//------------------------------------------------------------------------------
//
// 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);
}
}
}