//------------------------------------------------------------------------------ // // 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; /// /// 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; /// /// 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; /// /// 每日钻石购买体力次数限制 /// public int EnergyDailyPurchaseLimit => _data.EnergyDailyPurchaseLimit; /// /// 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; /// /// 付费一级钻石ID /// public int PurchaseDiamondID => _data.PurchaseDiamondID; /// /// 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初始积分 /// public int PvpNewScore => _data.PvpNewScore; /// /// 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; public int PvpDayScheduleID => _data.PvpDayScheduleID; /// /// 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; /// /// 滚动公告轮播次数(跑马灯循环) /// public int NotificationLoopCount => _data.NotificationLoopCount; /// /// 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-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; /// /// 战斗内-脱离逃跑士气百分比 /// public float FightExitRetreatMoralePercent => _data.FightExitRetreatMoralePercent; /// /// 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; /// /// 军团战编队数量 /// public int MaxLegionTeamCount => _data.MaxLegionTeamCount; /// /// 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; /// /// 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; /// /// 手动刷新商店花费磁带数量 /// public System.Collections.Generic.List ShopRefreshCostList => _data.ShopRefreshCostList; /// /// 手动刷新商店花费的道具ID /// public int ShopRefreshItemId => _data.ShopRefreshItemId; /// /// 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; public void Resolve(Dictionary _tables) { _data.Resolve(_tables); PostResolve(); } public void TranslateText(System.Func translator) { _data.TranslateText(translator); } partial void PostInit(); partial void PostResolve(); } }