304 lines
10 KiB
C#
304 lines
10 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Bright.Serialization;
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using System.Collections.Generic;
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using SimpleJSON;
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namespace cfg
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{
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public sealed partial class GlobalConfig
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{
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private readonly DataGlobalConfig _data;
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public GlobalConfig(JSONNode _json)
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{
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if(!_json.IsArray)
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{
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throw new SerializationException();
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}
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if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1");
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_data = DataGlobalConfig.DeserializeDataGlobalConfig(_json[0]);
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PostInit();
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}
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/// <summary>
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/// 英雄经验池道具id
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/// </summary>
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public int HeroExpItem => _data.HeroExpItem;
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/// <summary>
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/// 道具默认最大上限
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/// </summary>
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public int ItemMaxDefault => _data.ItemMaxDefault;
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/// <summary>
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/// 跨天小时点
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/// </summary>
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public int DailyChangeHour => _data.DailyChangeHour;
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/// <summary>
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/// 被压制时的buffIds
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/// </summary>
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public System.Collections.Generic.List<int> SuppressBuffIds => _data.SuppressBuffIds;
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/// <summary>
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/// 逃跑时的buffIds
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/// </summary>
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public System.Collections.Generic.List<int> RetreatBuffIds => _data.RetreatBuffIds;
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/// <summary>
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/// 战斗数值规则优化_0813 中需求的参数n
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/// </summary>
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public float FPN => _data.FPN;
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/// <summary>
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/// 战斗数值规则优化_0813 中需求的参数K
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/// </summary>
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public float FPK => _data.FPK;
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/// <summary>
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/// 玩家默认队伍编组角色ID列表
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/// </summary>
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public System.Collections.Generic.List<int> DefaultTeamIDs => _data.DefaultTeamIDs;
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/// <summary>
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/// 玩家默认队伍编组icon
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/// </summary>
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public int DefaultTeamIcon => _data.DefaultTeamIcon;
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/// <summary>
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/// 玩家默认队伍编组名称
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/// </summary>
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public string DefaultTeamName => _data.DefaultTeamName;
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/// <summary>
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/// 玩家默认队伍编组指挥官技能
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/// </summary>
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public System.Collections.Generic.List<int> DefaultPlayerSKill => _data.DefaultPlayerSKill;
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/// <summary>
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/// 最大队伍数量
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/// </summary>
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public int MaxTeamCount => _data.MaxTeamCount;
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/// <summary>
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/// 体力道具ID
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/// </summary>
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public int EnergyPointID => _data.EnergyPointID;
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/// <summary>
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/// 体力恢复时间间隔(秒)
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/// </summary>
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public int EnergyPointRecoverTime => _data.EnergyPointRecoverTime;
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/// <summary>
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/// 开枪默认地面特效
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/// </summary>
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public int GroundFireEffectId => _data.GroundFireEffectId;
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/// <summary>
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/// 钻石道具ID
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/// </summary>
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public int DiamondItemId => _data.DiamondItemId;
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/// <summary>
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/// 金币道具ID
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/// </summary>
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public int GoldItemId => _data.GoldItemId;
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/// <summary>
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/// 邮件有效天数
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/// </summary>
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public int MailDays => _data.MailDays;
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/// <summary>
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/// 最大邮件数量
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/// </summary>
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public int MaxMailCount => _data.MaxMailCount;
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/// <summary>
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/// 头像图片路径前缀
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/// </summary>
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public string HeadPicFrontPath => _data.HeadPicFrontPath;
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/// <summary>
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/// PVP关卡ID
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/// </summary>
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public int PVPLevelID => _data.PVPLevelID;
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/// <summary>
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/// 下一周的PVP关卡ID
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/// </summary>
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public int NextPVPLevelID => _data.NextPVPLevelID;
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/// <summary>
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/// pvp匹配分差值
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/// </summary>
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public float PvpScoreOffset => _data.PvpScoreOffset;
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/// <summary>
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/// PVP基础分
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/// </summary>
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public int PvpScoreBase => _data.PvpScoreBase;
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/// <summary>
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/// PVP提高分
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/// </summary>
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public int PvpScoreUp => _data.PvpScoreUp;
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/// <summary>
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/// PVP降低分
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/// </summary>
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public int PvpScoreDown => _data.PvpScoreDown;
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/// <summary>
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/// PVP失败扣分
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/// </summary>
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public int PvpScoreFailed => _data.PvpScoreFailed;
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/// <summary>
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/// PVP防守胜利分
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/// </summary>
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public int PvpScoreDefence => _data.PvpScoreDefence;
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/// <summary>
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/// pvp排行榜分页条目数
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/// </summary>
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public int PvpPageCount => _data.PvpPageCount;
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/// <summary>
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/// pvp消耗
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/// </summary>
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public item.ItemCounts PvpCost => _data.PvpCost;
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/// <summary>
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/// 每帧任务刷新数量,总共五帧
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/// </summary>
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public int TaskUpdateCountFrame => _data.TaskUpdateCountFrame;
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/// <summary>
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/// 日常任务奖励自动发放邮件ID
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/// </summary>
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public int MailIDDailyTaskReward => _data.MailIDDailyTaskReward;
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/// <summary>
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/// 周常任务奖励自动发放邮件ID
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/// </summary>
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public int MailIDWeeklyTaskReward => _data.MailIDWeeklyTaskReward;
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/// <summary>
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/// 扫荡券id
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/// </summary>
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public int SaoDangTicket => _data.SaoDangTicket;
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/// <summary>
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/// 士气被打没之后的强制逃跑时间
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/// </summary>
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public float ForceEscapeTime => _data.ForceEscapeTime;
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/// <summary>
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/// 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
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/// </summary>
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public System.Collections.Generic.List<int> PlayerSkillUpgradeUnLockTotalLevel => _data.PlayerSkillUpgradeUnLockTotalLevel;
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/// <summary>
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/// 物品超上限邮件id
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/// </summary>
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public int MailIDItemMaxCount => _data.MailIDItemMaxCount;
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/// <summary>
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/// pvp货币
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/// </summary>
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public int PvpCoinId => _data.PvpCoinId;
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/// <summary>
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/// 通用角色碎片
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/// </summary>
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public int PieceExchangeId => _data.PieceExchangeId;
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/// <summary>
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/// 脱离战斗后士气恢复倍率
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/// </summary>
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public int OutOfCombatMoraleRecoverRate => _data.OutOfCombatMoraleRecoverRate;
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/// <summary>
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/// pvp机器人名称
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/// </summary>
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public string PvpRobotName => _data.PvpRobotName;
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/// <summary>
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/// pvp防守方布阵格子索引列表
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/// </summary>
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public System.Collections.Generic.List<int> PvpDefendCellList => _data.PvpDefendCellList;
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/// <summary>
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/// pvp通常战斗胜利奖励
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/// </summary>
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public int PvpBattleWinRewards => _data.PvpBattleWinRewards;
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/// <summary>
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/// pvp通常战斗失败奖励
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/// </summary>
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public int PvpBattleLoseRewards => _data.PvpBattleLoseRewards;
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/// <summary>
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/// pvp防守最大上阵人数
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/// </summary>
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public int PvpDefenderMaxNumber => _data.PvpDefenderMaxNumber;
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/// <summary>
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/// pvp排行榜最小展示人数(不满足前端弹窗拒绝打开排行榜)
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/// </summary>
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public int PvpRankingMinNumber => _data.PvpRankingMinNumber;
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/// <summary>
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/// 体力类型道具列表(不足时使用通用弹窗进行回复)
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/// </summary>
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public System.Collections.Generic.List<int> StaminaTypeItem => _data.StaminaTypeItem;
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/// <summary>
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/// 初始皮肤默认皮肤ID
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/// </summary>
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public int DEFAULTSKINID => _data.DEFAULTSKINID;
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/// <summary>
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/// 剧情对话停留时间
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/// </summary>
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public float StoryDialogueWaitTime => _data.StoryDialogueWaitTime;
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/// <summary>
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/// 战斗失败帮助信息随机总数
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/// </summary>
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public int BattleFailedTipsNumber => _data.BattleFailedTipsNumber;
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/// <summary>
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/// 未成年人游戏日
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/// </summary>
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public System.Collections.Generic.List<int> UnderEighteenGameWeekDay => _data.UnderEighteenGameWeekDay;
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/// <summary>
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/// 未成年人游戏时间
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/// </summary>
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public int UnderEighteenGameHour => _data.UnderEighteenGameHour;
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/// <summary>
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/// 战斗中相同语音的触发时间间隔(秒)
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/// </summary>
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public float BattleVoiceTriggerTime => _data.BattleVoiceTriggerTime;
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/// <summary>
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/// 战役模式评分等级划分依据(满分*比率,递增)
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/// </summary>
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public System.Collections.Generic.List<float> CampaignScoreClass => _data.CampaignScoreClass;
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/// <summary>
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/// 超出觉醒上限后获得相同角色时转化道具(ID|数量)
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/// </summary>
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public System.Collections.Generic.List<int> OverflowCharacterChipExchange => _data.OverflowCharacterChipExchange;
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/// <summary>
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/// 释放技能时的旋转摄像机持续时间
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/// </summary>
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public float SkillCameraRotateTime => _data.SkillCameraRotateTime;
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/// <summary>
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/// 释放技能时黑屏渐入时间
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/// </summary>
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public float SkillCameraFadeInTime => _data.SkillCameraFadeInTime;
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/// <summary>
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/// 释放技能时黑屏渐出时间
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/// </summary>
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public float SkillCameraFadeOutTime => _data.SkillCameraFadeOutTime;
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public int PvpWeekScheduleID => _data.PvpWeekScheduleID;
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public int PvpMonthScheduleID => _data.PvpMonthScheduleID;
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/// <summary>
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/// 战斗内时间缩放参数,必须为四个
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/// </summary>
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public System.Collections.Generic.List<float> FightSpeedParams => _data.FightSpeedParams;
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/// <summary>
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/// 战斗内默认速度index
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/// </summary>
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public int FightSpeedDefault => _data.FightSpeedDefault;
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/// <summary>
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/// PVP建筑防守可上阵数量限制
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/// </summary>
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public int PvpFightBuildLimit => _data.PvpFightBuildLimit;
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/// <summary>
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/// PVP战斗员防守可上阵数量限制
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/// </summary>
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public int PvpFightCharacterLimit => _data.PvpFightCharacterLimit;
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/// <summary>
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/// PVP载具防守可上阵数量限制
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/// </summary>
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public int PvpFightVehicleLimit => _data.PvpFightVehicleLimit;
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public void Resolve(Dictionary<string, object> _tables)
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{
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_data.Resolve(_tables);
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PostResolve();
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}
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public void TranslateText(System.Func<string, string, string> translator)
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{
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_data.TranslateText(translator);
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}
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partial void PostInit();
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partial void PostResolve();
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}
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} |