//------------------------------------------------------------------------------ // // This code was generated by a tool. // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using Bright.Serialization; using System.Collections.Generic; using SimpleJSON; namespace cfg { public sealed partial class GlobalConfig { private readonly DataGlobalConfig _data; public GlobalConfig(JSONNode _json) { if(!_json.IsArray) { throw new SerializationException(); } if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1"); _data = DataGlobalConfig.DeserializeDataGlobalConfig(_json[0]); PostInit(); } /// /// 英雄经验池道具id /// public int HeroExpItem => _data.HeroExpItem; /// /// 道具默认最大上限 /// public int ItemMaxDefault => _data.ItemMaxDefault; /// /// 跨天小时点 /// public int DailyChangeHour => _data.DailyChangeHour; /// /// 被压制时的buffIds /// public System.Collections.Generic.List SuppressBuffIds => _data.SuppressBuffIds; /// /// 逃跑时的buffIds /// public System.Collections.Generic.List RetreatBuffIds => _data.RetreatBuffIds; /// /// 战斗数值规则优化_0813 中需求的参数n /// public float FPN => _data.FPN; /// /// 战斗数值规则优化_0813 中需求的参数K /// public float FPK => _data.FPK; /// /// 玩家默认队伍指挥官ID /// public int DefaultCommander => _data.DefaultCommander; /// /// 玩家默认队伍编组单位ID列表 /// public System.Collections.Generic.List DefaultUnitIDs => _data.DefaultUnitIDs; /// /// 玩家默认队伍编组icon /// public int DefaultTeamIcon => _data.DefaultTeamIcon; /// /// 玩家默认队伍编组名称 /// public string DefaultTeamName => _data.DefaultTeamName; /// /// 玩家默认队伍编组指挥官技能 /// public System.Collections.Generic.List DefaultPlayerSKill => _data.DefaultPlayerSKill; /// /// 最大队伍数量 /// public int MaxTeamCount => _data.MaxTeamCount; /// /// 队伍最大数(指挥官+角色+载具) /// public int MaxTeamMember => _data.MaxTeamMember; /// /// 体力道具ID /// public int EnergyPointID => _data.EnergyPointID; /// /// 体力恢复时间间隔(秒) /// public int EnergyPointRecoverTime => _data.EnergyPointRecoverTime; /// /// 开枪默认地面特效 /// public int GroundFireEffectId => _data.GroundFireEffectId; /// /// 钻石道具ID /// public int DiamondItemId => _data.DiamondItemId; /// /// 金币道具ID /// public int GoldItemId => _data.GoldItemId; /// /// 邮件有效天数 /// public int MailDays => _data.MailDays; /// /// 最大邮件数量 /// public int MaxMailCount => _data.MaxMailCount; /// /// 头像图片路径前缀 /// public string HeadPicFrontPath => _data.HeadPicFrontPath; /// /// PVP关卡ID /// public int PVPLevelID => _data.PVPLevelID; /// /// 下一周的PVP关卡ID /// public int NextPVPLevelID => _data.NextPVPLevelID; /// /// pvp匹配分差值 /// public float PvpScoreOffset => _data.PvpScoreOffset; /// /// PVP基础分 /// public int PvpScoreBase => _data.PvpScoreBase; /// /// PVP提高分 /// public int PvpScoreUp => _data.PvpScoreUp; /// /// PVP降低分 /// public int PvpScoreDown => _data.PvpScoreDown; /// /// PVP失败扣分 /// public int PvpScoreFailed => _data.PvpScoreFailed; /// /// PVP防守胜利分 /// public int PvpScoreDefence => _data.PvpScoreDefence; /// /// pvp排行榜分页条目数 /// public int PvpPageCount => _data.PvpPageCount; /// /// pvp消耗 /// public item.ItemCounts PvpCost => _data.PvpCost; /// /// 每帧任务刷新数量,总共五帧 /// public int TaskUpdateCountFrame => _data.TaskUpdateCountFrame; /// /// 日常任务奖励自动发放邮件ID /// public int MailIDDailyTaskReward => _data.MailIDDailyTaskReward; /// /// 周常任务奖励自动发放邮件ID /// public int MailIDWeeklyTaskReward => _data.MailIDWeeklyTaskReward; /// /// 扫荡券id /// public int SaoDangTicket => _data.SaoDangTicket; /// /// 士气被打没之后的强制逃跑时间 /// public float ForceEscapeTime => _data.ForceEscapeTime; /// /// 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 /// public System.Collections.Generic.List PlayerSkillUpgradeUnLockTotalLevel => _data.PlayerSkillUpgradeUnLockTotalLevel; /// /// 物品超上限邮件id /// public int MailIDItemMaxCount => _data.MailIDItemMaxCount; /// /// pvp货币 /// public int PvpCoinId => _data.PvpCoinId; /// /// 通用角色碎片 /// public int PieceExchangeId => _data.PieceExchangeId; /// /// 脱离战斗后士气恢复倍率 /// public int OutOfCombatMoraleRecoverRate => _data.OutOfCombatMoraleRecoverRate; /// /// pvp机器人名称 /// public string PvpRobotName => _data.PvpRobotName; /// /// pvp防守方布阵格子索引列表 /// public System.Collections.Generic.List PvpDefendCellList => _data.PvpDefendCellList; /// /// pvp通常战斗胜利奖励 /// public int PvpBattleWinRewards => _data.PvpBattleWinRewards; /// /// pvp通常战斗失败奖励 /// public int PvpBattleLoseRewards => _data.PvpBattleLoseRewards; /// /// pvp防守最大上阵人数 /// public int PvpDefenderMaxNumber => _data.PvpDefenderMaxNumber; /// /// pvp排行榜最小展示人数(不满足前端弹窗拒绝打开排行榜) /// public int PvpRankingMinNumber => _data.PvpRankingMinNumber; /// /// 体力类型道具列表(不足时使用通用弹窗进行回复) /// public System.Collections.Generic.List StaminaTypeItem => _data.StaminaTypeItem; /// /// 初始皮肤默认皮肤ID /// public int DEFAULTSKINID => _data.DEFAULTSKINID; /// /// 剧情对话停留时间 /// public float StoryDialogueWaitTime => _data.StoryDialogueWaitTime; /// /// 战斗失败帮助信息随机总数 /// public int BattleFailedTipsNumber => _data.BattleFailedTipsNumber; /// /// 未成年人游戏日 /// public System.Collections.Generic.List UnderEighteenGameWeekDay => _data.UnderEighteenGameWeekDay; /// /// 未成年人游戏时间 /// public int UnderEighteenGameHour => _data.UnderEighteenGameHour; /// /// 战斗中相同语音的触发时间间隔(秒) /// public float BattleVoiceTriggerTime => _data.BattleVoiceTriggerTime; /// /// 战役模式评分等级划分依据(满分*比率,递增) /// public System.Collections.Generic.List CampaignScoreClass => _data.CampaignScoreClass; /// /// 超出觉醒上限后获得相同角色时转化道具(ID|数量) /// public System.Collections.Generic.List OverflowCharacterChipExchange => _data.OverflowCharacterChipExchange; /// /// 释放技能时的旋转摄像机持续时间 /// public float SkillCameraRotateTime => _data.SkillCameraRotateTime; /// /// 释放技能时黑屏渐入时间 /// public float SkillCameraFadeInTime => _data.SkillCameraFadeInTime; /// /// 释放技能时黑屏渐出时间 /// public float SkillCameraFadeOutTime => _data.SkillCameraFadeOutTime; public int PvpWeekScheduleID => _data.PvpWeekScheduleID; public int PvpMonthScheduleID => _data.PvpMonthScheduleID; /// /// 战斗内时间缩放参数,必须为四个 /// public System.Collections.Generic.List FightSpeedParams => _data.FightSpeedParams; /// /// 战斗内默认速度index /// public int FightSpeedDefault => _data.FightSpeedDefault; /// /// PVP建筑防守可上阵数量限制 /// public int PvpFightBuildLimit => _data.PvpFightBuildLimit; /// /// PVP战斗员防守可上阵数量限制 /// public int PvpFightCharacterLimit => _data.PvpFightCharacterLimit; /// /// PVP载具防守可上阵数量限制 /// public int PvpFightVehicleLimit => _data.PvpFightVehicleLimit; /// /// 跳过引导2秒内点击次数 /// public int SkipGuideClickCount => _data.SkipGuideClickCount; /// /// 脱战多少秒之后开始恢复士气 /// public float MoraleRecoverDelayTime => _data.MoraleRecoverDelayTime; /// /// 默认首页BGM /// public string DefaultMainBGM => _data.DefaultMainBGM; /// /// 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) /// public int CharacterJobCount => _data.CharacterJobCount; public void Resolve(Dictionary _tables) { _data.Resolve(_tables); PostResolve(); } public void TranslateText(System.Func translator) { _data.TranslateText(translator); } partial void PostInit(); partial void PostResolve(); } }