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