NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/GenCode/Luban/DataTable/GlobalConfig.cs

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
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]); }
}
/// <summary>
/// 跨天小时点
/// </summary>
public int DailyChangeHour => _data.DailyChangeHour;
/// <summary>
/// 头像图片路径前缀
/// </summary>
public string HeadPicFrontPath => _data.HeadPicFrontPath;
/// <summary>
/// 邮件有效天数
/// </summary>
public int MailDays => _data.MailDays;
/// <summary>
/// 抽奖日志有效天数
/// </summary>
public int RaffleLoglDays => _data.RaffleLoglDays;
/// <summary>
/// 最大邮件数量
/// </summary>
public int MaxMailCount => _data.MaxMailCount;
/// <summary>
/// 物品超上限邮件id
/// </summary>
public int MailIDItemMaxCount => _data.MailIDItemMaxCount;
/// <summary>
/// 未成年人游戏日
/// </summary>
public System.Collections.Generic.List<int> UnderEighteenGameWeekDay => _data.UnderEighteenGameWeekDay;
/// <summary>
/// 未成年人游戏时间
/// </summary>
public int UnderEighteenGameHour => _data.UnderEighteenGameHour;
/// <summary>
/// 滚动公告轮播次数(跑马灯循环)
/// </summary>
public int NotificationLoopCount => _data.NotificationLoopCount;
/// <summary>
/// 初始皮肤默认皮肤ID
/// </summary>
public int DEFAULTSKINID => _data.DEFAULTSKINID;
/// <summary>
/// 剧情对话停留时间
/// </summary>
public float StoryDialogueWaitTime => _data.StoryDialogueWaitTime;
/// <summary>
/// 默认首页BGM
/// </summary>
public string DefaultMainBGM => _data.DefaultMainBGM;
/// <summary>
/// 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)
/// </summary>
public int CharacterJobCount => _data.CharacterJobCount;
/// <summary>
/// 金币道具ID
/// </summary>
public int GoldItemId => _data.GoldItemId;
/// <summary>
/// 钻石道具ID
/// </summary>
public int DiamondItemId => _data.DiamondItemId;
/// <summary>
/// 扫荡券id
/// </summary>
public int SaoDangTicket => _data.SaoDangTicket;
/// <summary>
/// 付费一级钻石ID
/// </summary>
public int PurchaseDiamondID => _data.PurchaseDiamondID;
/// <summary>
/// pvp货币
/// </summary>
public int PvpCoinId => _data.PvpCoinId;
/// <summary>
/// 通用角色碎片
/// </summary>
public int PieceExchangeId => _data.PieceExchangeId;
/// <summary>
/// 星空纪念币
/// </summary>
public int StarryToken => _data.StarryToken;
/// <summary>
/// 体力类型道具列表(不足时使用通用弹窗进行回复)
/// </summary>
public System.Collections.Generic.List<int> StaminaTypeItem => _data.StaminaTypeItem;
/// <summary>
/// 缴获文件-耀斑货币
/// </summary>
public int FlareEventCurrency => _data.FlareEventCurrency;
/// <summary>
/// 英雄经验池道具id
/// </summary>
public int HeroExpItem => _data.HeroExpItem;
/// <summary>
/// 英雄升级消耗道具id
/// </summary>
public int HeroCostItem => _data.HeroCostItem;
/// <summary>
/// 道具默认最大上限
/// </summary>
public int ItemMaxDefault => _data.ItemMaxDefault;
/// <summary>
/// 体力道具ID
/// </summary>
public int EnergyPointID => _data.EnergyPointID;
/// <summary>
/// 每日钻石购买体力次数限制
/// </summary>
public int EnergyDailyPurchaseLimit => _data.EnergyDailyPurchaseLimit;
/// <summary>
/// 体力恢复时间间隔(秒)
/// </summary>
public int EnergyPointRecoverTime => _data.EnergyPointRecoverTime;
/// <summary>
/// 信用点ID
/// </summary>
public int CreditID => _data.CreditID;
/// <summary>
/// 战斗数值规则优化_0813 中需求的参数n
/// </summary>
public float FPN => _data.FPN;
/// <summary>
/// 战斗数值规则优化_0813 中需求的参数K
/// </summary>
public float FPK => _data.FPK;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateK => _data.FPRateK;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateS => _data.FPRateS;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateG => _data.FPRateG;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateL => _data.FPRateL;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateP => _data.FPRateP;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateQ => _data.FPRateQ;
/// <summary>
/// 关卡逻辑会中-命中公式
/// </summary>
public float FPRateMin => _data.FPRateMin;
/// <summary>
/// 战斗内-载具地形适应速度缩放系数,(不适应,适应,特化)
/// </summary>
public System.Collections.Generic.List<float> FightVehicleSpeedScaleParam => _data.FightVehicleSpeedScaleParam;
/// <summary>
/// 被压制时的buffIds
/// </summary>
public System.Collections.Generic.List<int> SuppressBuffIds => _data.SuppressBuffIds;
/// <summary>
/// 逃跑时的buffIds
/// </summary>
public System.Collections.Generic.List<int> RetreatBuffIds => _data.RetreatBuffIds;
/// <summary>
/// 逃跑最长的跑动时间
/// </summary>
public float FightMaxRetreatTime => _data.FightMaxRetreatTime;
/// <summary>
/// 击溃特殊处理时逃跑最长的跑动时间
/// </summary>
public float FightMaxRetreatTimeKeepEscape => _data.FightMaxRetreatTimeKeepEscape;
/// <summary>
/// 逃跑状态中未受击多久自动恢复
/// </summary>
public float FightNoDamageRecoverRetreatTime => _data.FightNoDamageRecoverRetreatTime;
/// <summary>
/// 我方从逃跑状态恢复时的士气百分比
/// </summary>
public float FightRecoverRetreatMoralePercentSelf => _data.FightRecoverRetreatMoralePercentSelf;
/// <summary>
/// 敌方从逃跑状态恢复时的士气百分比
/// </summary>
public float FightRecoverRetreatMoralePercentEnemy => _data.FightRecoverRetreatMoralePercentEnemy;
/// <summary>
/// 队长阵亡时同队单位扣除士气百分比
/// </summary>
public float FightTeamLeaderDeadCostMoralePercent => _data.FightTeamLeaderDeadCostMoralePercent;
/// <summary>
/// 脱战多少秒之后开始恢复士气
/// </summary>
public float MoraleRecoverDelayTime => _data.MoraleRecoverDelayTime;
/// <summary>
/// 脱离战斗后士气恢复倍率
/// </summary>
public int OutOfCombatMoraleRecoverRate => _data.OutOfCombatMoraleRecoverRate;
/// <summary>
/// 战斗内-护盾恢复延迟时间
/// </summary>
public float FightShieldRecoverDelay => _data.FightShieldRecoverDelay;
/// <summary>
/// 战斗内-护盾恢复固定值
/// </summary>
public float FightShiledRecoverValueFixed => _data.FightShiledRecoverValueFixed;
/// <summary>
/// 战斗内-护盾恢复百分比
/// </summary>
public float FightShiledRecoverValuePercent => _data.FightShiledRecoverValuePercent;
/// <summary>
/// 战斗内-护盾最大溢出百分比
/// </summary>
public float FightOverFlowShiledMaxPercent => _data.FightOverFlowShiledMaxPercent;
/// <summary>
/// 战斗内-血量恢复延迟时间
/// </summary>
public float FightHPRecoverDelay => _data.FightHPRecoverDelay;
/// <summary>
/// 战斗内-血量恢复固定值
/// </summary>
public float FightHPRecoverValueFixed => _data.FightHPRecoverValueFixed;
/// <summary>
/// 战斗内-血量恢复百分比
/// </summary>
public float FightHPRecoverValuePercent => _data.FightHPRecoverValuePercent;
/// <summary>
/// 战斗内-进入压制状态士气百分比
/// </summary>
public float FightSuppressMoralePercent => _data.FightSuppressMoralePercent;
/// <summary>
/// 战斗内-进入逃跑状态士气百分比
/// </summary>
public float FightRetreateMoralePercent => _data.FightRetreateMoralePercent;
/// <summary>
/// 战斗内-角色转身速度
/// </summary>
public float FightCharacterTurnSpeed => _data.FightCharacterTurnSpeed;
/// <summary>
/// 战斗内-脱离逃跑士气百分比
/// </summary>
public float FightExitRetreatMoralePercent => _data.FightExitRetreatMoralePercent;
/// <summary>
/// 战斗攻击变化偏差最大范围
/// </summary>
public float FightDataAttackOffset => _data.FightDataAttackOffset;
/// <summary>
/// 战斗防御变化偏差最大范围
/// </summary>
public float FightDataDefenctOffset => _data.FightDataDefenctOffset;
/// <summary>
/// 战斗血量变化偏差最大范围
/// </summary>
public float FightDataHPOffset => _data.FightDataHPOffset;
/// <summary>
/// 战斗血量变化偏差最大范围
/// </summary>
public float FightDataShieldOffset => _data.FightDataShieldOffset;
/// <summary>
/// 战斗中开枪音效最大支持射速
/// </summary>
public int FightAudioSpeedLimit => _data.FightAudioSpeedLimit;
/// <summary>
/// 战斗中达到最大支持射速后每多少枪跳过一枪
/// </summary>
public int FightAudioSpeedSkip => _data.FightAudioSpeedSkip;
/// <summary>
/// 平A的伤害类型
/// </summary>
public System.Collections.Generic.List<int> FightDamageTypeNormalAttack => _data.FightDamageTypeNormalAttack;
/// <summary>
/// 环境伤害的伤害类型
/// </summary>
public System.Collections.Generic.List<int> FightDamageTypeEniromentDamage => _data.FightDamageTypeEniromentDamage;
/// <summary>
/// 占领中单个单位的占领速度
/// </summary>
public float FightSingleCaptureSpeed => _data.FightSingleCaptureSpeed;
/// <summary>
/// 占领中每多一个单位增加多少占领速度
/// </summary>
public float FightMultiCaptureSpeed => _data.FightMultiCaptureSpeed;
/// <summary>
/// 水域地格ID
/// </summary>
public int FightWaterCellId => _data.FightWaterCellId;
/// <summary>
/// 开枪默认地面特效
/// </summary>
public int GroundFireEffectId => _data.GroundFireEffectId;
/// <summary>
/// 战斗内护盾破碎特效ID
/// </summary>
public int FightEffectIdShieldBreak => _data.FightEffectIdShieldBreak;
/// <summary>
/// 释放技能时的旋转摄像机持续时间
/// </summary>
public float SkillCameraRotateTime => _data.SkillCameraRotateTime;
/// <summary>
/// 释放技能时黑屏渐入时间
/// </summary>
public float SkillCameraFadeInTime => _data.SkillCameraFadeInTime;
/// <summary>
/// 释放技能时黑屏渐出时间
/// </summary>
public float SkillCameraFadeOutTime => _data.SkillCameraFadeOutTime;
/// <summary>
/// 战斗中相同语音的触发时间间隔(秒)
/// </summary>
public float BattleVoiceTriggerTime => _data.BattleVoiceTriggerTime;
/// <summary>
/// 侦察表现间隔
/// </summary>
public float BattleInvestigateViewTime => _data.BattleInvestigateViewTime;
/// <summary>
/// 伤害飘字基准缩放
/// </summary>
public float DamageFontUnitScale => _data.DamageFontUnitScale;
/// <summary>
/// 伤害飘字持续时间
/// </summary>
public float DamageFontDuration => _data.DamageFontDuration;
/// <summary>
/// 伤害飘字Y轴移动距离
/// </summary>
public float DamageYMoveDistance => _data.DamageYMoveDistance;
/// <summary>
/// 伤害飘字初始X轴最小随机值
/// </summary>
public float DamageXMinOffset => _data.DamageXMinOffset;
/// <summary>
/// 伤害飘字初始X轴最大随机值
/// </summary>
public float DamageXMaxOffset => _data.DamageXMaxOffset;
/// <summary>
/// 伤害飘字初始Y轴最小随机值
/// </summary>
public float DamageYMinOffset => _data.DamageYMinOffset;
/// <summary>
/// 伤害飘字初始Y轴最大随机值
/// </summary>
public float DamageYMaxOffset => _data.DamageYMaxOffset;
/// <summary>
/// 血条颜色低血量值
/// </summary>
public float FightUnhealthValue => _data.FightUnhealthValue;
/// <summary>
/// 放技能的统一黑屏时间
/// </summary>
public float FightSkillBlackCoverTime => _data.FightSkillBlackCoverTime;
/// <summary>
/// 倒计时任务显示时间
/// </summary>
public float CountdownTaskDisplayTime => _data.CountdownTaskDisplayTime;
/// <summary>
/// 载具在水面待机特效id
/// </summary>
public int FightVehicleOnWaterEffectIdIdle => _data.FightVehicleOnWaterEffectIdIdle;
/// <summary>
/// 载具在水面移动特效id
/// </summary>
public int FightVehicleOnWaterEffectIdMove => _data.FightVehicleOnWaterEffectIdMove;
/// <summary>
/// 载具在水面死亡特效id
/// </summary>
public int FightVehicleOnWaterEffectIdDead => _data.FightVehicleOnWaterEffectIdDead;
/// <summary>
/// 战斗内时间缩放参数,必须为四个
/// </summary>
public System.Collections.Generic.List<float> FightSpeedParams => _data.FightSpeedParams;
/// <summary>
/// 战斗内默认速度index
/// </summary>
public int FightSpeedDefault => _data.FightSpeedDefault;
/// <summary>
/// 战役模式评分等级划分依据(满分*比率,递增)
/// </summary>
public System.Collections.Generic.List<float> CampaignScoreClass => _data.CampaignScoreClass;
/// <summary>
/// 战斗失败帮助信息随机总数
/// </summary>
public int BattleFailedTipsNumber => _data.BattleFailedTipsNumber;
/// <summary>
/// 地图长按显示面板属性顺序-人形单位
/// </summary>
public System.Collections.Generic.List<int> MapDescRole => _data.MapDescRole;
/// <summary>
/// 地图长按显示面板属性顺序-载具单位
/// </summary>
public System.Collections.Generic.List<int> MapDescVehicle => _data.MapDescVehicle;
/// <summary>
/// 地图长按显示面板属性顺序-建筑单位
/// </summary>
public System.Collections.Generic.List<int> MapDescBuild => _data.MapDescBuild;
/// <summary>
/// 性能测试关卡ID
/// </summary>
public int PerformanceTestLevel => _data.PerformanceTestLevel;
/// <summary>
/// 玩家默认队伍指挥官ID
/// </summary>
public int DefaultCommander => _data.DefaultCommander;
/// <summary>
/// 玩家默认队伍编组单位ID列表
/// </summary>
public System.Collections.Generic.List<int> DefaultUnitIDs => _data.DefaultUnitIDs;
/// <summary>
/// 玩家默认队伍编组icon
/// </summary>
public int DefaultTeamIcon => _data.DefaultTeamIcon;
/// <summary>
/// 玩家默认队伍编组名称
/// </summary>
public string DefaultTeamName => _data.DefaultTeamName;
/// <summary>
/// 玩家默认队伍编组指挥官技能
/// </summary>
public System.Collections.Generic.List<int> DefaultPlayerSKill => _data.DefaultPlayerSKill;
/// <summary>
/// 最大队伍数量
/// </summary>
public int MaxTeamCount => _data.MaxTeamCount;
/// <summary>
/// 队伍最大数(指挥官+角色+载具)
/// </summary>
public int MaxTeamMember => _data.MaxTeamMember;
/// <summary>
/// 每帧任务刷新数量,总共五帧
/// </summary>
public int TaskUpdateCountFrame => _data.TaskUpdateCountFrame;
/// <summary>
/// 日常任务奖励自动发放邮件ID
/// </summary>
public int MailIDDailyTaskReward => _data.MailIDDailyTaskReward;
/// <summary>
/// 周常任务奖励自动发放邮件ID
/// </summary>
public int MailIDWeeklyTaskReward => _data.MailIDWeeklyTaskReward;
/// <summary>
/// 日常任务活跃度道具ID
/// </summary>
public int DailyTaskActivityItem => _data.DailyTaskActivityItem;
/// <summary>
/// 周常任务活跃度道具ID
/// </summary>
public int WeeklyTaskActivityItem => _data.WeeklyTaskActivityItem;
/// <summary>
/// 角色养成度计算系数Z角色星级
/// </summary>
public float CultivateCalCZ => _data.CultivateCalCZ;
/// <summary>
/// 角色养成度计算系数A角色等级
/// </summary>
public float CultivateCalCA => _data.CultivateCalCA;
/// <summary>
/// 角色养成度计算系数B角色考核突破
/// </summary>
public float CultivateCalCB => _data.CultivateCalCB;
/// <summary>
/// 角色养成度计算系数C角色进修觉醒
/// </summary>
public float CultivateCalCC => _data.CultivateCalCC;
/// <summary>
/// 角色养成度计算系数D角色主动技能
/// </summary>
public float CultivateCalCD => _data.CultivateCalCD;
/// <summary>
/// 角色养成度计算系数E角色被动技能1
/// </summary>
public float CultivateCalCE => _data.CultivateCalCE;
/// <summary>
/// 角色养成度计算系数F角色被动技能2
/// </summary>
public float CultivateCalCF => _data.CultivateCalCF;
/// <summary>
/// 载具养成度计算系数A载具等级
/// </summary>
public float CultivateCalVA => _data.CultivateCalVA;
/// <summary>
/// 载具养成度计算系数B载具部件数量
/// </summary>
public float CultivateCalVB => _data.CultivateCalVB;
/// <summary>
/// 通行证升级点数需求
/// </summary>
public int BattlePassLevelUpRequirement => _data.BattlePassLevelUpRequirement;
/// <summary>
/// 通行证购买等级价格 (货币ID|价格)
/// </summary>
public System.Collections.Generic.List<int> BattlePassLevelPurchasePrice => _data.BattlePassLevelPurchasePrice;
/// <summary>
/// 通行证资格购买先关道具ID
/// </summary>
public System.Collections.Generic.List<int> BattlePassPurchaseItemID => _data.BattlePassPurchaseItemID;
/// <summary>
/// 最大可购买时长,单位:日
/// </summary>
public int MonthlyPassMaxTime => _data.MonthlyPassMaxTime;
/// <summary>
/// 剩余多少日发送月卡即将到期邮件
/// </summary>
public int MonthlyPassMailTime => _data.MonthlyPassMailTime;
/// <summary>
/// 月卡即将到期提醒邮件ID
/// </summary>
public int MonthlyPassMailID => _data.MonthlyPassMailID;
/// <summary>
/// 月卡补发奖励邮件ID
/// </summary>
public int MonthlyPassRewardMailID => _data.MonthlyPassRewardMailID;
/// <summary>
/// 默认表情
/// </summary>
public int ShopShowDefaultEmojiID => _data.ShopShowDefaultEmojiID;
/// <summary>
/// 商店角色眉毛类型
/// </summary>
public string ShopShowEyebowsType => _data.ShopShowEyebowsType;
/// <summary>
/// 商店角色眉毛颜色
/// </summary>
public string ShopShowEyebowsColor => _data.ShopShowEyebowsColor;
/// <summary>
/// 商店角色眼睛颜色
/// </summary>
public string ShopShowEyesColor => _data.ShopShowEyesColor;
/// <summary>
/// 购买物品后退出表情
/// </summary>
public int ShopShowBuyEmojiID => _data.ShopShowBuyEmojiID;
/// <summary>
/// 没有购买物品后退出时随机表情
/// </summary>
public System.Collections.Generic.List<int> ShopShowNoBuyEmojiID => _data.ShopShowNoBuyEmojiID;
/// <summary>
/// 好感度道具不足时自动跳转兑换商店
/// </summary>
public int ShopFavorItemExchange => _data.ShopFavorItemExchange;
/// <summary>
/// 周常副本跨周星期0-6
/// </summary>
public int LevelWeeklyChangeDay => _data.LevelWeeklyChangeDay;
/// <summary>
/// 周常副本每周次数上限
/// </summary>
public int LevelWeeklyMaxCount => _data.LevelWeeklyMaxCount;
/// <summary>
/// PVP关卡ID
/// </summary>
public int PVPLevelID => _data.PVPLevelID;
/// <summary>
/// 下一周的PVP关卡ID
/// </summary>
public int NextPVPLevelID => _data.NextPVPLevelID;
/// <summary>
/// PVP开启最低等级
/// </summary>
public int PvpMinLevel => _data.PvpMinLevel;
/// <summary>
/// pvp初始积分
/// </summary>
public int PvpNewScore => _data.PvpNewScore;
/// <summary>
/// pvp排行榜分页条目数
/// </summary>
public int PvpPageCount => _data.PvpPageCount;
/// <summary>
/// pvp消耗
/// </summary>
public item.ItemCounts PvpCost => _data.PvpCost;
/// <summary>
/// pvp机器人名称
/// </summary>
public string PvpRobotName => _data.PvpRobotName;
/// <summary>
/// pvp防守方布阵格子索引列表
/// </summary>
public System.Collections.Generic.List<int> PvpDefendCellList => _data.PvpDefendCellList;
/// <summary>
/// pvp通常战斗胜利奖励
/// </summary>
public int PvpBattleWinRewards => _data.PvpBattleWinRewards;
/// <summary>
/// pvp通常战斗失败奖励
/// </summary>
public int PvpBattleLoseRewards => _data.PvpBattleLoseRewards;
/// <summary>
/// pvp排行榜最小展示人数不满足前端弹窗拒绝打开排行榜
/// </summary>
public int PvpRankingMinNumber => _data.PvpRankingMinNumber;
/// <summary>
/// PVP日计划ID
/// </summary>
public int PvpDayScheduleID => _data.PvpDayScheduleID;
/// <summary>
/// PVP周计划ID
/// </summary>
public int PvpWeekScheduleID => _data.PvpWeekScheduleID;
/// <summary>
/// PVP月计划ID
/// </summary>
public int PvpMonthScheduleID => _data.PvpMonthScheduleID;
/// <summary>
/// PVP月计划ID
/// </summary>
public int PvpCloseScheduleID => _data.PvpCloseScheduleID;
/// <summary>
/// PVP预设AI类型
/// </summary>
public int PvpAIType => _data.PvpAIType;
/// <summary>
/// PVP追踪范围
/// </summary>
public int PvpTrackRange => _data.PvpTrackRange;
/// <summary>
/// PVP侦查范围
/// </summary>
public int PvpInvestigateRange => _data.PvpInvestigateRange;
/// <summary>
/// pvp前排地格id
/// </summary>
public System.Collections.Generic.List<int> PvpFrontRow => _data.PvpFrontRow;
/// <summary>
/// pvp中排地格id
/// </summary>
public System.Collections.Generic.List<int> PvpMidRow => _data.PvpMidRow;
/// <summary>
/// pvp后排地格id
/// </summary>
public System.Collections.Generic.List<int> PvpBcakRow => _data.PvpBcakRow;
/// <summary>
/// pvp前排职业
/// </summary>
public System.Collections.Generic.List<int> PvpFrontJob => _data.PvpFrontJob;
/// <summary>
/// pvp中排职业
/// </summary>
public System.Collections.Generic.List<int> PvpMidJob => _data.PvpMidJob;
/// <summary>
/// pvp后排职业
/// </summary>
public System.Collections.Generic.List<int> PvpBcakJob => _data.PvpBcakJob;
/// <summary>
/// pvp刷新对手冷却时间
/// </summary>
public float PvpRefreshTime => _data.PvpRefreshTime;
/// <summary>
/// pvp结算最大金牌显示数量
/// </summary>
public int PvpSettleGoldShowCount => _data.PvpSettleGoldShowCount;
/// <summary>
/// pvp结算最大银牌显示数量
/// </summary>
public int PvpSettleSilverShowCount => _data.PvpSettleSilverShowCount;
/// <summary>
/// pvp结算最大铜牌显示数量
/// </summary>
public int PvpSettleCopperShowCount => _data.PvpSettleCopperShowCount;
/// <summary>
/// 可查看演习记录的天数
/// </summary>
public int PvpRecordDay => _data.PvpRecordDay;
/// <summary>
/// 载具界面相机镜头前后移动参数
/// </summary>
public System.Collections.Generic.List<float> VehicleCultivateCameraScale => _data.VehicleCultivateCameraScale;
/// <summary>
/// 武器类型图标
/// </summary>
public string VehiclePartIcon1 => _data.VehiclePartIcon1;
/// <summary>
/// 炮塔类型图标
/// </summary>
public string VehiclePartIcon2 => _data.VehiclePartIcon2;
/// <summary>
/// 无线电台类型图标
/// </summary>
public string VehiclePartIcon3 => _data.VehiclePartIcon3;
/// <summary>
/// 发动机类型图标
/// </summary>
public string VehiclePartIcon4 => _data.VehiclePartIcon4;
/// <summary>
/// 悬挂类型图标
/// </summary>
public string VehiclePartIcon5 => _data.VehiclePartIcon5;
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<int> PlayerSkillUpgradeUnLockTotalLevel => _data.PlayerSkillUpgradeUnLockTotalLevel;
/// <summary>
/// 主界面高频点击角色播放语音频率(n次/秒)
/// </summary>
public int MainPlayDialogueClickFrequency => _data.MainPlayDialogueClickFrequency;
/// <summary>
/// 角色战力值参数A
/// </summary>
public float ActorPowerA => _data.ActorPowerA;
/// <summary>
/// 角色战力值参数B
/// </summary>
public int ActorPowerB => _data.ActorPowerB;
/// <summary>
/// 角色战力值参数C
/// </summary>
public int ActorPowerC => _data.ActorPowerC;
/// <summary>
/// 角色战力值参数D
/// </summary>
public int ActorPowerD => _data.ActorPowerD;
/// <summary>
/// 角色战力值参数E
/// </summary>
public int ActorPowerE => _data.ActorPowerE;
/// <summary>
/// 角色战力值参数F
/// </summary>
public float ActorPowerF => _data.ActorPowerF;
/// <summary>
/// 角色战力值参数G
/// </summary>
public float ActorPowerG => _data.ActorPowerG;
/// <summary>
/// 角色战力值参数H
/// </summary>
public int ActorPowerH => _data.ActorPowerH;
/// <summary>
/// 角色战力值参数I
/// </summary>
public float ActorPowerI => _data.ActorPowerI;
/// <summary>
/// 角色战力值参数J
/// </summary>
public float ActorPowerJ => _data.ActorPowerJ;
/// <summary>
/// 角色战力值参数星
/// </summary>
public System.Collections.Generic.List<int> ActorPowerKStart => _data.ActorPowerKStart;
/// <summary>
/// 角色战力值参数星对应的值
/// </summary>
public System.Collections.Generic.List<float> ActorPowerKValue => _data.ActorPowerKValue;
/// <summary>
/// 军团战角色势力加成系数
/// </summary>
public float ActorPowerFunction => _data.ActorPowerFunction;
/// <summary>
/// pvp匹配分段区间
/// </summary>
public int PvpScoreEasyStart => _data.PvpScoreEasyStart;
/// <summary>
/// pvp匹配分段区间
/// </summary>
public int PvpScoreHardStart => _data.PvpScoreHardStart;
/// <summary>
/// pvp匹配分段区间
/// </summary>
public int PvpScoreNightmareStart => _data.PvpScoreNightmareStart;
/// <summary>
/// pvp匹配分段区间
/// </summary>
public int PvpScoreNightmareEnd => _data.PvpScoreNightmareEnd;
/// <summary>
/// pvp连胜参数
/// </summary>
public int PvpWinParamL => _data.PvpWinParamL;
/// <summary>
/// PVP战力-分值折算系数
/// </summary>
public float PvpScoreParamM => _data.PvpScoreParamM;
/// <summary>
/// PVP玩家保护分数
/// </summary>
public int PvpProtectScore => _data.PvpProtectScore;
/// <summary>
/// PVP匹配分偏差
/// </summary>
public int PvpMatchScoreOffset => _data.PvpMatchScoreOffset;
/// <summary>
/// pvp公比系数参数
/// </summary>
public float PvpMatchScoreParamR => _data.PvpMatchScoreParamR;
/// <summary>
/// pvp分数计算参数L
/// </summary>
public int PvpScoreCalcL => _data.PvpScoreCalcL;
/// <summary>
/// pvp分数计算参数K
/// </summary>
public int PvpScoreCalcK => _data.PvpScoreCalcK;
/// <summary>
/// pvp每日最大次数
/// </summary>
public int PvpDailyCount => _data.PvpDailyCount;
/// <summary>
/// pvp勋章金物品id
/// </summary>
public int PvpMedalGoldItemID => _data.PvpMedalGoldItemID;
/// <summary>
/// pvp勋章银物品id
/// </summary>
public int PvpMedalSilverItemID => _data.PvpMedalSilverItemID;
/// <summary>
/// pvp勋章铜物品id
/// </summary>
public int PvpMedalCopperItemID => _data.PvpMedalCopperItemID;
/// <summary>
/// 军团战pve永久复活道具
/// </summary>
public int LegionPveResurrectionItem => _data.LegionPveResurrectionItem;
/// <summary>
/// 军团战pve赛季复活道具
/// </summary>
public int LegionPveSeasonResurrectionItem => _data.LegionPveSeasonResurrectionItem;
/// <summary>
/// 军团战pve赛季复活道具初始数量
/// </summary>
public int LegionPveSeasonResurrectionCount => _data.LegionPveSeasonResurrectionCount;
/// <summary>
/// 军团战势力加成参数
/// </summary>
public float LegionPveCharacterPowerParam => _data.LegionPveCharacterPowerParam;
/// <summary>
/// 军团战伤害公式K
/// </summary>
public float LegionPveDefFactor => _data.LegionPveDefFactor;
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<float> LegionPvePredictList => _data.LegionPvePredictList;
/// <summary>
/// 训练关卡载具最大数量
/// </summary>
public int TrainingLevelVehicleCountLimit => _data.TrainingLevelVehicleCountLimit;
/// <summary>
/// 训练关卡角色最大数量
/// </summary>
public int TrainingLevelCharacterCountLimit => _data.TrainingLevelCharacterCountLimit;
/// <summary>
/// 默认图标
/// </summary>
public int DefaultTrainingTeamIcon => _data.DefaultTrainingTeamIcon;
/// <summary>
/// 抽奖额外奖励
/// </summary>
public System.Collections.Generic.List<int> RaffleExtraReward => _data.RaffleExtraReward;
/// <summary>
/// 军团pve排期
/// </summary>
public int LegionPveScheduleID => _data.LegionPveScheduleID;
/// <summary>
/// 军团pve挂机参数kp
/// </summary>
public float LegionPveIdleHpParamKp => _data.LegionPveIdleHpParamKp;
/// <summary>
/// 退款限制金额:元
/// </summary>
public float RefundLimit => _data.RefundLimit;
/// <summary>
/// 敌人AI在战斗中寻找建筑范围
/// </summary>
public int FindBuildingRange => _data.FindBuildingRange;
/// <summary>
/// 派遣加速
/// </summary>
public System.Collections.Generic.List<int> AccelerationDispatch => _data.AccelerationDispatch;
/// <summary>
/// 角色语音字幕,升级界面间隔时间
/// </summary>
public float VoiceSubtitlesLevelUpCD => _data.VoiceSubtitlesLevelUpCD;
/// <summary>
/// 角色语音字幕,战斗界面存在的最小时间
/// </summary>
public float VoiceSubtitlesFightMinTime => _data.VoiceSubtitlesFightMinTime;
/// <summary>
/// 角色语音字幕,战斗界面存在的最大时间
/// </summary>
public float VoiceSubtitlesFightMaxTime => _data.VoiceSubtitlesFightMaxTime;
/// <summary>
/// 高账到期几天内需要每天邮件提醒
/// </summary>
public int PremiumMailDay => _data.PremiumMailDay;
/// <summary>
/// 高账即将到期提醒邮件ID
/// </summary>
public int PremiumMailID => _data.PremiumMailID;
/// <summary>
/// 高账经验加成参数
/// </summary>
public float PremiumExpParam => _data.PremiumExpParam;
/// <summary>
/// 高账pvp发起挑战失败保护次数
/// </summary>
public int PremiumPvpLoseProtectCount => _data.PremiumPvpLoseProtectCount;
/// <summary>
/// 最大可购买天数,单位:日
/// </summary>
public int PremiumMaxTime => _data.PremiumMaxTime;
/// <summary>
/// PVP战力检测触发系数A
/// </summary>
public float PvpPowerCheckParamA => _data.PvpPowerCheckParamA;
/// <summary>
/// PVP战力检测浮动系数B
/// </summary>
public float PvpPowerCheckParamB => _data.PvpPowerCheckParamB;
/// <summary>
/// PVP作弊容错最大次数
/// </summary>
public int PvpAntiMaxCount => _data.PvpAntiMaxCount;
/// <summary>
/// 关卡编辑器中使用的战斗条件相关
/// </summary>
public System.Collections.Generic.List<int> LevelEditorConditionTypeList => _data.LevelEditorConditionTypeList;
/// <summary>
/// 需要不确定数量参数条件,例如指定击杀
/// </summary>
public System.Collections.Generic.List<int> UncertainParamConditionList => _data.UncertainParamConditionList;
/// <summary>
/// 体力兑换最大数量
/// </summary>
public int EnergyPointExchangeMaxCount => _data.EnergyPointExchangeMaxCount;
/// <summary>
/// 演习排名金勋章区间下限
/// </summary>
public int PvpSeasonRankRange1 => _data.PvpSeasonRankRange1;
/// <summary>
/// 演习排名银勋章区间下限
/// </summary>
public int PvpSeasonRankRange2 => _data.PvpSeasonRankRange2;
/// <summary>
/// 演习排名铜勋章区间下限
/// </summary>
public int PvpSeasonRankRange3 => _data.PvpSeasonRankRange3;
/// <summary>
/// 战斗中相机左间距(值越小,镜头越远)
/// </summary>
public float CombatCameraDistanceLeft => _data.CombatCameraDistanceLeft;
/// <summary>
/// 战斗中相机右间距(值越小,镜头越远)
/// </summary>
public float CombatCameraDistanceRight => _data.CombatCameraDistanceRight;
/// <summary>
/// 战斗中相机上间距(值越小,镜头越远)
/// </summary>
public float CombatCameraDistanceUp => _data.CombatCameraDistanceUp;
/// <summary>
/// 战斗中相机下间距(值越小,镜头越远)
/// </summary>
public float CombatCameraDistanceDown => _data.CombatCameraDistanceDown;
/// <summary>
/// 准备前左间距(值越小,镜头越远)
/// </summary>
public float ReadyCameraDistanceLeft => _data.ReadyCameraDistanceLeft;
/// <summary>
/// 准备前右间距(值越小,镜头越远)
/// </summary>
public float ReadyCameraDistanceRight => _data.ReadyCameraDistanceRight;
/// <summary>
/// 准备前上间距(值越小,镜头越远)
/// </summary>
public float ReadyCameraDistanceUp => _data.ReadyCameraDistanceUp;
/// <summary>
/// 准备前下间距(值越小,镜头越远)
/// </summary>
public float ReadyCameraDistanceDown => _data.ReadyCameraDistanceDown;
/// <summary>
/// 出击切页背景黑屏淡入时长
/// </summary>
public float ChapterSwitchFadeIn => _data.ChapterSwitchFadeIn;
/// <summary>
/// 出击切页背景黑屏淡出时长
/// </summary>
public float ChapterSwitchFadeOut => _data.ChapterSwitchFadeOut;
/// <summary>
/// 抽卡记录最大拉取数量
/// </summary>
public int GachaRecordPullMax => _data.GachaRecordPullMax;
/// <summary>
/// 货币栏支持加号跳转
/// </summary>
public System.Collections.Generic.List<int> CoinAddShow => _data.CoinAddShow;
public void ResolveRef(Tables tables)
{
_data.ResolveRef(tables);
}
}
}