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