//------------------------------------------------------------------------------ // // 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 Luban; using SimpleJSON; namespace cfg { public partial class GlobalConfig { private readonly DataGlobalConfig _data; public DataGlobalConfig Data => _data; public GlobalConfig(JSONNode _buf) { 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]); } } /// /// 跨天小时点 /// public int DailyChangeHour => _data.DailyChangeHour; /// /// 头像图片路径前缀 /// public string HeadPicFrontPath => _data.HeadPicFrontPath; /// /// 邮件有效天数 /// public int MailDays => _data.MailDays; /// /// 最大邮件数量 /// public int MaxMailCount => _data.MaxMailCount; /// /// 物品超上限邮件id /// public int MailIDItemMaxCount => _data.MailIDItemMaxCount; /// /// 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; /// /// 滚动公告轮播次数(跑马灯循环) /// public int NotificationLoopCount => _data.NotificationLoopCount; /// /// 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; /// /// 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; /// /// 金币道具ID /// public int GoldItemId => _data.GoldItemId; /// /// 钻石道具ID /// public int DiamondItemId => _data.DiamondItemId; /// /// 扫荡券id /// public int SaoDangTicket => _data.SaoDangTicket; /// /// 付费一级钻石ID /// public int PurchaseDiamondID => _data.PurchaseDiamondID; /// /// pvp货币 /// public int PvpCoinId => _data.PvpCoinId; /// /// 通用角色碎片 /// public int PieceExchangeId => _data.PieceExchangeId; /// /// 星空纪念币 /// public int StarryToken => _data.StarryToken; /// /// 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; /// /// 英雄经验池道具id /// public int HeroExpItem => _data.HeroExpItem; /// /// 英雄升级消耗道具id /// public int HeroCostItem => _data.HeroCostItem; /// /// 道具默认最大上限 /// public int ItemMaxDefault => _data.ItemMaxDefault; /// /// 体力道具ID /// public int EnergyPointID => _data.EnergyPointID; /// /// 每日钻石购买体力次数限制 /// public int EnergyDailyPurchaseLimit => _data.EnergyDailyPurchaseLimit; /// /// 体力恢复时间间隔(秒) /// public int EnergyPointRecoverTime => _data.EnergyPointRecoverTime; /// /// 跳过引导2秒内点击次数 /// public int SkipGuideClickCount => _data.SkipGuideClickCount; /// /// 强制流程第1关战斗id /// public int FirstTimeFlowFight1Id => _data.FirstTimeFlowFight1Id; /// /// 强制流程第2关战斗id /// public int FirstTimeFlowFight2Id => _data.FirstTimeFlowFight2Id; /// /// 强制流程第3关战斗id /// public int FirstTimeFlowFight3Id => _data.FirstTimeFlowFight3Id; /// /// 强制流程第4关战斗id /// public int FirstTimeFlowFight4Id => _data.FirstTimeFlowFight4Id; /// /// 强制流程第5关战斗id /// public int FirstTimeFlowFight5Id => _data.FirstTimeFlowFight5Id; /// /// 强制流程第6关战斗id /// public int FirstTimeFlowFight6Id => _data.FirstTimeFlowFight6Id; /// /// 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; /// /// 关卡逻辑会中-命中公式 /// public float FPRateK => _data.FPRateK; /// /// 关卡逻辑会中-命中公式 /// public float FPRateS => _data.FPRateS; /// /// 关卡逻辑会中-命中公式 /// public float FPRateG => _data.FPRateG; /// /// 关卡逻辑会中-命中公式 /// public float FPRateL => _data.FPRateL; /// /// 关卡逻辑会中-命中公式 /// public float FPRateP => _data.FPRateP; /// /// 关卡逻辑会中-命中公式 /// public float FPRateQ => _data.FPRateQ; /// /// 关卡逻辑会中-命中公式 /// public float FPRateMin => _data.FPRateMin; /// /// 战斗内-载具地形适应速度缩放系数,(不适应,适应,特化) /// public System.Collections.Generic.List FightVehicleSpeedScaleParam => _data.FightVehicleSpeedScaleParam; /// /// 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; /// /// 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; /// /// 逃跑最长的跑动时间 /// public float FightMaxRetreatTime => _data.FightMaxRetreatTime; /// /// 逃跑状态中未受击多久自动恢复 /// public float FightNoDamageRecoverRetreatTime => _data.FightNoDamageRecoverRetreatTime; /// /// 我方从逃跑状态恢复时的士气百分比 /// public float FightRecoverRetreatMoralePercentSelf => _data.FightRecoverRetreatMoralePercentSelf; /// /// 敌方从逃跑状态恢复时的士气百分比 /// public float FightRecoverRetreatMoralePercentEnemy => _data.FightRecoverRetreatMoralePercentEnemy; /// /// 队长阵亡时同队单位扣除士气百分比 /// public float FightTeamLeaderDeadCostMoralePercent => _data.FightTeamLeaderDeadCostMoralePercent; /// /// 脱战多少秒之后开始恢复士气 /// public float MoraleRecoverDelayTime => _data.MoraleRecoverDelayTime; /// /// 脱离战斗后士气恢复倍率 /// public int OutOfCombatMoraleRecoverRate => _data.OutOfCombatMoraleRecoverRate; /// /// 战斗内-护盾恢复延迟时间 /// public float FightShieldRecoverDelay => _data.FightShieldRecoverDelay; /// /// 战斗内-护盾恢复固定值 /// public float FightShiledRecoverValueFixed => _data.FightShiledRecoverValueFixed; /// /// 战斗内-护盾恢复百分比 /// public float FightShiledRecoverValuePercent => _data.FightShiledRecoverValuePercent; /// /// 战斗内-护盾最大溢出百分比 /// public float FightOverFlowShiledMaxPercent => _data.FightOverFlowShiledMaxPercent; /// /// 战斗内-血量恢复延迟时间 /// public float FightHPRecoverDelay => _data.FightHPRecoverDelay; /// /// 战斗内-血量恢复固定值 /// public float FightHPRecoverValueFixed => _data.FightHPRecoverValueFixed; /// /// 战斗内-血量恢复百分比 /// public float FightHPRecoverValuePercent => _data.FightHPRecoverValuePercent; /// /// 战斗内-进入压制状态士气百分比 /// public float FightSuppressMoralePercent => _data.FightSuppressMoralePercent; /// /// 战斗内-进入逃跑状态士气百分比 /// public float FightRetreateMoralePercent => _data.FightRetreateMoralePercent; /// /// 战斗内-角色转身速度 /// public float FightCharacterTurnSpeed => _data.FightCharacterTurnSpeed; /// /// 战斗内-脱离逃跑士气百分比 /// public float FightExitRetreatMoralePercent => _data.FightExitRetreatMoralePercent; /// /// 战斗攻击变化偏差最大范围 /// public float FightDataAttackOffset => _data.FightDataAttackOffset; /// /// 战斗防御变化偏差最大范围 /// public float FightDataDefenctOffset => _data.FightDataDefenctOffset; /// /// 战斗血量变化偏差最大范围 /// public float FightDataHPOffset => _data.FightDataHPOffset; /// /// 战斗血量变化偏差最大范围 /// public float FightDataShieldOffset => _data.FightDataShieldOffset; /// /// 战斗中开枪音效最大支持射速 /// public int FightAudioSpeedLimit => _data.FightAudioSpeedLimit; /// /// 战斗中达到最大支持射速后每多少枪跳过一枪 /// public int FightAudioSpeedSkip => _data.FightAudioSpeedSkip; /// /// 平A的伤害类型 /// public System.Collections.Generic.List FightDamageTypeNormalAttack => _data.FightDamageTypeNormalAttack; /// /// 环境伤害的伤害类型 /// public System.Collections.Generic.List FightDamageTypeEniromentDamage => _data.FightDamageTypeEniromentDamage; /// /// 开枪默认地面特效 /// public int GroundFireEffectId => _data.GroundFireEffectId; /// /// 战斗内护盾破碎特效ID /// public int FightEffectIdShieldBreak => _data.FightEffectIdShieldBreak; /// /// 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; /// /// 战斗中相同语音的触发时间间隔(秒) /// public float BattleVoiceTriggerTime => _data.BattleVoiceTriggerTime; /// /// 侦察表现间隔 /// public float BattleInvestigateViewTime => _data.BattleInvestigateViewTime; /// /// 伤害飘字基准缩放 /// public float DamageFontUnitScale => _data.DamageFontUnitScale; /// /// 伤害飘字持续时间 /// public float DamageFontDuration => _data.DamageFontDuration; /// /// 伤害飘字Y轴移动距离 /// public float DamageYMoveDistance => _data.DamageYMoveDistance; /// /// 伤害飘字初始X轴最小随机值 /// public float DamageXMinOffset => _data.DamageXMinOffset; /// /// 伤害飘字初始X轴最大随机值 /// public float DamageXMaxOffset => _data.DamageXMaxOffset; /// /// 伤害飘字初始Y轴最小随机值 /// public float DamageYMinOffset => _data.DamageYMinOffset; /// /// 伤害飘字初始Y轴最大随机值 /// public float DamageYMaxOffset => _data.DamageYMaxOffset; /// /// 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; /// /// 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; /// /// 战斗失败帮助信息随机总数 /// public int BattleFailedTipsNumber => _data.BattleFailedTipsNumber; /// /// 地图长按显示面板属性顺序-人形单位 /// public System.Collections.Generic.List MapDescRole => _data.MapDescRole; /// /// 地图长按显示面板属性顺序-载具单位 /// public System.Collections.Generic.List MapDescVehicle => _data.MapDescVehicle; /// /// 地图长按显示面板属性顺序-建筑单位 /// public System.Collections.Generic.List MapDescBuild => _data.MapDescBuild; /// /// 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; /// /// 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; /// /// 日常任务活跃度道具ID /// public int DailyTaskActivityItem => _data.DailyTaskActivityItem; /// /// 周常任务活跃度道具ID /// public int WeeklyTaskActivityItem => _data.WeeklyTaskActivityItem; /// /// 角色养成度计算系数Z,角色星级 /// public float CultivateCalCZ => _data.CultivateCalCZ; /// /// 角色养成度计算系数A,角色等级 /// public float CultivateCalCA => _data.CultivateCalCA; /// /// 角色养成度计算系数B,角色考核(突破) /// public float CultivateCalCB => _data.CultivateCalCB; /// /// 角色养成度计算系数C,角色进修(觉醒) /// public float CultivateCalCC => _data.CultivateCalCC; /// /// 角色养成度计算系数D,角色主动技能 /// public float CultivateCalCD => _data.CultivateCalCD; /// /// 角色养成度计算系数E,角色被动技能1 /// public float CultivateCalCE => _data.CultivateCalCE; /// /// 角色养成度计算系数F,角色被动技能2 /// public float CultivateCalCF => _data.CultivateCalCF; /// /// 载具养成度计算系数A,载具等级 /// public float CultivateCalVA => _data.CultivateCalVA; /// /// 载具养成度计算系数B,载具部件数量 /// public float CultivateCalVB => _data.CultivateCalVB; /// /// 通行证升级点道具ID /// public int BattlePassPointItem => _data.BattlePassPointItem; /// /// 通行证升级点数需求 /// public int BattlePassLevelUpRequirement => _data.BattlePassLevelUpRequirement; /// /// 通行证购买等级价格 (货币ID|价格) /// public System.Collections.Generic.List BattlePassLevelPurchasePrice => _data.BattlePassLevelPurchasePrice; /// /// 默认表情 /// public int ShopShowDefaultEmojiID => _data.ShopShowDefaultEmojiID; /// /// 商店角色眉毛类型 /// public string ShopShowEyebowsType => _data.ShopShowEyebowsType; /// /// 商店角色眉毛颜色 /// public string ShopShowEyebowsColor => _data.ShopShowEyebowsColor; /// /// 商店角色眼睛颜色 /// public string ShopShowEyesColor => _data.ShopShowEyesColor; /// /// 购买物品后退出表情 /// public int ShopShowBuyEmojiID => _data.ShopShowBuyEmojiID; /// /// 没有购买物品后退出时随机表情 /// public System.Collections.Generic.List ShopShowNoBuyEmojiID => _data.ShopShowNoBuyEmojiID; /// /// 好感度道具不足时自动跳转兑换商店 /// public int ShopFavorItemExchange => _data.ShopFavorItemExchange; /// /// 周常副本跨周星期(0-6) /// public int LevelWeeklyChangeDay => _data.LevelWeeklyChangeDay; /// /// 周常副本每周次数上限 /// public int LevelWeeklyMaxCount => _data.LevelWeeklyMaxCount; /// /// PVP关卡ID /// public int PVPLevelID => _data.PVPLevelID; /// /// 下一周的PVP关卡ID /// public int NextPVPLevelID => _data.NextPVPLevelID; /// /// PVP开启最低等级 /// public int PvpMinLevel => _data.PvpMinLevel; /// /// pvp初始积分 /// public int PvpNewScore => _data.PvpNewScore; /// /// pvp排行榜分页条目数 /// public int PvpPageCount => _data.PvpPageCount; /// /// pvp消耗 /// public item.ItemCounts PvpCost => _data.PvpCost; /// /// 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; /// /// PVP日计划ID /// public int PvpDayScheduleID => _data.PvpDayScheduleID; /// /// PVP周计划ID /// public int PvpWeekScheduleID => _data.PvpWeekScheduleID; /// /// PVP月计划ID /// public int PvpMonthScheduleID => _data.PvpMonthScheduleID; /// /// PVP月计划ID /// public int PvpCloseScheduleID => _data.PvpCloseScheduleID; /// /// PVP预设AI类型 /// public int PvpAIType => _data.PvpAIType; /// /// PVP追踪范围 /// public int PvpTrackRange => _data.PvpTrackRange; /// /// PVP侦查范围 /// public int PvpInvestigateRange => _data.PvpInvestigateRange; /// /// pvp前排地格id /// public System.Collections.Generic.List PvpFrontRow => _data.PvpFrontRow; /// /// pvp中排地格id /// public System.Collections.Generic.List PvpMidRow => _data.PvpMidRow; /// /// pvp后排地格id /// public System.Collections.Generic.List PvpBcakRow => _data.PvpBcakRow; /// /// pvp前排职业 /// public System.Collections.Generic.List PvpFrontJob => _data.PvpFrontJob; /// /// pvp中排职业 /// public System.Collections.Generic.List PvpMidJob => _data.PvpMidJob; /// /// pvp后排职业 /// public System.Collections.Generic.List PvpBcakJob => _data.PvpBcakJob; /// /// pvp刷新对手冷却时间(秒) /// public float PvpRefreshTime => _data.PvpRefreshTime; /// /// 军团-招募成员的最低等级限制 /// public int LegionJoinLevelLimit => _data.LegionJoinLevelLimit; /// /// 军团-开始ID /// public int LegionBeginID => _data.LegionBeginID; /// /// 军团列表每页显示数量 /// public int LegionPaginateLimit => _data.LegionPaginateLimit; /// /// 军团限制成员数量 /// public int LegionMemberCount => _data.LegionMemberCount; /// /// 加入军团模版ID /// public int MailIDLegionJoin => _data.MailIDLegionJoin; /// /// 军团踢人模版ID /// public int MailIDLegionDismissMember => _data.MailIDLegionDismissMember; /// /// 军团战报名成功通知 /// public int MailPVPMonthlyRewardsTitle => _data.MailPVPMonthlyRewardsTitle; /// /// 军团开启编队通知 /// public int MailLegionBattleFormationTitle => _data.MailLegionBattleFormationTitle; /// /// 军团开战通知 /// public int MailLegionBattleFightTitle => _data.MailLegionBattleFightTitle; /// /// 军团结算通知 /// public int MailLegionBattleEndTitle => _data.MailLegionBattleEndTitle; /// /// 技能充能回复-主动平A /// public int SkillChargeNormalAttack => _data.SkillChargeNormalAttack; /// /// 技能充能回复-受到任何伤害 /// public int SkillChargeBeAttack => _data.SkillChargeBeAttack; /// /// 军团要塞报名 /// public int LegionBattleScheduleIDStart => _data.LegionBattleScheduleIDStart; /// /// 军团要塞编队 /// public int LegionBattleScheduleIDTeam => _data.LegionBattleScheduleIDTeam; /// /// 军团要塞编队锁定 /// public int LegionBattleScheduleIDTeamLock => _data.LegionBattleScheduleIDTeamLock; /// /// 军团要塞战斗 /// public int LegionBattleScheduleIDCombat => _data.LegionBattleScheduleIDCombat; /// /// 军团战地图宽度 /// public int LegionBattleMapWidth => _data.LegionBattleMapWidth; /// /// 军团战地图高度 /// public int LegionBattleMapHeight => _data.LegionBattleMapHeight; /// /// 军团战最多人数 /// public int LegionBattleMaxMemberCount => _data.LegionBattleMaxMemberCount; /// /// 军团战最少人数 /// public int LegionBattleMinMemberCount => _data.LegionBattleMinMemberCount; /// /// 军团佣兵上限 /// public int LegionBattleMaxMercenaryCount => _data.LegionBattleMaxMercenaryCount; /// /// 军团战编队数量 /// public int MaxLegionTeamCount => _data.MaxLegionTeamCount; /// /// 军团战报名成功通知 /// public int MailIDLegionBattleSigned => _data.MailIDLegionBattleSigned; /// /// 军争要塞编队 /// public int MailIDLegionBattleFormation => _data.MailIDLegionBattleFormation; /// /// 军团战开战通知 /// public int MailIDLegionBattleFight => _data.MailIDLegionBattleFight; /// /// 军团战匹配失败通知 /// public int MailIDLegionBattleMatchFaild => _data.MailIDLegionBattleMatchFaild; /// /// 军团解散通知 /// public int MailLegionDisbanded => _data.MailLegionDisbanded; /// /// 军团标签最大数量 /// public int LegionLabelMax => _data.LegionLabelMax; /// /// 军团头像图片路径前缀 /// public string LegionHeadPicFrontPath => _data.LegionHeadPicFrontPath; /// /// 军团宣言索引 /// public System.Collections.Generic.List LegionDeclarationList => _data.LegionDeclarationList; /// /// 军团索引 /// public System.Collections.Generic.List LegionLabelList => _data.LegionLabelList; /// /// 军争要塞_荣誉补给箱 /// public int RewardLegionWin => _data.RewardLegionWin; /// /// 军争要塞_基础补给箱 /// public int RewardLegionLoose => _data.RewardLegionLoose; /// /// 军争要塞_佣兵荣誉铁盒 /// public int RewardLegionMercenaryWin => _data.RewardLegionMercenaryWin; /// /// 军争要塞_佣兵相助铁盒 /// public int RewardLegionMercenaryLoose => _data.RewardLegionMercenaryLoose; /// /// 佣兵荣誉币 /// public int MercenaryHonorCoin => _data.MercenaryHonorCoin; /// /// 编队指挥官头像图片路径前缀 /// public string CommanderHeadPath => _data.CommanderHeadPath; /// /// 月卡商店ID /// public int MonthlyPassShopId => _data.MonthlyPassShopId; /// /// 军团战占领要塞获胜 /// public int MailIDLegionbattlePrizeMailFortressWin => _data.MailIDLegionbattlePrizeMailFortressWin; /// /// 军团战占领要塞失败 /// public int MailIDLegionbattlePrizeMailFortressLose => _data.MailIDLegionbattlePrizeMailFortressLose; /// /// 军团战占领要塞获胜全体 /// public int MailIDLegionbattlePrizeMailFortressAllWin => _data.MailIDLegionbattlePrizeMailFortressAllWin; /// /// 军团战占领要塞失败全体 /// public int MailIDLegionbattlePrizeMailFortressAllLose => _data.MailIDLegionbattlePrizeMailFortressAllLose; /// /// 军团战积分获胜 /// public int MailIDLegionbattlePrizeMailScoreWin => _data.MailIDLegionbattlePrizeMailScoreWin; /// /// 军团战积分失败 /// public int MailIDLegionbattlePrizeMailScoreLose => _data.MailIDLegionbattlePrizeMailScoreLose; /// /// 军团战积分获胜全体 /// public int MailIDLegionbattlePrizeMailScoreAllWin => _data.MailIDLegionbattlePrizeMailScoreAllWin; /// /// 军团战积分失败全体 /// public int MailIDLegionbattlePrizeMailScoreAllLose => _data.MailIDLegionbattlePrizeMailScoreAllLose; /// /// 军团战轮空获胜 /// public int MailIDLegionbattlePrizeMailLucky => _data.MailIDLegionbattlePrizeMailLucky; /// /// 军团战雇佣军通用 /// public int MailIDLegionbattlePrizeMailEmploy => _data.MailIDLegionbattlePrizeMailEmploy; /// /// 军团战我方无人上阵失败全员保底 /// public int MailIDLegionbattlePrizeMailEmptyTeamLose => _data.MailIDLegionbattlePrizeMailEmptyTeamLose; /// /// 军团战敌方无人上阵我方参战额外奖励 /// public int MailIDLegionbattlePrizeMailEmptyTeamWin => _data.MailIDLegionbattlePrizeMailEmptyTeamWin; /// /// 载具界面相机镜头前后移动参数 /// public System.Collections.Generic.List VehicleCultivateCameraScale => _data.VehicleCultivateCameraScale; /// /// 武器类型图标 /// public string VehiclePartIcon1 => _data.VehiclePartIcon1; /// /// 炮塔类型图标 /// public string VehiclePartIcon2 => _data.VehiclePartIcon2; /// /// 无线电台类型图标 /// public string VehiclePartIcon3 => _data.VehiclePartIcon3; /// /// 发动机类型图标 /// public string VehiclePartIcon4 => _data.VehiclePartIcon4; /// /// 悬挂类型图标 /// public string VehiclePartIcon5 => _data.VehiclePartIcon5; /// /// 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; /// /// 主界面高频点击角色播放语音频率(n次/秒) /// public int MainPlayDialogueClickFrequency => _data.MainPlayDialogueClickFrequency; /// /// 角色战力值参数A /// public float ActorPowerA => _data.ActorPowerA; /// /// 角色战力值参数B /// public int ActorPowerB => _data.ActorPowerB; /// /// 角色战力值参数C /// public int ActorPowerC => _data.ActorPowerC; /// /// 角色战力值参数D /// public int ActorPowerD => _data.ActorPowerD; /// /// 角色战力值参数E /// public int ActorPowerE => _data.ActorPowerE; /// /// 角色战力值参数F /// public float ActorPowerF => _data.ActorPowerF; /// /// 角色战力值参数G /// public float ActorPowerG => _data.ActorPowerG; /// /// 角色战力值参数H /// public int ActorPowerH => _data.ActorPowerH; /// /// 角色战力值参数I /// public float ActorPowerI => _data.ActorPowerI; /// /// 角色战力值参数J /// public float ActorPowerJ => _data.ActorPowerJ; /// /// 角色战力值参数星 /// public System.Collections.Generic.List ActorPowerKStart => _data.ActorPowerKStart; /// /// 角色战力值参数星对应的值 /// public System.Collections.Generic.List ActorPowerKValue => _data.ActorPowerKValue; /// /// pvp匹配分段区间 /// public int PvpScoreEasyStart => _data.PvpScoreEasyStart; /// /// pvp匹配分段区间 /// public int PvpScoreHardStart => _data.PvpScoreHardStart; /// /// pvp匹配分段区间 /// public int PvpScoreNightmareStart => _data.PvpScoreNightmareStart; /// /// pvp匹配分段区间 /// public int PvpScoreNightmareEnd => _data.PvpScoreNightmareEnd; /// /// pvp连胜参数 /// public int PvpWinParamL => _data.PvpWinParamL; /// /// PVP战力-分值折算系数 /// public float PvpScoreParamM => _data.PvpScoreParamM; /// /// PVP玩家保护分数 /// public int PvpProtectScore => _data.PvpProtectScore; /// /// PVP匹配分偏差 /// public int PvpMatchScoreOffset => _data.PvpMatchScoreOffset; /// /// pvp公比系数参数 /// public float PvpMatchScoreParamR => _data.PvpMatchScoreParamR; /// /// pvp分数计算参数L /// public int PvpScoreCalcL => _data.PvpScoreCalcL; /// /// pvp分数计算参数K /// public int PvpScoreCalcK => _data.PvpScoreCalcK; /// /// pvp每日最大次数 /// public int PvpDailyCount => _data.PvpDailyCount; /// /// pvp勋章金物品id /// public int PvpMedalGoldItemID => _data.PvpMedalGoldItemID; /// /// pvp勋章银物品id /// public int PvpMedalSilverItemID => _data.PvpMedalSilverItemID; /// /// pvp勋章铜物品id /// public int PvpMedalCopperItemID => _data.PvpMedalCopperItemID; /// /// 军团战pve,永久复活道具 /// public int LegionPveResurrectionItem => _data.LegionPveResurrectionItem; /// /// 军团战pve,赛季复活道具 /// public int LegionPveSeasonResurrectionItem => _data.LegionPveSeasonResurrectionItem; /// /// 军团战pve,赛季复活道具初始数量 /// public int LegionPveSeasonResurrectionCount => _data.LegionPveSeasonResurrectionCount; /// /// 军团战势力加成参数 /// public float LegionPveCharacterPowerParam => _data.LegionPveCharacterPowerParam; /// /// 训练关卡载具最大数量 /// public int TrainingLevelVehicleCountLimit => _data.TrainingLevelVehicleCountLimit; /// /// 训练关卡角色最大数量 /// public int TrainingLevelCharacterCountLimit => _data.TrainingLevelCharacterCountLimit; /// /// 默认图标 /// public int DefaultTrainingTeamIcon => _data.DefaultTrainingTeamIcon; /// /// 抽奖额外奖励 /// public System.Collections.Generic.List RaffleExtraReward => _data.RaffleExtraReward; /// /// 军团pve排期 /// public int LegionPveScheduleID => _data.LegionPveScheduleID; /// /// 军团pve挂机参数kp /// public float LegionPveIdleHpParamKp => _data.LegionPveIdleHpParamKp; /// /// 退款限制金额:元 /// public float RefundLimit => _data.RefundLimit; /// /// 军团战防御力系数 /// public float LegionPveDefFactor => _data.LegionPveDefFactor; /// /// 敌人战斗AI是否不清理攻击距离以外的目标 /// public int NormalFightAI => _data.NormalFightAI; /// /// 敌人战斗AI是否不清理攻击距离以外的目标 /// public int SurviveFightAI => _data.SurviveFightAI; /// /// 敌人战斗AI是否不清理攻击距离以外的目标 /// public int DefyDeathFightAI => _data.DefyDeathFightAI; /// /// 敌人战斗AI是否不清理攻击距离以外的目标 /// public int RetreatFightAI => _data.RetreatFightAI; public void ResolveRef(Tables tables) { _data.ResolveRef(tables); } } }