703 lines
25 KiB
C#
703 lines
25 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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/// 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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/// 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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/// 玩家默认队伍指挥官ID
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/// </summary>
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public int DefaultCommander => _data.DefaultCommander;
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/// <summary>
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/// 玩家默认队伍编组单位ID列表
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/// </summary>
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public System.Collections.Generic.List<int> DefaultUnitIDs => _data.DefaultUnitIDs;
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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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/// 队伍最大数(指挥官+角色+载具)
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/// </summary>
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public int MaxTeamMember => _data.MaxTeamMember;
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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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/// 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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/// 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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/// 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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/// 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初始积分
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/// </summary>
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public int PvpNewScore => _data.PvpNewScore;
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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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/// 日常任务活跃度道具ID
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/// </summary>
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public int DailyTaskActivityItem => _data.DailyTaskActivityItem;
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/// <summary>
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/// 周常任务活跃度道具ID
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/// </summary>
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public int WeeklyTaskActivityItem => _data.WeeklyTaskActivityItem;
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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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public int PvpDayScheduleID => _data.PvpDayScheduleID;
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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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/// <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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/// 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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/// 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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/// 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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/// 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-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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/// 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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/// 军团-招募成员的最低等级限制
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/// </summary>
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public int LegionJoinLevelLimit => _data.LegionJoinLevelLimit;
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/// <summary>
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/// 军团-开始ID
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/// </summary>
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public int LegionBeginID => _data.LegionBeginID;
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/// <summary>
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/// 军团列表每页显示数量
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/// </summary>
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public int LegionPaginateLimit => _data.LegionPaginateLimit;
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/// <summary>
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/// 军团限制成员数量
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/// </summary>
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public int LegionMemberCount => _data.LegionMemberCount;
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/// <summary>
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/// 加入军团模版ID
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/// </summary>
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public int MailIDLegionJoin => _data.MailIDLegionJoin;
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/// <summary>
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/// 军团踢人模版ID
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/// </summary>
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public int MailIDLegionDismissMember => _data.MailIDLegionDismissMember;
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/// <summary>
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/// 军团战报名成功通知
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/// </summary>
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public int MailPVPMonthlyRewardsTitle => _data.MailPVPMonthlyRewardsTitle;
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/// <summary>
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/// 军团开启编队通知
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/// </summary>
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public int MailLegionBattleFormationTitle => _data.MailLegionBattleFormationTitle;
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/// <summary>
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/// 军团开战通知
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/// </summary>
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public int MailLegionBattleFightTitle => _data.MailLegionBattleFightTitle;
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/// <summary>
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/// 军团结算通知
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/// </summary>
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public int MailLegionBattleEndTitle => _data.MailLegionBattleEndTitle;
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/// <summary>
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/// 技能充能回复-主动平A
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/// </summary>
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public int SkillChargeNormalAttack => _data.SkillChargeNormalAttack;
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/// <summary>
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/// 技能充能回复-受到任何伤害
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/// </summary>
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public int SkillChargeBeAttack => _data.SkillChargeBeAttack;
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/// <summary>
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/// 军团要塞报名
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/// </summary>
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public int LegionBattleScheduleIDStart => _data.LegionBattleScheduleIDStart;
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/// <summary>
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/// 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>
|
||
/// 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>
|
||
/// 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>
|
||
/// 强制流程第一关战斗id
|
||
/// </summary>
|
||
public int FirstTimeFlowFight1Id => _data.FirstTimeFlowFight1Id;
|
||
/// <summary>
|
||
/// 强制流程第二关战斗id
|
||
/// </summary>
|
||
public int FirstTimeFlowFight2Id => _data.FirstTimeFlowFight2Id;
|
||
/// <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>
|
||
/// 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>
|
||
/// 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>
|
||
/// 战斗内护盾破碎特效ID
|
||
/// </summary>
|
||
public int FightEffectIdShieldBreak => _data.FightEffectIdShieldBreak;
|
||
/// <summary>
|
||
/// 周长副本跨周星期(0-6)
|
||
/// </summary>
|
||
public int LevelWeeklyChangeDay => _data.LevelWeeklyChangeDay;
|
||
/// <summary>
|
||
/// 周长副本每周次数上限
|
||
/// </summary>
|
||
public int LevelWeeklyMaxCount => _data.LevelWeeklyMaxCount;
|
||
|
||
public void ResolveRef(Tables tables)
|
||
{
|
||
_data.ResolveRef(tables);
|
||
}
|
||
}
|
||
|
||
}
|
||
|