1064 lines
38 KiB
C#
1064 lines
38 KiB
C#
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//------------------------------------------------------------------------------
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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 Luban;
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using SimpleJSON;
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namespace cfg
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{
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public partial class GlobalConfig
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{
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private readonly DataGlobalConfig _data;
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public DataGlobalConfig Data => _data;
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public GlobalConfig(JSONNode _buf)
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{
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int n = _buf.Count;
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if (n != 1) throw new SerializationException("table mode=one, but size != 1");
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{ if(!_buf[0].IsObject) { throw new SerializationException(); } _data = global::cfg.DataGlobalConfig.DeserializeDataGlobalConfig(_buf[0]); }
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}
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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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/// 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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/// 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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/// 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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/// 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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/// 滚动公告轮播次数(跑马灯循环)
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/// </summary>
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public int NotificationLoopCount => _data.NotificationLoopCount;
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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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/// 默认首页BGM
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/// </summary>
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public string DefaultMainBGM => _data.DefaultMainBGM;
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/// <summary>
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/// 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)
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/// </summary>
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public int CharacterJobCount => _data.CharacterJobCount;
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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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/// 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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/// 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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/// 付费一级钻石ID
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/// </summary>
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public int PurchaseDiamondID => _data.PurchaseDiamondID;
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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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/// 星空纪念币
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/// </summary>
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public int StarryToken => _data.StarryToken;
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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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/// 缴获文件-耀斑货币
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/// </summary>
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public int FlareEventCurrency => _data.FlareEventCurrency;
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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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/// 英雄升级消耗道具id
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/// </summary>
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public int HeroCostItem => _data.HeroCostItem;
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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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/// 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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/// 每日钻石购买体力次数限制
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/// </summary>
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public int EnergyDailyPurchaseLimit => _data.EnergyDailyPurchaseLimit;
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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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/// 跳过引导2秒内点击次数
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/// </summary>
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public int SkipGuideClickCount => _data.SkipGuideClickCount;
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/// <summary>
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/// 强制流程第1关战斗id
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/// </summary>
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public int FirstTimeFlowFight1Id => _data.FirstTimeFlowFight1Id;
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/// <summary>
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/// 强制流程第2关战斗id
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/// </summary>
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public int FirstTimeFlowFight2Id => _data.FirstTimeFlowFight2Id;
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/// <summary>
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/// 强制流程第3关战斗id
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/// </summary>
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public int FirstTimeFlowFight3Id => _data.FirstTimeFlowFight3Id;
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/// <summary>
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/// 强制流程第4关战斗id
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/// </summary>
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public int FirstTimeFlowFight4Id => _data.FirstTimeFlowFight4Id;
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/// <summary>
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/// 强制流程第5关战斗id
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/// </summary>
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public int FirstTimeFlowFight5Id => _data.FirstTimeFlowFight5Id;
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/// <summary>
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/// 强制流程第6关战斗id
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/// </summary>
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public int FirstTimeFlowFight6Id => _data.FirstTimeFlowFight6Id;
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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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/// 关卡逻辑会中-命中公式
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/// </summary>
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public float FPRateK => _data.FPRateK;
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/// <summary>
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/// 关卡逻辑会中-命中公式
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/// </summary>
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public float FPRateS => _data.FPRateS;
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/// <summary>
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/// 关卡逻辑会中-命中公式
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/// </summary>
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public float FPRateG => _data.FPRateG;
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/// <summary>
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/// 关卡逻辑会中-命中公式
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/// </summary>
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public float FPRateL => _data.FPRateL;
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/// <summary>
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/// 关卡逻辑会中-命中公式
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/// </summary>
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public float FPRateP => _data.FPRateP;
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/// <summary>
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/// 关卡逻辑会中-命中公式
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/// </summary>
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public float FPRateQ => _data.FPRateQ;
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/// <summary>
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/// 关卡逻辑会中-命中公式
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/// </summary>
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public float FPRateMin => _data.FPRateMin;
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/// <summary>
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/// 战斗内-载具地形适应速度缩放系数,(不适应,适应,特化)
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/// </summary>
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public System.Collections.Generic.List<float> FightVehicleSpeedScaleParam => _data.FightVehicleSpeedScaleParam;
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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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/// 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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/// 逃跑最长的跑动时间
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/// </summary>
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public float FightMaxRetreatTime => _data.FightMaxRetreatTime;
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/// <summary>
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/// 逃跑状态中未受击多久自动恢复
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/// </summary>
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public float FightNoDamageRecoverRetreatTime => _data.FightNoDamageRecoverRetreatTime;
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/// <summary>
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/// 我方从逃跑状态恢复时的士气百分比
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/// </summary>
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public float FightRecoverRetreatMoralePercentSelf => _data.FightRecoverRetreatMoralePercentSelf;
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/// <summary>
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/// 敌方从逃跑状态恢复时的士气百分比
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/// </summary>
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public float FightRecoverRetreatMoralePercentEnemy => _data.FightRecoverRetreatMoralePercentEnemy;
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/// <summary>
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/// 队长阵亡时同队单位扣除士气百分比
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/// </summary>
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public float FightTeamLeaderDeadCostMoralePercent => _data.FightTeamLeaderDeadCostMoralePercent;
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/// <summary>
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/// 脱战多少秒之后开始恢复士气
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/// </summary>
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public float MoraleRecoverDelayTime => _data.MoraleRecoverDelayTime;
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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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/// 战斗内-护盾恢复延迟时间
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/// </summary>
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public float FightShieldRecoverDelay => _data.FightShieldRecoverDelay;
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/// <summary>
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/// 战斗内-护盾恢复固定值
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/// </summary>
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public float FightShiledRecoverValueFixed => _data.FightShiledRecoverValueFixed;
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/// <summary>
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/// 战斗内-护盾恢复百分比
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/// </summary>
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public float FightShiledRecoverValuePercent => _data.FightShiledRecoverValuePercent;
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/// <summary>
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/// 战斗内-护盾最大溢出百分比
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/// </summary>
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public float FightOverFlowShiledMaxPercent => _data.FightOverFlowShiledMaxPercent;
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/// <summary>
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/// 战斗内-血量恢复延迟时间
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/// </summary>
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public float FightHPRecoverDelay => _data.FightHPRecoverDelay;
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/// <summary>
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/// 战斗内-血量恢复固定值
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/// </summary>
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public float FightHPRecoverValueFixed => _data.FightHPRecoverValueFixed;
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/// <summary>
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/// 战斗内-血量恢复百分比
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/// </summary>
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public float FightHPRecoverValuePercent => _data.FightHPRecoverValuePercent;
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/// <summary>
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/// 战斗内-进入压制状态士气百分比
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/// </summary>
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public float FightSuppressMoralePercent => _data.FightSuppressMoralePercent;
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/// <summary>
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/// 战斗内-进入逃跑状态士气百分比
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/// </summary>
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public float FightRetreateMoralePercent => _data.FightRetreateMoralePercent;
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/// <summary>
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/// 战斗内-角色转身速度
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/// </summary>
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public float FightCharacterTurnSpeed => _data.FightCharacterTurnSpeed;
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/// <summary>
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/// 战斗内-脱离逃跑士气百分比
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/// </summary>
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public float FightExitRetreatMoralePercent => _data.FightExitRetreatMoralePercent;
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/// <summary>
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/// 战斗攻击变化偏差最大范围
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/// </summary>
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public float FightDataAttackOffset => _data.FightDataAttackOffset;
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/// <summary>
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/// 战斗防御变化偏差最大范围
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/// </summary>
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public float FightDataDefenctOffset => _data.FightDataDefenctOffset;
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/// <summary>
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/// 战斗血量变化偏差最大范围
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/// </summary>
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public float FightDataHPOffset => _data.FightDataHPOffset;
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/// <summary>
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/// 战斗血量变化偏差最大范围
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/// </summary>
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public float FightDataShieldOffset => _data.FightDataShieldOffset;
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/// <summary>
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/// 战斗中开枪音效最大支持射速
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/// </summary>
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public int FightAudioSpeedLimit => _data.FightAudioSpeedLimit;
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/// <summary>
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/// 战斗中达到最大支持射速后每多少枪跳过一枪
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/// </summary>
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public int FightAudioSpeedSkip => _data.FightAudioSpeedSkip;
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/// <summary>
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/// 平A的伤害类型
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/// </summary>
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public System.Collections.Generic.List<int> FightDamageTypeNormalAttack => _data.FightDamageTypeNormalAttack;
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/// <summary>
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/// 环境伤害的伤害类型
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/// </summary>
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public System.Collections.Generic.List<int> FightDamageTypeEniromentDamage => _data.FightDamageTypeEniromentDamage;
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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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/// 战斗内护盾破碎特效ID
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/// </summary>
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public int FightEffectIdShieldBreak => _data.FightEffectIdShieldBreak;
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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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/// <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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/// 侦察表现间隔
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/// </summary>
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||
public float BattleInvestigateViewTime => _data.BattleInvestigateViewTime;
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||
/// <summary>
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/// 伤害飘字基准缩放
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||
/// </summary>
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||
public float DamageFontUnitScale => _data.DamageFontUnitScale;
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||
/// <summary>
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||
/// 伤害飘字持续时间
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||
/// </summary>
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||
public float DamageFontDuration => _data.DamageFontDuration;
|
||
/// <summary>
|
||
/// 伤害飘字Y轴移动距离
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||
/// </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>
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||
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>
|
||
/// 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>
|
||
/// 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>
|
||
/// 通行证升级点道具ID
|
||
/// </summary>
|
||
public int BattlePassPointItem => _data.BattlePassPointItem;
|
||
/// <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>
|
||
/// 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(秒)
|
||
/// </summary>
|
||
public float PvpRefreshTime => _data.PvpRefreshTime;
|
||
/// <summary>
|
||
/// 军团-招募成员的最低等级限制
|
||
/// </summary>
|
||
public int LegionJoinLevelLimit => _data.LegionJoinLevelLimit;
|
||
/// <summary>
|
||
/// 军团-开始ID
|
||
/// </summary>
|
||
public int LegionBeginID => _data.LegionBeginID;
|
||
/// <summary>
|
||
/// 军团列表每页显示数量
|
||
/// </summary>
|
||
public int LegionPaginateLimit => _data.LegionPaginateLimit;
|
||
/// <summary>
|
||
/// 军团限制成员数量
|
||
/// </summary>
|
||
public int LegionMemberCount => _data.LegionMemberCount;
|
||
/// <summary>
|
||
/// 加入军团模版ID
|
||
/// </summary>
|
||
public int MailIDLegionJoin => _data.MailIDLegionJoin;
|
||
/// <summary>
|
||
/// 军团踢人模版ID
|
||
/// </summary>
|
||
public int MailIDLegionDismissMember => _data.MailIDLegionDismissMember;
|
||
/// <summary>
|
||
/// 军团战报名成功通知
|
||
/// </summary>
|
||
public int MailPVPMonthlyRewardsTitle => _data.MailPVPMonthlyRewardsTitle;
|
||
/// <summary>
|
||
/// 军团开启编队通知
|
||
/// </summary>
|
||
public int MailLegionBattleFormationTitle => _data.MailLegionBattleFormationTitle;
|
||
/// <summary>
|
||
/// 军团开战通知
|
||
/// </summary>
|
||
public int MailLegionBattleFightTitle => _data.MailLegionBattleFightTitle;
|
||
/// <summary>
|
||
/// 军团结算通知
|
||
/// </summary>
|
||
public int MailLegionBattleEndTitle => _data.MailLegionBattleEndTitle;
|
||
/// <summary>
|
||
/// 技能充能回复-主动平A
|
||
/// </summary>
|
||
public int SkillChargeNormalAttack => _data.SkillChargeNormalAttack;
|
||
/// <summary>
|
||
/// 技能充能回复-受到任何伤害
|
||
/// </summary>
|
||
public int SkillChargeBeAttack => _data.SkillChargeBeAttack;
|
||
/// <summary>
|
||
/// 军团要塞报名
|
||
/// </summary>
|
||
public int LegionBattleScheduleIDStart => _data.LegionBattleScheduleIDStart;
|
||
/// <summary>
|
||
/// 军团要塞编队
|
||
/// </summary>
|
||
public int LegionBattleScheduleIDTeam => _data.LegionBattleScheduleIDTeam;
|
||
/// <summary>
|
||
/// 军团要塞编队锁定
|
||
/// </summary>
|
||
public int LegionBattleScheduleIDTeamLock => _data.LegionBattleScheduleIDTeamLock;
|
||
/// <summary>
|
||
/// 军团要塞战斗
|
||
/// </summary>
|
||
public int LegionBattleScheduleIDCombat => _data.LegionBattleScheduleIDCombat;
|
||
/// <summary>
|
||
/// 军团战地图宽度
|
||
/// </summary>
|
||
public int LegionBattleMapWidth => _data.LegionBattleMapWidth;
|
||
/// <summary>
|
||
/// 军团战地图高度
|
||
/// </summary>
|
||
public int LegionBattleMapHeight => _data.LegionBattleMapHeight;
|
||
/// <summary>
|
||
/// 军团战最多人数
|
||
/// </summary>
|
||
public int LegionBattleMaxMemberCount => _data.LegionBattleMaxMemberCount;
|
||
/// <summary>
|
||
/// 军团战最少人数
|
||
/// </summary>
|
||
public int LegionBattleMinMemberCount => _data.LegionBattleMinMemberCount;
|
||
/// <summary>
|
||
/// 军团佣兵上限
|
||
/// </summary>
|
||
public int LegionBattleMaxMercenaryCount => _data.LegionBattleMaxMercenaryCount;
|
||
/// <summary>
|
||
/// 军团战编队数量
|
||
/// </summary>
|
||
public int MaxLegionTeamCount => _data.MaxLegionTeamCount;
|
||
/// <summary>
|
||
/// 军团战报名成功通知
|
||
/// </summary>
|
||
public int MailIDLegionBattleSigned => _data.MailIDLegionBattleSigned;
|
||
/// <summary>
|
||
/// 军争要塞编队
|
||
/// </summary>
|
||
public int MailIDLegionBattleFormation => _data.MailIDLegionBattleFormation;
|
||
/// <summary>
|
||
/// 军团战开战通知
|
||
/// </summary>
|
||
public int MailIDLegionBattleFight => _data.MailIDLegionBattleFight;
|
||
/// <summary>
|
||
/// 军团战匹配失败通知
|
||
/// </summary>
|
||
public int MailIDLegionBattleMatchFaild => _data.MailIDLegionBattleMatchFaild;
|
||
/// <summary>
|
||
/// 军团解散通知
|
||
/// </summary>
|
||
public int MailLegionDisbanded => _data.MailLegionDisbanded;
|
||
/// <summary>
|
||
/// 军团标签最大数量
|
||
/// </summary>
|
||
public int LegionLabelMax => _data.LegionLabelMax;
|
||
/// <summary>
|
||
/// 军团头像图片路径前缀
|
||
/// </summary>
|
||
public string LegionHeadPicFrontPath => _data.LegionHeadPicFrontPath;
|
||
/// <summary>
|
||
/// 军团宣言索引
|
||
/// </summary>
|
||
public System.Collections.Generic.List<int> LegionDeclarationList => _data.LegionDeclarationList;
|
||
/// <summary>
|
||
/// 军团索引
|
||
/// </summary>
|
||
public System.Collections.Generic.List<int> LegionLabelList => _data.LegionLabelList;
|
||
/// <summary>
|
||
/// 军争要塞_荣誉补给箱
|
||
/// </summary>
|
||
public int RewardLegionWin => _data.RewardLegionWin;
|
||
/// <summary>
|
||
/// 军争要塞_基础补给箱
|
||
/// </summary>
|
||
public int RewardLegionLoose => _data.RewardLegionLoose;
|
||
/// <summary>
|
||
/// 军争要塞_佣兵荣誉铁盒
|
||
/// </summary>
|
||
public int RewardLegionMercenaryWin => _data.RewardLegionMercenaryWin;
|
||
/// <summary>
|
||
/// 军争要塞_佣兵相助铁盒
|
||
/// </summary>
|
||
public int RewardLegionMercenaryLoose => _data.RewardLegionMercenaryLoose;
|
||
/// <summary>
|
||
/// 佣兵荣誉币
|
||
/// </summary>
|
||
public int MercenaryHonorCoin => _data.MercenaryHonorCoin;
|
||
/// <summary>
|
||
/// 编队指挥官头像图片路径前缀
|
||
/// </summary>
|
||
public string CommanderHeadPath => _data.CommanderHeadPath;
|
||
/// <summary>
|
||
/// 月卡商店ID
|
||
/// </summary>
|
||
public int MonthlyPassShopId => _data.MonthlyPassShopId;
|
||
/// <summary>
|
||
/// 军团战占领要塞获胜
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailFortressWin => _data.MailIDLegionbattlePrizeMailFortressWin;
|
||
/// <summary>
|
||
/// 军团战占领要塞失败
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailFortressLose => _data.MailIDLegionbattlePrizeMailFortressLose;
|
||
/// <summary>
|
||
/// 军团战占领要塞获胜全体
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailFortressAllWin => _data.MailIDLegionbattlePrizeMailFortressAllWin;
|
||
/// <summary>
|
||
/// 军团战占领要塞失败全体
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailFortressAllLose => _data.MailIDLegionbattlePrizeMailFortressAllLose;
|
||
/// <summary>
|
||
/// 军团战积分获胜
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailScoreWin => _data.MailIDLegionbattlePrizeMailScoreWin;
|
||
/// <summary>
|
||
/// 军团战积分失败
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailScoreLose => _data.MailIDLegionbattlePrizeMailScoreLose;
|
||
/// <summary>
|
||
/// 军团战积分获胜全体
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailScoreAllWin => _data.MailIDLegionbattlePrizeMailScoreAllWin;
|
||
/// <summary>
|
||
/// 军团战积分失败全体
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailScoreAllLose => _data.MailIDLegionbattlePrizeMailScoreAllLose;
|
||
/// <summary>
|
||
/// 军团战轮空获胜
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailLucky => _data.MailIDLegionbattlePrizeMailLucky;
|
||
/// <summary>
|
||
/// 军团战雇佣军通用
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailEmploy => _data.MailIDLegionbattlePrizeMailEmploy;
|
||
/// <summary>
|
||
/// 军团战我方无人上阵失败全员保底
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailEmptyTeamLose => _data.MailIDLegionbattlePrizeMailEmptyTeamLose;
|
||
/// <summary>
|
||
/// 军团战敌方无人上阵我方参战额外奖励
|
||
/// </summary>
|
||
public int MailIDLegionbattlePrizeMailEmptyTeamWin => _data.MailIDLegionbattlePrizeMailEmptyTeamWin;
|
||
/// <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>
|
||
/// 敌人战斗AI是否不清理攻击距离以外的目标
|
||
/// </summary>
|
||
public int NormalFightAI => _data.NormalFightAI;
|
||
/// <summary>
|
||
/// 敌人战斗AI是否不清理攻击距离以外的目标
|
||
/// </summary>
|
||
public int SurviveFightAI => _data.SurviveFightAI;
|
||
/// <summary>
|
||
/// 敌人战斗AI是否不清理攻击距离以外的目标
|
||
/// </summary>
|
||
public int DefyDeathFightAI => _data.DefyDeathFightAI;
|
||
/// <summary>
|
||
/// 敌人战斗AI是否不清理攻击距离以外的目标
|
||
/// </summary>
|
||
public int RetreatFightAI => _data.RetreatFightAI;
|
||
/// <summary>
|
||
/// 派遣加速
|
||
/// </summary>
|
||
public System.Collections.Generic.List<int> AccelerationDispatch => _data.AccelerationDispatch;
|
||
|
||
public void ResolveRef(Tables tables)
|
||
{
|
||
_data.ResolveRef(tables);
|
||
}
|
||
}
|
||
|
||
}
|
||
|