//------------------------------------------------------------------------------ // // 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 GlobalLegionConfig { private readonly DataGlobalLegionConfig _data; public DataGlobalLegionConfig Data => _data; public GlobalLegionConfig(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.DataGlobalLegionConfig.DeserializeDataGlobalLegionConfig(_buf[0]); } } /// /// 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; /// /// 军团佣兵上限 /// public int LegionBattleMaxMercenaryCount => _data.LegionBattleMaxMercenaryCount; /// /// 军团战编队数量 /// public int MaxLegionTeamCount => _data.MaxLegionTeamCount; /// /// 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; /// /// 推荐商店月卡商店ID /// public int MonthlyPassShopId => _data.MonthlyPassShopId; /// /// 礼包商店月卡商店ID /// public int MonthlyPassShopId2 => _data.MonthlyPassShopId2; /// /// 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; /// /// 主场景阴影距离 /// public float MainSceneShadowDistance => _data.MainSceneShadowDistance; /// /// 营地场景阴影距离 /// public float CampSceneShadowDistance => _data.CampSceneShadowDistance; /// /// 棋子攻击力随血量的损失系数 /// public float AttackLossFromHPParam => _data.AttackLossFromHPParam; /// /// 棋子防御力随血量的损失系数 /// public float DefenceLossFromHPParam => _data.DefenceLossFromHPParam; /// /// 棋子攻击力随血量损失的上限 /// public float AttackLossFromHPLimit => _data.AttackLossFromHPLimit; /// /// 棋子防御力随血量损失的上限 /// public float DefenceLossFromHPLimit => _data.DefenceLossFromHPLimit; /// /// 玩家回合开始, 玩家棋子增加的疲劳值 /// public int PlayerTurnFatigueAddValue => _data.PlayerTurnFatigueAddValue; /// /// 敌方回合开始, 敌方棋子增加的疲劳值 /// public int EnemyTurnFatigueAddValue => _data.EnemyTurnFatigueAddValue; /// /// 攻击, 受击, 助战等行动消耗的疲劳值 /// public int ActionFatigueCostValue => _data.ActionFatigueCostValue; /// /// 混乱状态下损失的防御力比例 /// public float ChaosStateDefenceLossValue => _data.ChaosStateDefenceLossValue; public void ResolveRef(Tables tables) { _data.ResolveRef(tables); } } }