118 lines
3.4 KiB
C#
118 lines
3.4 KiB
C#
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Bright.Serialization;
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using System.Collections.Generic;
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using SimpleJSON;
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namespace cfg
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{
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public sealed partial class GlobalConfig
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{
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private readonly DataGlobalConfig _data;
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public GlobalConfig(JSONNode _json)
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{
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if(!_json.IsArray)
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{
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throw new SerializationException();
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}
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if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1");
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_data = DataGlobalConfig.DeserializeDataGlobalConfig(_json[0]);
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PostInit();
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}
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/// <summary>
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/// 英雄经验池道具id
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/// </summary>
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public int HeroExpItem => _data.HeroExpItem;
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/// <summary>
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/// 道具默认最大上限
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/// </summary>
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public int ItemMaxDefault => _data.ItemMaxDefault;
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/// <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>
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/// 被压制时的buffIds
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/// </summary>
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public System.Collections.Generic.List<int> SuppressBuffIds => _data.SuppressBuffIds;
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/// <summary>
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/// 逃跑时的buffIds
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/// </summary>
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public System.Collections.Generic.List<int> RetreatBuffIds => _data.RetreatBuffIds;
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/// <summary>
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/// 战斗数值规则优化_0813 中需求的参数n
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/// </summary>
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public float FPN => _data.FPN;
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/// <summary>
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/// 战斗数值规则优化_0813 中需求的参数K
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/// </summary>
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public float FPK => _data.FPK;
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/// <summary>
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/// 玩家默认队伍编组角色ID列表
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/// </summary>
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public System.Collections.Generic.List<int> DefaultTeamIDs => _data.DefaultTeamIDs;
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/// <summary>
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/// 玩家默认队伍编组icon
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/// </summary>
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public int DefaultTeamIcon => _data.DefaultTeamIcon;
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/// <summary>
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/// 玩家默认队伍编组名称
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/// </summary>
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public string DefaultTeamName => _data.DefaultTeamName;
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/// <summary>
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/// 最大队伍数量
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/// </summary>
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public int MaxTeamCount => _data.MaxTeamCount;
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/// <summary>
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/// 体力道具ID
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/// </summary>
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public int EnergyPointID => _data.EnergyPointID;
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/// <summary>
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/// 体力恢复时间间隔(秒)
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/// </summary>
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public int EnergyPointRecoverTime => _data.EnergyPointRecoverTime;
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/// <summary>
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/// 开枪默认地面特效
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/// </summary>
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public int GroundFireEffectId => _data.GroundFireEffectId;
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/// <summary>
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/// 钻石道具ID
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/// </summary>
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public int DiamondItemId => _data.DiamondItemId;
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/// <summary>
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/// 金币道具ID
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/// </summary>
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public int GoldItemId => _data.GoldItemId;
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/// <summary>
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/// 邮件有效天数
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/// </summary>
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public int MailDays => _data.MailDays;
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public void Resolve(Dictionary<string, object> _tables)
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{
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_data.Resolve(_tables);
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PostResolve();
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}
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public void TranslateText(System.Func<string, string, string> translator)
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{
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_data.TranslateText(translator);
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}
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partial void PostInit();
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partial void PostResolve();
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}
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}
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