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>
/// 跨天小时点
/// </summary>
public int DailyChangeHour => _data.DailyChangeHour;
/// <summary>
/// 头像图片路径前缀
/// </summary>
public string HeadPicFrontPath => _data.HeadPicFrontPath;
/// <summary>
/// 邮件有效天数
/// </summary>
public int MailDays => _data.MailDays;
/// <summary>
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/// 抽奖日志有效天数
/// </summary>
public int RaffleLoglDays => _data.RaffleLoglDays;
/// <summary>
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/// 最大邮件数量
/// </summary>
public int MaxMailCount => _data.MaxMailCount;
/// <summary>
/// 物品超上限邮件id
/// </summary>
public int MailIDItemMaxCount => _data.MailIDItemMaxCount;
/// <summary>
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/// 单封邮件最多物品个数
/// </summary>
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public int MailItemMaxNum => _data.MailItemMaxNum;
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/// <summary>
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/// 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;
/// <summary>
/// 滚动公告轮播次数(跑马灯循环)
/// </summary>
public int NotificationLoopCount => _data.NotificationLoopCount;
/// <summary>
/// 初始皮肤默认皮肤ID
/// </summary>
public int DEFAULTSKINID => _data.DEFAULTSKINID;
/// <summary>
/// 剧情对话停留时间
/// </summary>
public float StoryDialogueWaitTime => _data.StoryDialogueWaitTime;
/// <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;
/// <summary>
/// 金币道具ID
/// </summary>
public int GoldItemId => _data.GoldItemId;
/// <summary>
/// 钻石道具ID
/// </summary>
public int DiamondItemId => _data.DiamondItemId;
/// <summary>
/// 扫荡券id
/// </summary>
public int SaoDangTicket => _data.SaoDangTicket;
/// <summary>
/// 付费一级钻石ID
/// </summary>
public int PurchaseDiamondID => _data.PurchaseDiamondID;
/// <summary>
/// pvp货币
/// </summary>
public int PvpCoinId => _data.PvpCoinId;
/// <summary>
/// 通用角色碎片
/// </summary>
public int PieceExchangeId => _data.PieceExchangeId;
/// <summary>
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/// 星空纪念币
/// </summary>
public int StarryToken => _data.StarryToken;
/// <summary>
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/// 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>
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/// 缴获文件-耀斑货币
/// </summary>
public int FlareEventCurrency => _data.FlareEventCurrency;
/// <summary>
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/// 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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/// 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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/// 每日钻石购买体力次数限制
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/// </summary>
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public int EnergyDailyPurchaseLimit => _data.EnergyDailyPurchaseLimit;
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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;
/// <summary>
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/// 信用点ID
/// </summary>
public int CreditID => _data.CreditID;
/// <summary>
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/// 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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/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateK => _data.FPRateK;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateS => _data.FPRateS;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateG => _data.FPRateG;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateL => _data.FPRateL;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateP => _data.FPRateP;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateQ => _data.FPRateQ;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateMin => _data.FPRateMin;
/// <summary>
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/// 战斗内-载具地形适应速度缩放系数,(不适应,适应,特化)
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/// </summary>
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public System.Collections.Generic.List<float> FightVehicleSpeedScaleParam => _data.FightVehicleSpeedScaleParam;
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/// <summary>
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/// 战斗内时间缩放参数,必须为四个
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/// </summary>
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public System.Collections.Generic.List<float> FightSpeedParams => _data.FightSpeedParams;
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/// <summary>
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/// 战斗内默认速度index
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/// </summary>
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public int FightSpeedDefault => _data.FightSpeedDefault;
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/// <summary>
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/// 战役模式评分等级划分依据(满分*比率,递增)
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/// </summary>
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public System.Collections.Generic.List<float> CampaignScoreClass => _data.CampaignScoreClass;
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/// <summary>
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/// 战斗失败帮助信息随机总数
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/// </summary>
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public int BattleFailedTipsNumber => _data.BattleFailedTipsNumber;
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/// <summary>
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/// 地图长按显示面板属性顺序-人形单位
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/// </summary>
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public System.Collections.Generic.List<int> MapDescRole => _data.MapDescRole;
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/// <summary>
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/// 地图长按显示面板属性顺序-载具单位
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/// </summary>
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public System.Collections.Generic.List<int> MapDescVehicle => _data.MapDescVehicle;
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/// <summary>
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/// 地图长按显示面板属性顺序-建筑单位
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/// </summary>
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public System.Collections.Generic.List<int> MapDescBuild => _data.MapDescBuild;
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/// <summary>
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/// 性能测试关卡ID
/// </summary>
public int PerformanceTestLevel => _data.PerformanceTestLevel;
/// <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;
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/// <summary>
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/// 玩家默认队伍编组单位ID列表
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/// </summary>
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public System.Collections.Generic.List<int> DefaultUnitIDs => _data.DefaultUnitIDs;
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/// <summary>
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/// 玩家默认队伍编队icon
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/// </summary>
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public int DefaultTeamIcon => _data.DefaultTeamIcon;
/// <summary>
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/// 玩家默认队伍编组名称
/// </summary>
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public string DefaultTeamName => _data.DefaultTeamName;
/// <summary>
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/// 玩家默认队伍编组指挥官技能
/// </summary>
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public System.Collections.Generic.List<int> DefaultPlayerSKill => _data.DefaultPlayerSKill;
/// <summary>
/// 最大队伍数量
/// </summary>
public int MaxTeamCount => _data.MaxTeamCount;
/// <summary>
/// 队伍最大数(指挥官+角色+载具)
/// </summary>
public int MaxTeamMember => _data.MaxTeamMember;
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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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/// 角色养成度计算系数Z角色星级
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/// </summary>
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public float CultivateCalCZ => _data.CultivateCalCZ;
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/// <summary>
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/// 角色养成度计算系数A角色等级
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/// </summary>
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public float CultivateCalCA => _data.CultivateCalCA;
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/// <summary>
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/// 角色养成度计算系数B角色考核突破
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/// </summary>
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public float CultivateCalCB => _data.CultivateCalCB;
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/// <summary>
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/// 角色养成度计算系数C角色进修觉醒
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/// </summary>
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public float CultivateCalCC => _data.CultivateCalCC;
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/// <summary>
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/// 角色养成度计算系数D角色主动技能
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/// </summary>
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public float CultivateCalCD => _data.CultivateCalCD;
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/// <summary>
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/// 角色养成度计算系数E角色被动技能1
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/// </summary>
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public float CultivateCalCE => _data.CultivateCalCE;
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/// <summary>
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/// 角色养成度计算系数F角色被动技能2
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/// </summary>
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public float CultivateCalCF => _data.CultivateCalCF;
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/// <summary>
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/// 载具养成度计算系数A载具等级
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/// </summary>
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public float CultivateCalVA => _data.CultivateCalVA;
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/// <summary>
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/// 载具养成度计算系数B载具部件数量
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/// </summary>
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public float CultivateCalVB => _data.CultivateCalVB;
/// <summary>
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/// 通行证升级点数需求
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/// </summary>
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public int BattlePassLevelUpRequirement => _data.BattlePassLevelUpRequirement;
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/// <summary>
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/// 通行证购买等级价格 (货币ID|价格)
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/// </summary>
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public System.Collections.Generic.List<int> BattlePassLevelPurchasePrice => _data.BattlePassLevelPurchasePrice;
/// <summary>
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/// 通行证资格购买先关道具ID
/// </summary>
public System.Collections.Generic.List<int> BattlePassPurchaseItemID => _data.BattlePassPurchaseItemID;
/// <summary>
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/// 最大可购买时长,单位:日
/// </summary>
public int MonthlyPassMaxTime => _data.MonthlyPassMaxTime;
/// <summary>
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/// 剩余多少日发送月卡即将到期邮件
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/// </summary>
public int MonthlyPassMailTime => _data.MonthlyPassMailTime;
/// <summary>
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/// 月卡即将到期提醒邮件ID
/// </summary>
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public int MonthlyPassMailID => _data.MonthlyPassMailID;
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/// <summary>
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/// 月卡补发奖励邮件ID
/// </summary>
public int MonthlyPassRewardMailID => _data.MonthlyPassRewardMailID;
/// <summary>
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/// 默认表情
/// </summary>
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public int ShopShowDefaultEmojiID => _data.ShopShowDefaultEmojiID;
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/// <summary>
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/// 商店角色眉毛类型
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/// </summary>
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public string ShopShowEyebowsType => _data.ShopShowEyebowsType;
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/// <summary>
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/// 商店角色眉毛颜色
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/// </summary>
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public string ShopShowEyebowsColor => _data.ShopShowEyebowsColor;
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/// <summary>
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/// 商店角色眼睛颜色
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/// </summary>
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public string ShopShowEyesColor => _data.ShopShowEyesColor;
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/// <summary>
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/// 购买物品后退出表情
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/// </summary>
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public int ShopShowBuyEmojiID => _data.ShopShowBuyEmojiID;
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/// <summary>
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/// 没有购买物品后退出时随机表情
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/// </summary>
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public System.Collections.Generic.List<int> ShopShowNoBuyEmojiID => _data.ShopShowNoBuyEmojiID;
/// <summary>
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/// 好感度道具不足时自动跳转兑换商店
/// </summary>
public int ShopFavorItemExchange => _data.ShopFavorItemExchange;
/// <summary>
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/// 推荐商店自动轮播间隔
/// </summary>
public float RecommendedShopCarouselTime => _data.RecommendedShopCarouselTime;
/// <summary>
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/// 周常副本跨周星期0-6
/// </summary>
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public int LevelWeeklyChangeDay => _data.LevelWeeklyChangeDay;
/// <summary>
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/// 周常副本每周次数上限
/// </summary>
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public int LevelWeeklyMaxCount => _data.LevelWeeklyMaxCount;
/// <summary>
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/// PVP关卡ID
/// </summary>
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public int PVPLevelID => _data.PVPLevelID;
/// <summary>
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/// 下一周的PVP关卡ID
/// </summary>
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public int NextPVPLevelID => _data.NextPVPLevelID;
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/// <summary>
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/// PVP开启最低等级
/// </summary>
public int PvpMinLevel => _data.PvpMinLevel;
/// <summary>
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/// pvp初始积分
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/// </summary>
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public int PvpNewScore => _data.PvpNewScore;
/// <summary>
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/// pvp排行榜分页条目数
/// </summary>
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public int PvpPageCount => _data.PvpPageCount;
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/// <summary>
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/// pvp消耗
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/// </summary>
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public item.ItemCounts PvpCost => _data.PvpCost;
/// <summary>
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/// pvp机器人名称
/// </summary>
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public string PvpRobotName => _data.PvpRobotName;
/// <summary>
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/// pvp防守方布阵格子索引列表
/// </summary>
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public System.Collections.Generic.List<int> PvpDefendCellList => _data.PvpDefendCellList;
/// <summary>
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/// pvp通常战斗胜利奖励
/// </summary>
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public int PvpBattleWinRewards => _data.PvpBattleWinRewards;
/// <summary>
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/// pvp通常战斗失败奖励
/// </summary>
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public int PvpBattleLoseRewards => _data.PvpBattleLoseRewards;
/// <summary>
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/// 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>
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public int PvpRankingMinNumber => _data.PvpRankingMinNumber;
/// <summary>
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/// PVP日计划ID
/// </summary>
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public int PvpDayScheduleID => _data.PvpDayScheduleID;
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/// <summary>
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/// PVP周计划ID
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/// </summary>
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public int PvpWeekScheduleID => _data.PvpWeekScheduleID;
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/// <summary>
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/// PVP月计划ID
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/// </summary>
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public int PvpMonthScheduleID => _data.PvpMonthScheduleID;
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/// <summary>
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/// PVP月计划ID
/// </summary>
public int PvpCloseScheduleID => _data.PvpCloseScheduleID;
/// <summary>
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/// PVP预设AI类型
/// </summary>
public int PvpAIType => _data.PvpAIType;
/// <summary>
/// PVP追踪范围
/// </summary>
public int PvpTrackRange => _data.PvpTrackRange;
/// <summary>
/// PVP侦查范围
/// </summary>
public int PvpInvestigateRange => _data.PvpInvestigateRange;
/// <summary>
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/// pvp前排地格id
/// </summary>
public System.Collections.Generic.List<int> PvpFrontRow => _data.PvpFrontRow;
/// <summary>
/// pvp中排地格id
/// </summary>
public System.Collections.Generic.List<int> PvpMidRow => _data.PvpMidRow;
/// <summary>
/// pvp后排地格id
/// </summary>
public System.Collections.Generic.List<int> PvpBcakRow => _data.PvpBcakRow;
/// <summary>
/// pvp前排职业
/// </summary>
public System.Collections.Generic.List<int> PvpFrontJob => _data.PvpFrontJob;
/// <summary>
/// pvp中排职业
/// </summary>
public System.Collections.Generic.List<int> PvpMidJob => _data.PvpMidJob;
/// <summary>
/// pvp后排职业
/// </summary>
public System.Collections.Generic.List<int> PvpBcakJob => _data.PvpBcakJob;
/// <summary>
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/// pvp刷新对手冷却时间
/// </summary>
public float PvpRefreshTime => _data.PvpRefreshTime;
/// <summary>
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/// pvp结算最大金牌显示数量
/// </summary>
public int PvpSettleGoldShowCount => _data.PvpSettleGoldShowCount;
/// <summary>
/// pvp结算最大银牌显示数量
/// </summary>
public int PvpSettleSilverShowCount => _data.PvpSettleSilverShowCount;
/// <summary>
/// pvp结算最大铜牌显示数量
/// </summary>
public int PvpSettleCopperShowCount => _data.PvpSettleCopperShowCount;
/// <summary>
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/// 可查看演习记录的天数
/// </summary>
public int PvpRecordDay => _data.PvpRecordDay;
/// <summary>
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/// 载具界面相机镜头前后移动参数
/// </summary>
public System.Collections.Generic.List<float> VehicleCultivateCameraScale => _data.VehicleCultivateCameraScale;
/// <summary>
/// 武器类型图标
/// </summary>
public string VehiclePartIcon1 => _data.VehiclePartIcon1;
/// <summary>
/// 炮塔类型图标
/// </summary>
public string VehiclePartIcon2 => _data.VehiclePartIcon2;
/// <summary>
/// 无线电台类型图标
/// </summary>
public string VehiclePartIcon3 => _data.VehiclePartIcon3;
/// <summary>
/// 发动机类型图标
/// </summary>
public string VehiclePartIcon4 => _data.VehiclePartIcon4;
/// <summary>
/// 悬挂类型图标
/// </summary>
public string VehiclePartIcon5 => _data.VehiclePartIcon5;
/// <summary>
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/// 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
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/// </summary>
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public System.Collections.Generic.List<int> PlayerSkillUpgradeUnLockTotalLevel => _data.PlayerSkillUpgradeUnLockTotalLevel;
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/// <summary>
/// 主界面高频点击角色播放语音频率(n次/秒)
/// </summary>
public int MainPlayDialogueClickFrequency => _data.MainPlayDialogueClickFrequency;
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/// <summary>
/// 角色战力值参数A
/// </summary>
public float ActorPowerA => _data.ActorPowerA;
/// <summary>
/// 角色战力值参数B
/// </summary>
public int ActorPowerB => _data.ActorPowerB;
/// <summary>
/// 角色战力值参数C
/// </summary>
public int ActorPowerC => _data.ActorPowerC;
/// <summary>
/// 角色战力值参数D
/// </summary>
public int ActorPowerD => _data.ActorPowerD;
/// <summary>
/// 角色战力值参数E
/// </summary>
public int ActorPowerE => _data.ActorPowerE;
/// <summary>
/// 角色战力值参数F
/// </summary>
public float ActorPowerF => _data.ActorPowerF;
/// <summary>
/// 角色战力值参数G
/// </summary>
public float ActorPowerG => _data.ActorPowerG;
/// <summary>
/// 角色战力值参数H
/// </summary>
public int ActorPowerH => _data.ActorPowerH;
/// <summary>
/// 角色战力值参数I
/// </summary>
public float ActorPowerI => _data.ActorPowerI;
/// <summary>
/// 角色战力值参数J
/// </summary>
public float ActorPowerJ => _data.ActorPowerJ;
/// <summary>
/// 角色战力值参数星
/// </summary>
public System.Collections.Generic.List<int> ActorPowerKStart => _data.ActorPowerKStart;
/// <summary>
/// 角色战力值参数星对应的值
/// </summary>
public System.Collections.Generic.List<float> ActorPowerKValue => _data.ActorPowerKValue;
/// <summary>
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/// 军团战角色势力加成系数
/// </summary>
public float ActorPowerFunction => _data.ActorPowerFunction;
/// <summary>
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/// pvp匹配分段区间
/// </summary>
public int PvpScoreEasyStart => _data.PvpScoreEasyStart;
/// <summary>
/// pvp匹配分段区间
/// </summary>
public int PvpScoreHardStart => _data.PvpScoreHardStart;
/// <summary>
/// pvp匹配分段区间
/// </summary>
public int PvpScoreNightmareStart => _data.PvpScoreNightmareStart;
/// <summary>
/// pvp匹配分段区间
/// </summary>
public int PvpScoreNightmareEnd => _data.PvpScoreNightmareEnd;
/// <summary>
/// pvp连胜参数
/// </summary>
public int PvpWinParamL => _data.PvpWinParamL;
/// <summary>
/// PVP战力-分值折算系数
/// </summary>
public float PvpScoreParamM => _data.PvpScoreParamM;
/// <summary>
/// PVP玩家保护分数
/// </summary>
public int PvpProtectScore => _data.PvpProtectScore;
/// <summary>
/// PVP匹配分偏差
/// </summary>
public int PvpMatchScoreOffset => _data.PvpMatchScoreOffset;
/// <summary>
/// pvp公比系数参数
/// </summary>
public float PvpMatchScoreParamR => _data.PvpMatchScoreParamR;
/// <summary>
/// pvp分数计算参数L
/// </summary>
public int PvpScoreCalcL => _data.PvpScoreCalcL;
/// <summary>
/// pvp分数计算参数K
/// </summary>
public int PvpScoreCalcK => _data.PvpScoreCalcK;
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/// <summary>
/// pvp每日最大次数
/// </summary>
public int PvpDailyCount => _data.PvpDailyCount;
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/// <summary>
/// pvp勋章金物品id
/// </summary>
public int PvpMedalGoldItemID => _data.PvpMedalGoldItemID;
/// <summary>
/// pvp勋章银物品id
/// </summary>
public int PvpMedalSilverItemID => _data.PvpMedalSilverItemID;
/// <summary>
/// pvp勋章铜物品id
/// </summary>
public int PvpMedalCopperItemID => _data.PvpMedalCopperItemID;
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/// <summary>
/// 军团战pve永久复活道具
/// </summary>
public int LegionPveResurrectionItem => _data.LegionPveResurrectionItem;
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/// <summary>
/// 军团战pve赛季复活道具
/// </summary>
public int LegionPveSeasonResurrectionItem => _data.LegionPveSeasonResurrectionItem;
/// <summary>
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/// 军团战pve赛季复活道具初始数量
/// </summary>
public int LegionPveSeasonResurrectionCount => _data.LegionPveSeasonResurrectionCount;
/// <summary>
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/// 军团战势力加成参数
/// </summary>
public float LegionPveCharacterPowerParam => _data.LegionPveCharacterPowerParam;
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/// <summary>
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/// 军团战伤害公式K
/// </summary>
public float LegionPveDefFactor => _data.LegionPveDefFactor;
/// <summary>
/// 军团战战斗结果0:大获全胜1略占上风2势均力敌3损失惨重
/// </summary>
public System.Collections.Generic.List<float> LegionPvePredictList => _data.LegionPvePredictList;
/// <summary>
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/// 训练关卡载具最大数量
/// </summary>
public int TrainingLevelVehicleCountLimit => _data.TrainingLevelVehicleCountLimit;
/// <summary>
/// 训练关卡角色最大数量
/// </summary>
public int TrainingLevelCharacterCountLimit => _data.TrainingLevelCharacterCountLimit;
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/// <summary>
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/// 默认图标
/// </summary>
public int DefaultTrainingTeamIcon => _data.DefaultTrainingTeamIcon;
/// <summary>
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/// 抽奖额外奖励
/// </summary>
public System.Collections.Generic.List<int> RaffleExtraReward => _data.RaffleExtraReward;
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/// <summary>
/// 军团pve排期
/// </summary>
public int LegionPveScheduleID => _data.LegionPveScheduleID;
/// <summary>
/// 军团pve挂机参数kp
/// </summary>
public float LegionPveIdleHpParamKp => _data.LegionPveIdleHpParamKp;
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/// <summary>
/// 退款限制金额:元
/// </summary>
public float RefundLimit => _data.RefundLimit;
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/// <summary>
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/// 退款惩戒次数
/// </summary>
public int RefundPunishmentCount => _data.RefundPunishmentCount;
/// <summary>
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/// 敌人AI在战斗中寻找建筑范围
/// </summary>
public int FindBuildingRange => _data.FindBuildingRange;
/// <summary>
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/// 派遣加速
/// </summary>
public System.Collections.Generic.List<int> AccelerationDispatch => _data.AccelerationDispatch;
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/// <summary>
/// 角色语音字幕,升级界面间隔时间
/// </summary>
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public float VoiceSubtitlesLevelUpCD => _data.VoiceSubtitlesLevelUpCD;
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/// <summary>
/// 角色语音字幕,战斗界面存在的最小时间
/// </summary>
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public float VoiceSubtitlesFightMinTime => _data.VoiceSubtitlesFightMinTime;
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/// <summary>
/// 角色语音字幕,战斗界面存在的最大时间
/// </summary>
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public float VoiceSubtitlesFightMaxTime => _data.VoiceSubtitlesFightMaxTime;
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/// <summary>
/// 高账到期几天内需要每天邮件提醒
/// </summary>
public int PremiumMailDay => _data.PremiumMailDay;
/// <summary>
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/// 高账即将到期提醒邮件ID
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/// </summary>
public int PremiumMailID => _data.PremiumMailID;
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/// <summary>
/// 高账经验加成参数
/// </summary>
public float PremiumExpParam => _data.PremiumExpParam;
/// <summary>
/// 高账pvp发起挑战失败保护次数
/// </summary>
public int PremiumPvpLoseProtectCount => _data.PremiumPvpLoseProtectCount;
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/// <summary>
/// 最大可购买天数,单位:日
/// </summary>
public int PremiumMaxTime => _data.PremiumMaxTime;
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/// <summary>
/// 高级账号派遣buff
/// </summary>
public System.Collections.Generic.List<int> PremiumDispatchBuffs => _data.PremiumDispatchBuffs;
/// <summary>
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/// 高账资源本每日首通奖励加成倍数
/// </summary>
public float PremiumResourceLevelReward => _data.PremiumResourceLevelReward;
/// <summary>
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/// PVP战力检测触发系数A
/// </summary>
public float PvpPowerCheckParamA => _data.PvpPowerCheckParamA;
/// <summary>
/// PVP战力检测浮动系数B
/// </summary>
public float PvpPowerCheckParamB => _data.PvpPowerCheckParamB;
/// <summary>
/// PVP作弊容错最大次数
/// </summary>
public int PvpAntiMaxCount => _data.PvpAntiMaxCount;
/// <summary>
/// 关卡编辑器中使用的战斗条件相关
/// </summary>
public System.Collections.Generic.List<int> LevelEditorConditionTypeList => _data.LevelEditorConditionTypeList;
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/// <summary>
/// 需要不确定数量参数条件,例如指定击杀
/// </summary>
public System.Collections.Generic.List<int> UncertainParamConditionList => _data.UncertainParamConditionList;
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/// <summary>
/// 体力兑换最大数量
/// </summary>
public int EnergyPointExchangeMaxCount => _data.EnergyPointExchangeMaxCount;
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/// <summary>
/// 演习排名金勋章区间下限
/// </summary>
public int PvpSeasonRankRange1 => _data.PvpSeasonRankRange1;
/// <summary>
/// 演习排名银勋章区间下限
/// </summary>
public int PvpSeasonRankRange2 => _data.PvpSeasonRankRange2;
/// <summary>
/// 演习排名铜勋章区间下限
/// </summary>
public int PvpSeasonRankRange3 => _data.PvpSeasonRankRange3;
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/// <summary>
/// 出击切页背景黑屏淡入时长
/// </summary>
public float ChapterSwitchFadeIn => _data.ChapterSwitchFadeIn;
/// <summary>
/// 出击切页背景黑屏淡出时长
/// </summary>
public float ChapterSwitchFadeOut => _data.ChapterSwitchFadeOut;
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/// <summary>
/// 抽卡记录最大拉取数量
/// </summary>
public int GachaRecordPullMax => _data.GachaRecordPullMax;
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/// <summary>
/// 货币栏支持加号跳转
/// </summary>
public System.Collections.Generic.List<int> CoinAddShow => _data.CoinAddShow;
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/// <summary>
/// 商店类型icon
/// </summary>
public string ShopIconPath => _data.ShopIconPath;
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/// <summary>
/// 超文本字色
/// </summary>
public string TextLinkColor => _data.TextLinkColor;
/// <summary>
/// 关卡任务进度条增长速率
/// </summary>
public float LevelProgressSpeed => _data.LevelProgressSpeed;
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/// <summary>
/// PVP排名界面分页排名区间
/// </summary>
public System.Collections.Generic.List<int> PVPRankRanges => _data.PVPRankRanges;
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/// <summary>
/// CBT45天内返利
/// </summary>
public int CBTRebateDays => _data.CBTRebateDays;
/// <summary>
/// CBT返利等级
/// </summary>
public int CBTRebateLevel => _data.CBTRebateLevel;
/// <summary>
/// CBT参与礼包ID
/// </summary>
public int CBTRebateParticipateGift => _data.CBTRebateParticipateGift;
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/// <summary>
/// CBT奖励邮件MailID
/// </summary>
public int CBTMailID => _data.CBTMailID;
/// <summary>
/// 地区介绍界面需要展示的地区 (填FactionAttri中的地区id)
/// </summary>
public System.Collections.Generic.List<int> RegionIntroShowList => _data.RegionIntroShowList;
/// <summary>
/// 战斗员等级不能超过(指挥官等级+左侧数值)等级
/// </summary>
public int CharacterMaxLevel => _data.CharacterMaxLevel;
public void ResolveRef(Tables tables)
{
_data.ResolveRef(tables);
}
}
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}