//------------------------------------------------------------------------------ // // 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 GlobalFightConfig { private readonly DataGlobalFight _data; public DataGlobalFight Data => _data; public GlobalFightConfig(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.DataGlobalFight.DeserializeDataGlobalFight(_buf[0]); } } /// /// 策划要求数值统一减去一个值 /// public float FightWeaponDegreeFix => _data.FightWeaponDegreeFix; /// /// 技能横幅进入持续时间 /// public float SkillBannerEnterDuration => _data.SkillBannerEnterDuration; /// /// 技能横幅待定持续时间 /// public float SkillBannerStayDuration => _data.SkillBannerStayDuration; /// /// 技能横幅退出持续时间 /// public float SkillBannerExitDuration => _data.SkillBannerExitDuration; /// /// 战斗中相机左间距(值越小,镜头越远) /// public float CombatCameraDistanceLeft => _data.CombatCameraDistanceLeft; /// /// 战斗中相机右间距(值越小,镜头越远) /// public float CombatCameraDistanceRight => _data.CombatCameraDistanceRight; /// /// 战斗中相机上间距(值越小,镜头越远) /// public float CombatCameraDistanceUp => _data.CombatCameraDistanceUp; /// /// 战斗中相机下间距(值越小,镜头越远) /// public float CombatCameraDistanceDown => _data.CombatCameraDistanceDown; /// /// 准备前左间距(值越小,镜头越远) /// public float ReadyCameraDistanceLeft => _data.ReadyCameraDistanceLeft; /// /// 准备前右间距(值越小,镜头越远) /// public float ReadyCameraDistanceRight => _data.ReadyCameraDistanceRight; /// /// 准备前上间距(值越小,镜头越远) /// public float ReadyCameraDistanceUp => _data.ReadyCameraDistanceUp; /// /// 准备前下间距(值越小,镜头越远) /// public float ReadyCameraDistanceDown => _data.ReadyCameraDistanceDown; /// /// 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; /// /// 血条颜色低血量值 /// public float FightUnhealthValue => _data.FightUnhealthValue; /// /// 放技能的统一黑屏时间 /// public float FightSkillBlackCoverTime => _data.FightSkillBlackCoverTime; /// /// 倒计时任务显示时间 /// public float CountdownTaskDisplayTime => _data.CountdownTaskDisplayTime; /// /// 载具在水面待机特效id /// public int FightVehicleOnWaterEffectIdIdle => _data.FightVehicleOnWaterEffectIdIdle; /// /// 载具在水面移动特效id /// public int FightVehicleOnWaterEffectIdMove => _data.FightVehicleOnWaterEffectIdMove; /// /// 载具在水面死亡特效id /// public int FightVehicleOnWaterEffectIdDead => _data.FightVehicleOnWaterEffectIdDead; /// /// 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; /// /// 击溃特殊处理时逃跑最长的跑动时间 /// public float FightMaxRetreatTimeKeepEscape => _data.FightMaxRetreatTimeKeepEscape; /// /// 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; /// /// 占领中单个单位的占领速度 /// public float FightSingleCaptureSpeed => _data.FightSingleCaptureSpeed; /// /// 占领中每多一个单位增加多少占领速度 /// public float FightMultiCaptureSpeed => _data.FightMultiCaptureSpeed; /// /// 水域地格ID /// public int FightWaterCellId => _data.FightWaterCellId; public void ResolveRef(Tables tables) { _data.ResolveRef(tables); } } }