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