296 lines
11 KiB
C#
296 lines
11 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 GlobalFightConfig
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{
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private readonly DataGlobalFight _data;
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public DataGlobalFight Data => _data;
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public GlobalFightConfig(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.DataGlobalFight.DeserializeDataGlobalFight(_buf[0]); }
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}
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/// <summary>
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/// 策划要求数值统一减去一个值
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/// </summary>
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public float FightWeaponDegreeFix => _data.FightWeaponDegreeFix;
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/// <summary>
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/// 技能横幅进入持续时间
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/// </summary>
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public float SkillBannerEnterDuration => _data.SkillBannerEnterDuration;
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/// <summary>
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/// 技能横幅待定持续时间
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/// </summary>
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public float SkillBannerStayDuration => _data.SkillBannerStayDuration;
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/// <summary>
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/// 技能横幅退出持续时间
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/// </summary>
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public float SkillBannerExitDuration => _data.SkillBannerExitDuration;
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/// <summary>
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/// 战斗中相机左间距(值越小,镜头越远)
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/// </summary>
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public float CombatCameraDistanceLeft => _data.CombatCameraDistanceLeft;
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/// <summary>
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/// 战斗中相机右间距(值越小,镜头越远)
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/// </summary>
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public float CombatCameraDistanceRight => _data.CombatCameraDistanceRight;
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/// <summary>
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/// 战斗中相机上间距(值越小,镜头越远)
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/// </summary>
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public float CombatCameraDistanceUp => _data.CombatCameraDistanceUp;
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/// <summary>
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/// 战斗中相机下间距(值越小,镜头越远)
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/// </summary>
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public float CombatCameraDistanceDown => _data.CombatCameraDistanceDown;
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/// <summary>
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/// 准备前左间距(值越小,镜头越远)
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/// </summary>
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public float ReadyCameraDistanceLeft => _data.ReadyCameraDistanceLeft;
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/// <summary>
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/// 准备前右间距(值越小,镜头越远)
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/// </summary>
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public float ReadyCameraDistanceRight => _data.ReadyCameraDistanceRight;
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/// <summary>
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/// 准备前上间距(值越小,镜头越远)
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/// </summary>
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public float ReadyCameraDistanceUp => _data.ReadyCameraDistanceUp;
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/// <summary>
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/// 准备前下间距(值越小,镜头越远)
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/// </summary>
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public float ReadyCameraDistanceDown => _data.ReadyCameraDistanceDown;
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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;
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/// <summary>
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/// 伤害飘字Y轴移动距离
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/// </summary>
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public float DamageYMoveDistance => _data.DamageYMoveDistance;
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/// <summary>
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/// 伤害飘字初始X轴最小随机值
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/// </summary>
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public float DamageXMinOffset => _data.DamageXMinOffset;
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/// <summary>
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/// 伤害飘字初始X轴最大随机值
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/// </summary>
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public float DamageXMaxOffset => _data.DamageXMaxOffset;
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/// <summary>
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/// 伤害飘字初始Y轴最小随机值
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/// </summary>
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public float DamageYMinOffset => _data.DamageYMinOffset;
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/// <summary>
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/// 伤害飘字初始Y轴最大随机值
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/// </summary>
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public float DamageYMaxOffset => _data.DamageYMaxOffset;
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/// <summary>
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/// 血条颜色低血量值
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/// </summary>
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public float FightUnhealthValue => _data.FightUnhealthValue;
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/// <summary>
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/// 放技能的统一黑屏时间
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/// </summary>
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public float FightSkillBlackCoverTime => _data.FightSkillBlackCoverTime;
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/// <summary>
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/// 倒计时任务显示时间
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/// </summary>
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public float CountdownTaskDisplayTime => _data.CountdownTaskDisplayTime;
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/// <summary>
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/// 载具在水面待机特效id
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/// </summary>
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public int FightVehicleOnWaterEffectIdIdle => _data.FightVehicleOnWaterEffectIdIdle;
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/// <summary>
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/// 载具在水面移动特效id
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/// </summary>
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public int FightVehicleOnWaterEffectIdMove => _data.FightVehicleOnWaterEffectIdMove;
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/// <summary>
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/// 载具在水面死亡特效id
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/// </summary>
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public int FightVehicleOnWaterEffectIdDead => _data.FightVehicleOnWaterEffectIdDead;
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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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/// 击溃特殊处理时逃跑最长的跑动时间
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/// </summary>
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public float FightMaxRetreatTimeKeepEscape => _data.FightMaxRetreatTimeKeepEscape;
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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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/// 占领中单个单位的占领速度
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/// </summary>
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public float FightSingleCaptureSpeed => _data.FightSingleCaptureSpeed;
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/// <summary>
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/// 占领中每多一个单位增加多少占领速度
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/// </summary>
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public float FightMultiCaptureSpeed => _data.FightMultiCaptureSpeed;
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/// <summary>
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/// 水域地格ID
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/// </summary>
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public int FightWaterCellId => _data.FightWaterCellId;
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public void ResolveRef(Tables tables)
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{
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_data.ResolveRef(tables);
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}
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}
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}
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