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

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C#
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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 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>
/// 玩家默认队伍编组角色ID列表
/// </summary>
public System.Collections.Generic.List<int> DefaultTeamIDs => _data.DefaultTeamIDs;
/// <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>
/// 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;
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();
}
}