//------------------------------------------------------------------------------
//
// 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;
///
/// 抽奖日志有效天数
///
public int RaffleLoglDays => _data.RaffleLoglDays;
///
/// 最大邮件数量
///
public int MaxMailCount => _data.MaxMailCount;
///
/// 物品超上限邮件id
///
public int MailIDItemMaxCount => _data.MailIDItemMaxCount;
///
/// 单封邮件最多物品个数
///
public int MailItemMaxNum => _data.MailItemMaxNum;
///
/// 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;
///
/// 缴获文件-耀斑货币
///
public int FlareEventCurrency => _data.FlareEventCurrency;
///
/// 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;
///
/// 信用点ID
///
public int CreditID => _data.CreditID;
///
/// 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;
///
/// 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;
///
/// 性能测试关卡ID
///
public int PerformanceTestLevel => _data.PerformanceTestLevel;
///
/// 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;
///
/// 玩家默认队伍编队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;
///
/// 通行证资格购买先关道具ID
///
public System.Collections.Generic.List BattlePassPurchaseItemID => _data.BattlePassPurchaseItemID;
///
/// 最大可购买时长,单位:日
///
public int MonthlyPassMaxTime => _data.MonthlyPassMaxTime;
///
/// 剩余多少日发送月卡即将到期邮件
///
public int MonthlyPassMailTime => _data.MonthlyPassMailTime;
///
/// 月卡即将到期提醒邮件ID
///
public int MonthlyPassMailID => _data.MonthlyPassMailID;
///
/// 月卡补发奖励邮件ID
///
public int MonthlyPassRewardMailID => _data.MonthlyPassRewardMailID;
///
/// 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;
///
/// 推荐商店自动轮播间隔
///
public float RecommendedShopCarouselTime => _data.RecommendedShopCarouselTime;
///
/// 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;
///
/// pvp结算最大金牌显示数量
///
public int PvpSettleGoldShowCount => _data.PvpSettleGoldShowCount;
///
/// pvp结算最大银牌显示数量
///
public int PvpSettleSilverShowCount => _data.PvpSettleSilverShowCount;
///
/// pvp结算最大铜牌显示数量
///
public int PvpSettleCopperShowCount => _data.PvpSettleCopperShowCount;
///
/// 可查看演习记录的天数
///
public int PvpRecordDay => _data.PvpRecordDay;
///
/// 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;
///
/// 军团战角色势力加成系数
///
public float ActorPowerFunction => _data.ActorPowerFunction;
///
/// 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;
///
/// 军团战伤害公式K
///
public float LegionPveDefFactor => _data.LegionPveDefFactor;
///
/// 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
///
public System.Collections.Generic.List LegionPvePredictList => _data.LegionPvePredictList;
///
/// 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;
///
/// 退款惩戒次数
///
public int RefundPunishmentCount => _data.RefundPunishmentCount;
///
/// 敌人AI在战斗中寻找建筑范围
///
public int FindBuildingRange => _data.FindBuildingRange;
///
/// 派遣加速
///
public System.Collections.Generic.List AccelerationDispatch => _data.AccelerationDispatch;
///
/// 角色语音字幕,升级界面间隔时间
///
public float VoiceSubtitlesLevelUpCD => _data.VoiceSubtitlesLevelUpCD;
///
/// 角色语音字幕,战斗界面存在的最小时间
///
public float VoiceSubtitlesFightMinTime => _data.VoiceSubtitlesFightMinTime;
///
/// 角色语音字幕,战斗界面存在的最大时间
///
public float VoiceSubtitlesFightMaxTime => _data.VoiceSubtitlesFightMaxTime;
///
/// 高账到期几天内需要每天邮件提醒
///
public int PremiumMailDay => _data.PremiumMailDay;
///
/// 高账即将到期提醒邮件ID
///
public int PremiumMailID => _data.PremiumMailID;
///
/// 高账经验加成参数
///
public float PremiumExpParam => _data.PremiumExpParam;
///
/// 高账pvp发起挑战失败保护次数
///
public int PremiumPvpLoseProtectCount => _data.PremiumPvpLoseProtectCount;
///
/// 最大可购买天数,单位:日
///
public int PremiumMaxTime => _data.PremiumMaxTime;
///
/// 高级账号派遣buff
///
public System.Collections.Generic.List PremiumDispatchBuffs => _data.PremiumDispatchBuffs;
///
/// 高账资源本每日首通奖励加成倍数
///
public float PremiumResourceLevelReward => _data.PremiumResourceLevelReward;
///
/// PVP战力检测触发系数A
///
public float PvpPowerCheckParamA => _data.PvpPowerCheckParamA;
///
/// PVP战力检测浮动系数B
///
public float PvpPowerCheckParamB => _data.PvpPowerCheckParamB;
///
/// PVP作弊容错最大次数
///
public int PvpAntiMaxCount => _data.PvpAntiMaxCount;
///
/// 关卡编辑器中使用的战斗条件相关
///
public System.Collections.Generic.List LevelEditorConditionTypeList => _data.LevelEditorConditionTypeList;
///
/// 需要不确定数量参数条件,例如指定击杀
///
public System.Collections.Generic.List UncertainParamConditionList => _data.UncertainParamConditionList;
///
/// 体力兑换最大数量
///
public int EnergyPointExchangeMaxCount => _data.EnergyPointExchangeMaxCount;
///
/// 演习排名金勋章区间下限
///
public int PvpSeasonRankRange1 => _data.PvpSeasonRankRange1;
///
/// 演习排名银勋章区间下限
///
public int PvpSeasonRankRange2 => _data.PvpSeasonRankRange2;
///
/// 演习排名铜勋章区间下限
///
public int PvpSeasonRankRange3 => _data.PvpSeasonRankRange3;
///
/// 出击切页背景黑屏淡入时长
///
public float ChapterSwitchFadeIn => _data.ChapterSwitchFadeIn;
///
/// 出击切页背景黑屏淡出时长
///
public float ChapterSwitchFadeOut => _data.ChapterSwitchFadeOut;
///
/// 抽卡记录最大拉取数量
///
public int GachaRecordPullMax => _data.GachaRecordPullMax;
///
/// 货币栏支持加号跳转
///
public System.Collections.Generic.List CoinAddShow => _data.CoinAddShow;
///
/// 商店类型icon
///
public string ShopIconPath => _data.ShopIconPath;
///
/// 超文本字色
///
public string TextLinkColor => _data.TextLinkColor;
///
/// 关卡任务进度条增长速率
///
public float LevelProgressSpeed => _data.LevelProgressSpeed;
///
/// PVP排名界面分页排名区间
///
public System.Collections.Generic.List PVPRankRanges => _data.PVPRankRanges;
///
/// CBT45天内返利
///
public int CBTRebateDays => _data.CBTRebateDays;
///
/// CBT返利等级
///
public int CBTRebateLevel => _data.CBTRebateLevel;
///
/// CBT参与礼包ID
///
public int CBTRebateParticipateGift => _data.CBTRebateParticipateGift;
///
/// CBT奖励邮件MailID
///
public int CBTMailID => _data.CBTMailID;
///
/// 地区介绍界面需要展示的地区 (填FactionAttri中的地区id)
///
public System.Collections.Generic.List RegionIntroShowList => _data.RegionIntroShowList;
///
/// 战斗员等级不能超过(指挥官等级+左侧数值)等级
///
public int CharacterMaxLevel => _data.CharacterMaxLevel;
public void ResolveRef(Tables tables)
{
_data.ResolveRef(tables);
}
}
}