斗胜利奖励
/// </summary>
public int PvpBattleWinRewards => _data.PvpBattleWinRewards;
/// <summary>
/// pvp通常战斗失败奖励
/// </summary>
public int PvpBattleLoseRewards => _data.PvpBattleLoseRewards;
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/// <summary>
/// pvp防守最大上阵人数
/// </summary>
public int PvpDefenderMaxNumber => _data.PvpDefenderMaxNumber;
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/// <summary>
/// pvp排行榜最小展示人数不满足前端弹窗拒绝打开排行榜
/// </summary>
public int PvpRankingMinNumber => _data.PvpRankingMinNumber;
/// <summary>
/// 体力类型道具列表(不足时使用通用弹窗进行回复)
/// </summary>
public System.Collections.Generic.List<int> StaminaTypeItem => _data.StaminaTypeItem;
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/// <summary>
/// 初始皮肤默认皮肤ID
/// </summary>
public int DEFAULTSKINID => _data.DEFAULTSKINID;
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/// <summary>
/// 剧情对话停留时间
/// </summary>
public float StoryDialogueWaitTime => _data.StoryDialogueWaitTime;
/// <summary>
/// 战斗失败帮助信息随机总数
/// </summary>
public int BattleFailedTipsNumber => _data.BattleFailedTipsNumber;
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/// <summary>
/// 未成年人游戏日
/// </summary>
public System.Collections.Generic.List<int> UnderEighteenGameWeekDay => _data.UnderEighteenGameWeekDay;
/// <summary>
/// 未成年人游戏时间
/// </summary>
public int UnderEighteenGameHour => _data.UnderEighteenGameHour;
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/// <summary>
/// 战斗中相同语音的触发时间间隔(秒)
/// </summary>
public float BattleVoiceTriggerTime => _data.BattleVoiceTriggerTime;
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/// <summary>
/// 战役模式评分等级划分依据(满分*比率,递增)
/// </summary>
public System.Collections.Generic.List<float> CampaignScoreClass => _data.CampaignScoreClass;
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/// <summary>
/// 超出觉醒上限后获得相同角色时转化道具ID|数量)
/// </summary>
public System.Collections.Generic.List<int> OverflowCharacterChipExchange => _data.OverflowCharacterChipExchange;
/// <summary>
/// 释放技能时的旋转摄像机持续时间
/// </summary>
public float SkillCameraRotateTime => _data.SkillCameraRotateTime;
/// <summary>
/// 释放技能时黑屏渐入时间
/// </summary>
public float SkillCameraFadeInTime => _data.SkillCameraFadeInTime;
/// <summary>
/// 释放技能时黑屏渐出时间
/// </summary>
public float SkillCameraFadeOutTime => _data.SkillCameraFadeOutTime;
public int PvpWeekScheduleID => _data.PvpWeekScheduleID;
public int PvpMonthScheduleID => _data.PvpMonthScheduleID;
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public int PvpDayScheduleID => _data.PvpDayScheduleID;
/// <summary>
/// 战斗内时间缩放参数,必须为四个
/// </summary>
public System.Collections.Generic.List<float> FightSpeedParams => _data.FightSpeedParams;
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/// <summary>
/// 战斗内默认速度index
/// </summary>
public int FightSpeedDefault => _data.FightSpeedDefault;
/// <summary>
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/// PVP建筑防守可上阵数量限制
/// </summary>
public int PvpFightBuildLimit => _data.PvpFightBuildLimit;
/// <summary>
/// PVP战斗员防守可上阵数量限制
/// </summary>
public int PvpFightCharacterLimit => _data.PvpFightCharacterLimit;
/// <summary>
/// PVP载具防守可上阵数量限制
/// </summary>
public int PvpFightVehicleLimit => _data.PvpFightVehicleLimit;
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/// <summary>
/// 跳过引导2秒内点击次数
/// </summary>
public int SkipGuideClickCount => _data.SkipGuideClickCount;
/// <summary>
/// 脱战多少秒之后开始恢复士气
/// </summary>
public float MoraleRecoverDelayTime => _data.MoraleRecoverDelayTime;
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/// <summary>
/// 默认首页BGM
/// </summary>
public string DefaultMainBGM => _data.DefaultMainBGM;
/// <summary>
/// 角色职业种类数量 (影响编队选角界面的职业展示和筛选限制)
/// </summary>
public int CharacterJobCount => _data.CharacterJobCount;
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/// <summary>
/// 滚动公告轮播次数(跑马灯循环)
/// </summary>
public int NotificationLoopCount => _data.NotificationLoopCount;
/// <summary>
/// 战斗内-护盾恢复延迟时间
/// </summary>
public float FightShieldRecoverDelay => _data.FightShieldRecoverDelay;
/// <summary>
/// 战斗内-护盾恢复固定值
/// </summary>
public float FightShiledRecoverValueFixed => _data.FightShiledRecoverValueFixed;
/// <summary>
/// 战斗内-护盾恢复百分比
/// </summary>
public float FightShiledRecoverValuePercent => _data.FightShiledRecoverValuePercent;
/// <summary>
/// 战斗内-护盾最大溢出百分比
/// </summary>
public float FightOverFlowShiledMaxPercent => _data.FightOverFlowShiledMaxPercent;
/// <summary>
/// 战斗内-血量恢复延迟时间
/// </summary>
public float FightHPRecoverDelay => _data.FightHPRecoverDelay;
/// <summary>
/// 战斗内-血量恢复固定值
/// </summary>
public float FightHPRecoverValueFixed => _data.FightHPRecoverValueFixed;
/// <summary>
/// 战斗内-血量恢复百分比
/// </summary>
public float FightHPRecoverValuePercent => _data.FightHPRecoverValuePercent;
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/// <summary>
/// 战斗内-进入压制状态士气百分比
/// </summary>
public float FightSuppressMoralePercent => _data.FightSuppressMoralePercent;
/// <summary>
/// 战斗内-进入逃跑状态士气百分比
/// </summary>
public float FightRetreateMoralePercent => _data.FightRetreateMoralePercent;
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/// <summary>
/// 战斗内-角色转身速度
/// </summary>
public float FightCharacterTurnSpeed => _data.FightCharacterTurnSpeed;
/// <summary>
/// 战斗内-载具地形适应速度缩放系数,(不适应,适应,特化)
/// </summary>
public System.Collections.Generic.List<float> FightVehicleSpeedScaleParam => _data.FightVehicleSpeedScaleParam;
/// <summary>
/// 战斗内-脱离逃跑士气百分比
/// </summary>
public float FightExitRetreatMoralePercent => _data.FightExitRetreatMoralePercent;
/// <summary>
/// 军团-招募成员的最低等级限制
/// </summary>
public int LegionJoinLevelLimit => _data.LegionJoinLevelLimit;
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/// <summary>
/// 军团-开始ID
/// </summary>
public int LegionBeginID => _data.LegionBeginID;
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/// <summary>
/// 军团列表每页显示数量
/// </summary>
public int LegionPaginateLimit => _data.LegionPaginateLimit;
/// <summary>
/// 军团限制成员数量
/// </summary>
public int LegionMemberCount => _data.LegionMemberCount;
/// <summary>
/// 加入军团模版ID
/// </summary>
public int MailIDLegionJoin => _data.MailIDLegionJoin;
/// <summary>
/// 军团踢人模版ID
/// </summary>
public int MailIDLegionDismissMember => _data.MailIDLegionDismissMember;
/// <summary>
/// 军团战报名成功通知
/// </summary>
public int MailPVPMonthlyRewardsTitle => _data.MailPVPMonthlyRewardsTitle;
/// <summary>
/// 军团开启编队通知
/// </summary>
public int MailLegionBattleFormationTitle => _data.MailLegionBattleFormationTitle;
/// <summary>
/// 军团开战通知
/// </summary>
public int MailLegionBattleFightTitle => _data.MailLegionBattleFightTitle;
/// <summary>
/// 军团结算通知
/// </summary>
public int MailLegionBattleEndTitle => _data.MailLegionBattleEndTitle;
/// <summary>
/// 技能充能回复-主动平A
/// </summary>
public int SkillChargeNormalAttack => _data.SkillChargeNormalAttack;
/// <summary>
/// 技能充能回复-受到任何伤害
/// </summary>
public int SkillChargeBeAttack => _data.SkillChargeBeAttack;
/// <summary>
/// 军团要塞报名
/// </summary>
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public int LegionBattleScheduleIDStart => _data.LegionBattleScheduleIDStart;
/// <summary>
/// 军团要塞编队
/// </summary>
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public int LegionBattleScheduleIDTeam => _data.LegionBattleScheduleIDTeam;
/// <summary>
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/// 军团要塞编队锁定
/// </summary>
public int LegionBattleScheduleIDTeamLock => _data.LegionBattleScheduleIDTeamLock;
/// <summary>
/// 军团要塞战斗
/// </summary>
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public int LegionBattleScheduleIDCombat => _data.LegionBattleScheduleIDCombat;
/// <summary>
/// 军团战地图宽度
/// </summary>
public int LegionBattleMapWidth => _data.LegionBattleMapWidth;
/// <summary>
/// 军团战地图高度
/// </summary>
public int LegionBattleMapHeight => _data.LegionBattleMapHeight;
/// <summary>
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/// 军团战最多人数
/// </summary>
public int LegionBattleMaxMemberCount => _data.LegionBattleMaxMemberCount;
/// <summary>
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/// 军团战最少人数
/// </summary>
public int LegionBattleMinMemberCount => _data.LegionBattleMinMemberCount;
/// <summary>
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/// 军团佣兵上限
/// </summary>
public int LegionBattleMaxMercenaryCount => _data.LegionBattleMaxMercenaryCount;
/// <summary>
/// 军团战编队数量
/// </summary>
public int MaxLegionTeamCount => _data.MaxLegionTeamCount;
/// <summary>
/// 通行证升级点道具ID
/// </summary>
public int BattlePassPointItem => _data.BattlePassPointItem;
/// <summary>
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/// 通行证升级点数需求
/// </summary>
public int BattlePassLevelUpRequirement => _data.BattlePassLevelUpRequirement;
/// <summary>
/// 通行证购买等级价格 (货币ID|价格)
/// </summary>
public System.Collections.Generic.List<int> BattlePassLevelPurchasePrice => _data.BattlePassLevelPurchasePrice;
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/// <summary>
/// 军团战报名成功通知
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/// </summary>
public int MailIDLegionBattleSigned => _data.MailIDLegionBattleSigned;
/// <summary>
/// 军争要塞编队
/// </summary>
public int MailIDLegionBattleFormation => _data.MailIDLegionBattleFormation;
/// <summary>
/// 军团战开战通知
/// </summary>
public int MailIDLegionBattleFight => _data.MailIDLegionBattleFight;
/// <summary>
/// 军团战匹配失败通知
/// </summary>
public int MailIDLegionBattleMatchFaild => _data.MailIDLegionBattleMatchFaild;
/// <summary>
/// 军团解散通知
/// </summary>
public int MailLegionDisbanded => _data.MailLegionDisbanded;
/// <summary>
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/// 军团标签最大数量
/// </summary>
public int LegionLabelMax => _data.LegionLabelMax;
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/// <summary>
/// 军团头像图片路径前缀
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/// </summary>
public string LegionHeadPicFrontPath => _data.LegionHeadPicFrontPath;
/// <summary>
/// 军团宣言索引
/// </summary>
public System.Collections.Generic.List<int> LegionDeclarationList => _data.LegionDeclarationList;
/// <summary>
/// 军团索引
/// </summary>
public System.Collections.Generic.List<int> LegionLabelList => _data.LegionLabelList;
/// <summary>
/// 军争要塞_荣誉补给箱
/// </summary>
public int RewardLegionWin => _data.RewardLegionWin;
/// <summary>
/// 军争要塞_基础补给箱
/// </summary>
public int RewardLegionLoose => _data.RewardLegionLoose;
/// <summary>
/// 军争要塞_佣兵荣誉铁盒
/// </summary>
public int RewardLegionMercenaryWin => _data.RewardLegionMercenaryWin;
/// <summary>
/// 军争要塞_佣兵相助铁盒
/// </summary>
public int RewardLegionMercenaryLoose => _data.RewardLegionMercenaryLoose;
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/// <summary>
/// 佣兵荣誉币
/// </summary>
public int MercenaryHonorCoin => _data.MercenaryHonorCoin;
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/// <summary>
/// 编队指挥官头像图片路径前缀
/// </summary>
public string CommanderHeadPath => _data.CommanderHeadPath;
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/// <summary>
/// 手动刷新商店花费磁带数量
/// </summary>
public System.Collections.Generic.List<int> ShopRefreshCostList => _data.ShopRefreshCostList;
/// <summary>
/// 手动刷新商店花费的道具ID
/// </summary>
public int ShopRefreshItemId => _data.ShopRefreshItemId;
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/// <summary>
/// 月卡商店ID
/// </summary>
public int MonthlyPassShopId => _data.MonthlyPassShopId;
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/// <summary>
/// 军团战占领要塞获胜
/// </summary>
public int MailIDLegionbattlePrizeMailFortressWin => _data.MailIDLegionbattlePrizeMailFortressWin;
/// <summary>
/// 军团战占领要塞失败
/// </summary>
public int MailIDLegionbattlePrizeMailFortressLose => _data.MailIDLegionbattlePrizeMailFortressLose;
/// <summary>
/// 军团战占领要塞获胜全体
/// </summary>
public int MailIDLegionbattlePrizeMailFortressAllWin => _data.MailIDLegionbattlePrizeMailFortressAllWin;
/// <summary>
/// 军团战占领要塞失败全体
/// </summary>
public int MailIDLegionbattlePrizeMailFortressAllLose => _data.MailIDLegionbattlePrizeMailFortressAllLose;
/// <summary>
/// 军团战积分获胜
/// </summary>
public int MailIDLegionbattlePrizeMailScoreWin => _data.MailIDLegionbattlePrizeMailScoreWin;
/// <summary>
/// 军团战积分失败
/// </summary>
public int MailIDLegionbattlePrizeMailScoreLose => _data.MailIDLegionbattlePrizeMailScoreLose;
/// <summary>
/// 军团战积分获胜全体
/// </summary>
public int MailIDLegionbattlePrizeMailScoreAllWin => _data.MailIDLegionbattlePrizeMailScoreAllWin;
/// <summary>
/// 军团战积分失败全体
/// </summary>
public int MailIDLegionbattlePrizeMailScoreAllLose => _data.MailIDLegionbattlePrizeMailScoreAllLose;
/// <summary>
/// 军团战轮空获胜
/// </summary>
public int MailIDLegionbattlePrizeMailLucky => _data.MailIDLegionbattlePrizeMailLucky;
/// <summary>
/// 军团战雇佣军通用
/// </summary>
public int MailIDLegionbattlePrizeMailEmploy => _data.MailIDLegionbattlePrizeMailEmploy;
/// <summary>
/// 军团战我方无人上阵失败全员保底
/// </summary>
public int MailIDLegionbattlePrizeMailEmptyTeamLose => _data.MailIDLegionbattlePrizeMailEmptyTeamLose;
/// <summary>
/// 军团战敌方无人上阵我方参战额外奖励
/// </summary>
public int MailIDLegionbattlePrizeMailEmptyTeamWin => _data.MailIDLegionbattlePrizeMailEmptyTeamWin;
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/// <summary>
/// 强制流程第一关战斗id
/// </summary>
public int FirstTimeFlowFight1Id => _data.FirstTimeFlowFight1Id;
/// <summary>
/// 强制流程第二关战斗id
/// </summary>
public int FirstTimeFlowFight2Id => _data.FirstTimeFlowFight2Id;
public void ResolveRef(Tables tables)
{
_data.ResolveRef(tables);
}
}
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}