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

376 lines
13 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace cfg
{
public sealed partial class GlobalConfig
{
private readonly DataGlobalConfig _data;
public GlobalConfig(JSONNode _json)
{
if(!_json.IsArray)
{
throw new SerializationException();
}
if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1");
_data = DataGlobalConfig.DeserializeDataGlobalConfig(_json[0]);
PostInit();
}
/// <summary>
/// 英雄经验池道具id
/// </summary>
public int HeroExpItem => _data.HeroExpItem;
/// <summary>
/// 道具默认最大上限
/// </summary>
public int ItemMaxDefault => _data.ItemMaxDefault;
/// <summary>
/// 跨天小时点
/// </summary>
public int DailyChangeHour => _data.DailyChangeHour;
/// <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>
/// 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>
/// 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>
/// 体力道具ID
/// </summary>
public int EnergyPointID => _data.EnergyPointID;
/// <summary>
/// 体力恢复时间间隔(秒)
/// </summary>
public int EnergyPointRecoverTime => _data.EnergyPointRecoverTime;
/// <summary>
/// 开枪默认地面特效
/// </summary>
public int GroundFireEffectId => _data.GroundFireEffectId;
/// <summary>
/// 钻石道具ID
/// </summary>
public int DiamondItemId => _data.DiamondItemId;
/// <summary>
/// 金币道具ID
/// </summary>
public int GoldItemId => _data.GoldItemId;
/// <summary>
/// 邮件有效天数
/// </summary>
public int MailDays => _data.MailDays;
/// <summary>
/// 最大邮件数量
/// </summary>
public int MaxMailCount => _data.MaxMailCount;
/// <summary>
/// 头像图片路径前缀
/// </summary>
public string HeadPicFrontPath => _data.HeadPicFrontPath;
/// <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匹配分差值
/// </summary>
public float PvpScoreOffset => _data.PvpScoreOffset;
/// <summary>
/// PVP基础分
/// </summary>
public int PvpScoreBase => _data.PvpScoreBase;
/// <summary>
/// PVP提高分
/// </summary>
public int PvpScoreUp => _data.PvpScoreUp;
/// <summary>
/// PVP降低分
/// </summary>
public int PvpScoreDown => _data.PvpScoreDown;
/// <summary>
/// PVP失败扣分
/// </summary>
public int PvpScoreFailed => _data.PvpScoreFailed;
/// <summary>
/// PVP防守胜利分
/// </summary>
public int PvpScoreDefence => _data.PvpScoreDefence;
/// <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>
/// 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>
/// 扫荡券id
/// </summary>
public int SaoDangTicket => _data.SaoDangTicket;
/// <summary>
/// 士气被打没之后的强制逃跑时间
/// </summary>
public float ForceEscapeTime => _data.ForceEscapeTime;
/// <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>
/// 物品超上限邮件id
/// </summary>
public int MailIDItemMaxCount => _data.MailIDItemMaxCount;
/// <summary>
/// pvp货币
/// </summary>
public int PvpCoinId => _data.PvpCoinId;
/// <summary>
/// 通用角色碎片
/// </summary>
public int PieceExchangeId => _data.PieceExchangeId;
/// <summary>
/// 脱离战斗后士气恢复倍率
/// </summary>
public int OutOfCombatMoraleRecoverRate => _data.OutOfCombatMoraleRecoverRate;
/// <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防守最大上阵人数
/// </summary>
public int PvpDefenderMaxNumber => _data.PvpDefenderMaxNumber;
/// <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>
/// 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>
/// 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>
/// 战斗失败帮助信息随机总数
/// </summary>
public int BattleFailedTipsNumber => _data.BattleFailedTipsNumber;
/// <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>
/// 战斗中相同语音的触发时间间隔(秒)
/// </summary>
public float BattleVoiceTriggerTime => _data.BattleVoiceTriggerTime;
/// <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>
/// 超出觉醒上限后获得相同角色时转化道具ID|数量)
/// </summary>
public System.Collections.Generic.List<int> OverflowCharacterChipExchange => _data.OverflowCharacterChipExchange;
/// <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;
public int PvpWeekScheduleID => _data.PvpWeekScheduleID;
public int PvpMonthScheduleID => _data.PvpMonthScheduleID;
/// <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>
/// PVP建筑防守可上阵数量限制
/// </summary>
public int PvpFightBuildLimit => _data.PvpFightBuildLimit;
/// <summary>
/// PVP战斗员防守可上阵数量限制
/// </summary>
public int PvpFightCharacterLimit => _data.PvpFightCharacterLimit;
/// <summary>
/// PVP载具防守可上阵数量限制
/// </summary>
public int PvpFightVehicleLimit => _data.PvpFightVehicleLimit;
/// <summary>
/// 跳过引导2秒内点击次数
/// </summary>
public int SkipGuideClickCount => _data.SkipGuideClickCount;
/// <summary>
/// 脱战多少秒之后开始恢复士气
/// </summary>
public float MoraleRecoverDelayTime => _data.MoraleRecoverDelayTime;
/// <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>
/// 滚动公告轮播次数(跑马灯循环)
/// </summary>
public int NotificationLoopCount => _data.NotificationLoopCount;
/// <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-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;
public void Resolve(Dictionary<string, object> _tables)
{
_data.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
_data.TranslateText(translator);
}
partial void PostInit();
partial void PostResolve();
}
}