- 引入 UnityGameFramework

- 使用 Luban 替代原来的 UGF 的数据表
This commit is contained in:
huangjun
2026-08-30 18:08:55 +08:00
parent 42ad134759
commit 92bf3e9097
1925 changed files with 362268 additions and 4859 deletions
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
public static partial class Constant
{
/// <summary>
/// 资源优先级。
/// </summary>
public static class AssetPriority
{
public const int ConfigAsset = 100;
public const int DataTableAsset = 100;
public const int DictionaryAsset = 100;
public const int FontAsset = 50;
public const int MusicAsset = 20;
public const int SceneAsset = 0;
public const int SoundAsset = 30;
public const int UIFormAsset = 50;
public const int UISoundAsset = 30;
public const int MyAircraftAsset = 90;
public const int PlayerAsset = 90;
public const int AircraftAsset = 80;
public const int ThrusterAsset = 30;
public const int WeaponAsset = 30;
public const int ArmorAsset = 30;
public const int BulletAsset = 80;
public const int AsteroiAsset = 80;
public const int EnemyAsset = 80;
public const int EffectAsset = 80;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
namespace SepCore.Definition
{
public static partial class Constant
{
/// <summary>
/// 层。
/// </summary>
public static class Layer
{
public const string DefaultLayerName = "Default";
public static readonly int DefaultLayerId = LayerMask.NameToLayer(DefaultLayerName);
public const string UILayerName = "UI";
public static readonly int UILayerId = LayerMask.NameToLayer(UILayerName);
public const string TargetableObjectLayerName = "Targetable Object";
public static readonly int TargetableObjectLayerId = LayerMask.NameToLayer(TargetableObjectLayerName);
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
public static partial class Constant
{
public static class Setting
{
public const string Language = "Setting.Language";
public const string SoundGroupMuted = "Setting.{0}Muted";
public const string SoundGroupVolume = "Setting.{0}Volume";
public const string MusicMuted = "Setting.MusicMuted";
public const string MusicVolume = "Setting.MusicVolume";
public const string SoundMuted = "Setting.SoundMuted";
public const string SoundVolume = "Setting.SoundVolume";
public const string UISoundMuted = "Setting.UISoundMuted";
public const string UISoundVolume = "Setting.UISoundVolume";
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
public class BuildInfo
{
public string GameVersion
{
get;
set;
}
public int InternalGameVersion
{
get;
set;
}
public string CheckVersionUrl
{
get;
set;
}
public string WindowsAppUrl
{
get;
set;
}
public string MacOSAppUrl
{
get;
set;
}
public string IOSAppUrl
{
get;
set;
}
public string AndroidAppUrl
{
get;
set;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
public class VersionInfo
{
// 是否需要强制更新游戏应用
public bool ForceUpdateGame
{
get;
set;
}
// 最新的游戏版本号
public string LatestGameVersion
{
get;
set;
}
// 最新的游戏内部版本号
public int InternalGameVersion
{
get;
set;
}
// 最新的资源内部版本号
public int InternalResourceVersion
{
get;
set;
}
// 资源更新下载地址
public string UpdatePrefixUri
{
get;
set;
}
// 资源版本列表长度
public int VersionListLength
{
get;
set;
}
// 资源版本列表哈希值
public int VersionListHashCode
{
get;
set;
}
// 资源版本列表压缩后长度
public int VersionListCompressedLength
{
get;
set;
}
// 资源版本列表压缩后哈希值
public int VersionListCompressedHashCode
{
get;
set;
}
}
}
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namespace SepCore.Definition
{
public enum SceneType : byte
{
Launch = 0,
Menu = 1,
Main = 2,
}
}
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namespace SepCore.Definition
{
/// <summary>
/// 界面编号。
/// </summary>
public enum UIFormType : byte
{
Undefined = 0,
/// <summary>
/// 弹出框。
/// </summary>
DialogForm = 1,
/// <summary>
/// 主菜单。
/// </summary>
MenuForm = 100,
/// <summary>
/// 设置。
/// </summary>
SettingForm = 101,
/// <summary>
/// 关于。
/// </summary>
AboutForm = 102,
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using UnityEngine;
namespace SepCore.Entity
{
[Serializable]
public abstract class EntityDataBase
{
[SerializeField]
private int m_Id = 0;
[SerializeField]
private int m_TypeId = 0;
[SerializeField]
private Vector3 m_Position = Vector3.zero;
[SerializeField]
private Quaternion m_Rotation = Quaternion.identity;
public EntityDataBase(int entityId, int typeId)
{
m_Id = entityId;
m_TypeId = typeId;
}
/// <summary>
/// 实体编号。
/// </summary>
public int Id => m_Id;
/// <summary>
/// 实体类型编号。
/// </summary>
public int TypeId => m_TypeId;
/// <summary>
/// 实体位置。
/// </summary>
public Vector3 Position
{
get => m_Position;
set => m_Position = value;
}
/// <summary>
/// 实体朝向。
/// </summary>
public Quaternion Rotation
{
get => m_Rotation;
set => m_Rotation = value;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.Entity
{
public abstract class EntityBase : EntityLogic
{
[SerializeField] private EntityDataBase _entityData = null;
public int Id => Entity.Id;
public Animation CachedAnimation
{
get;
private set;
}
#if UNITY_2017_3_OR_NEWER
protected override void OnInit(object userData)
#else
protected internal override void OnInit(object userData)
#endif
{
base.OnInit(userData);
CachedAnimation = GetComponent<Animation>();
}
#if UNITY_2017_3_OR_NEWER
protected override void OnRecycle()
#else
protected internal override void OnRecycle()
#endif
{
base.OnRecycle();
}
#if UNITY_2017_3_OR_NEWER
protected override void OnShow(object userData)
#else
protected internal override void OnShow(object userData)
#endif
{
base.OnShow(userData);
_entityData = userData as EntityDataBase;
if (_entityData == null)
{
Log.Error("Entity data is invalid.");
return;
}
Name = GameFramework.Utility.Text.Format("[Entity {0}]", Id);
CachedTransform.localPosition = _entityData.Position;
CachedTransform.localRotation = _entityData.Rotation;
CachedTransform.localScale = Vector3.one;
}
#if UNITY_2017_3_OR_NEWER
protected override void OnHide(bool isShutdown, object userData)
#else
protected internal override void OnHide(bool isShutdown, object userData)
#endif
{
base.OnHide(isShutdown, userData);
}
#if UNITY_2017_3_OR_NEWER
protected override void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData)
#else
protected internal override void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData)
#endif
{
base.OnAttached(childEntity, parentTransform, userData);
}
#if UNITY_2017_3_OR_NEWER
protected override void OnDetached(EntityLogic childEntity, object userData)
#else
protected internal override void OnDetached(EntityLogic childEntity, object userData)
#endif
{
base.OnDetached(childEntity, userData);
}
#if UNITY_2017_3_OR_NEWER
protected override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
#else
protected internal override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
#endif
{
base.OnAttachTo(parentEntity, parentTransform, userData);
}
#if UNITY_2017_3_OR_NEWER
protected override void OnDetachFrom(EntityLogic parentEntity, object userData)
#else
protected internal override void OnDetachFrom(EntityLogic parentEntity, object userData)
#endif
{
base.OnDetachFrom(parentEntity, userData);
}
#if UNITY_2017_3_OR_NEWER
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
#else
protected internal override void OnUpdate(float elapseSeconds, float realElapseSeconds)
#endif
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
}
}
}
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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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 警惕距离段
/// </summary>
public sealed partial class AlertDistanceBand : Luban.BeanBase
{
public AlertDistanceBand(ByteBuf _buf)
{
MaxDistanceMilli = _buf.ReadInt();
AlertPerSecondMilli = _buf.ReadInt();
}
public static AlertDistanceBand DeserializeAlertDistanceBand(ByteBuf _buf)
{
return new AlertDistanceBand(_buf);
}
/// <summary>
/// 该段最大距离,单位千分之一Unity单位
/// </summary>
public readonly int MaxDistanceMilli;
/// <summary>
/// 每秒增加警惕值,满值1000
/// </summary>
public readonly int AlertPerSecondMilli;
public const int __ID__ = -1892026586;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "maxDistanceMilli:" + MaxDistanceMilli + ","
+ "alertPerSecondMilli:" + AlertPerSecondMilli + ","
+ "}";
}
}
}
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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 Luban;
namespace SepCore.Definition
{
public sealed partial class BattleActionConfig : Luban.BeanBase
{
public BattleActionConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Name = _buf.ReadString();
ActionType = (BattleActionType)_buf.ReadInt();
TargetType = (BattleTargetType)_buf.ReadInt();
MpCost = _buf.ReadInt();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);Effects = new System.Collections.Generic.List<BattleEffect>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { BattleEffect _e0; _e0 = BattleEffect.DeserializeBattleEffect(_buf); Effects.Add(_e0);}}
}
public static BattleActionConfig DeserializeBattleActionConfig(ByteBuf _buf)
{
return new BattleActionConfig(_buf);
}
/// <summary>
/// 行动ID
/// </summary>
public readonly int Id;
/// <summary>
/// 显示名
/// </summary>
public readonly string Name;
/// <summary>
/// 行动类型
/// </summary>
public readonly BattleActionType ActionType;
/// <summary>
/// 目标选择方式
/// </summary>
public readonly BattleTargetType TargetType;
/// <summary>
/// MP消耗
/// </summary>
public readonly int MpCost;
/// <summary>
/// 简单数值效果列表
/// </summary>
public readonly System.Collections.Generic.List<BattleEffect> Effects;
public const int __ID__ = -690357744;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
foreach (var _e in Effects) { _e?.ResolveRef(tables); }
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "name:" + Name + ","
+ "actionType:" + ActionType + ","
+ "targetType:" + TargetType + ","
+ "mpCost:" + MpCost + ","
+ "effects:" + Luban.StringUtil.CollectionToString(Effects) + ","
+ "}";
}
}
}
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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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 战斗行动类型
/// </summary>
public enum BattleActionType : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 攻击
/// </summary>
Attack = 1,
/// <summary>
/// 技能
/// </summary>
Skill = 2,
/// <summary>
/// 道具
/// </summary>
Item = 3,
/// <summary>
/// 逃跑
/// </summary>
Escape = 4,
}
}
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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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 战斗行动效果
/// </summary>
public sealed partial class BattleEffect : Luban.BeanBase
{
public BattleEffect(ByteBuf _buf)
{
TargetStat = (BattleStatType)_buf.ReadInt();
FlatValue = _buf.ReadInt();
SourceStat = (BattleStatType)_buf.ReadInt();
SourceScalePermille = _buf.ReadInt();
Status = (BattleStatusType)_buf.ReadInt();
DurationRounds = _buf.ReadInt();
}
public static BattleEffect DeserializeBattleEffect(ByteBuf _buf)
{
return new BattleEffect(_buf);
}
/// <summary>
/// 目标属性
/// </summary>
public readonly BattleStatType TargetStat;
/// <summary>
/// 固定加减值,负数为伤害或减少
/// </summary>
public readonly int FlatValue;
/// <summary>
/// 用于缩放的来源属性
/// </summary>
public readonly BattleStatType SourceStat;
/// <summary>
/// 来源属性千分比,负数表示减少目标值
/// </summary>
public readonly int SourceScalePermille;
/// <summary>
/// 附加状态
/// </summary>
public readonly BattleStatusType Status;
/// <summary>
/// 状态持续轮数
/// </summary>
public readonly int DurationRounds;
public const int __ID__ = 1948115081;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "targetStat:" + TargetStat + ","
+ "flatValue:" + FlatValue + ","
+ "sourceStat:" + SourceStat + ","
+ "sourceScalePermille:" + SourceScalePermille + ","
+ "status:" + Status + ","
+ "durationRounds:" + DurationRounds + ","
+ "}";
}
}
}
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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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 战斗属性类型
/// </summary>
public enum BattleStatType : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 当前生命
/// </summary>
HP = 1,
/// <summary>
/// 当前魔力
/// </summary>
MP = 2,
/// <summary>
/// 生命上限
/// </summary>
MaxHP = 3,
/// <summary>
/// 魔力上限
/// </summary>
MaxMP = 4,
/// <summary>
/// 攻击力
/// </summary>
ATK = 5,
/// <summary>
/// 魔力
/// </summary>
MAT = 6,
/// <summary>
/// 速度
/// </summary>
Speed = 7,
}
}
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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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 战斗状态类型
/// </summary>
public enum BattleStatusType : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 眩晕
/// </summary>
Stun = 1,
}
}
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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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 战斗目标类型
/// </summary>
public enum BattleTargetType : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 自己
/// </summary>
Self = 1,
/// <summary>
/// 单个友方
/// </summary>
SingleAlly = 2,
/// <summary>
/// 全体友方
/// </summary>
AllAllies = 3,
/// <summary>
/// 单个敌方
/// </summary>
SingleEnemy = 4,
/// <summary>
/// 全体敌方
/// </summary>
AllEnemies = 5,
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,125 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class CharacterConfig : Luban.BeanBase
{
public CharacterConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Name = _buf.ReadString();
InitiallyOwned = _buf.ReadBool();
MaxHp = _buf.ReadInt();
MaxMp = _buf.ReadInt();
Atk = _buf.ReadInt();
Mat = _buf.ReadInt();
Speed = _buf.ReadInt();
AttackActionId = _buf.ReadInt();
SkillActionId = _buf.ReadInt();
WeaponItemId = _buf.ReadInt();
ArmorItemId = _buf.ReadInt();
}
public static CharacterConfig DeserializeCharacterConfig(ByteBuf _buf)
{
return new CharacterConfig(_buf);
}
/// <summary>
/// 角色ID
/// </summary>
public readonly int Id;
/// <summary>
/// 原型名
/// </summary>
public readonly string Name;
/// <summary>
/// 新存档拥有
/// </summary>
public readonly bool InitiallyOwned;
/// <summary>
/// 基础HP上限
/// </summary>
public readonly int MaxHp;
/// <summary>
/// 基础MP上限
/// </summary>
public readonly int MaxMp;
/// <summary>
/// 攻击力
/// </summary>
public readonly int Atk;
/// <summary>
/// 魔力
/// </summary>
public readonly int Mat;
/// <summary>
/// 速度
/// </summary>
public readonly int Speed;
/// <summary>
/// 普通攻击行动ID
/// </summary>
public readonly int AttackActionId;
/// <summary>
/// 唯一技能行动ID
/// </summary>
public readonly int SkillActionId;
/// <summary>
/// 初始武器ID,0为空
/// </summary>
public readonly int WeaponItemId;
/// <summary>
/// 初始防具ID,0为空
/// </summary>
public readonly int ArmorItemId;
public const int __ID__ = 676994987;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "name:" + Name + ","
+ "initiallyOwned:" + InitiallyOwned + ","
+ "maxHp:" + MaxHp + ","
+ "maxMp:" + MaxMp + ","
+ "atk:" + Atk + ","
+ "mat:" + Mat + ","
+ "speed:" + Speed + ","
+ "attackActionId:" + AttackActionId + ","
+ "skillActionId:" + SkillActionId + ","
+ "weaponItemId:" + WeaponItemId + ","
+ "armorItemId:" + ArmorItemId + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,62 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class DifficultyConfig : Luban.BeanBase
{
public DifficultyConfig(ByteBuf _buf)
{
Tier = (DifficultyTier)_buf.ReadInt();
Name = _buf.ReadString();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);EnemyParties = new System.Collections.Generic.List<WeightedEnemyParty>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { WeightedEnemyParty _e0; _e0 = WeightedEnemyParty.DeserializeWeightedEnemyParty(_buf); EnemyParties.Add(_e0);}}
}
public static DifficultyConfig DeserializeDifficultyConfig(ByteBuf _buf)
{
return new DifficultyConfig(_buf);
}
/// <summary>
/// 难度档位
/// </summary>
public readonly DifficultyTier Tier;
/// <summary>
/// 显示名
/// </summary>
public readonly string Name;
/// <summary>
/// 按权重选择地图敌人队伍
/// </summary>
public readonly System.Collections.Generic.List<WeightedEnemyParty> EnemyParties;
public const int __ID__ = 1183625981;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
foreach (var _e in EnemyParties) { _e?.ResolveRef(tables); }
}
public override string ToString()
{
return "{ "
+ "tier:" + Tier + ","
+ "name:" + Name + ","
+ "enemyParties:" + Luban.StringUtil.CollectionToString(EnemyParties) + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,38 @@
//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 难度档位
/// </summary>
public enum DifficultyTier : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 难度1
/// </summary>
Tier1 = 1,
/// <summary>
/// 难度2
/// </summary>
Tier2 = 2,
/// <summary>
/// 难度3
/// </summary>
Tier3 = 3,
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 敌人AI类型
/// </summary>
public enum EnemyAiType : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 随机行动
/// </summary>
Random = 1,
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,118 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class EnemyConfig : Luban.BeanBase
{
public EnemyConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Name = _buf.ReadString();
MaxHp = _buf.ReadInt();
MaxMp = _buf.ReadInt();
Atk = _buf.ReadInt();
Mat = _buf.ReadInt();
Speed = _buf.ReadInt();
ThreatLevelId = _buf.ReadInt();
AiType = (EnemyAiType)_buf.ReadInt();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);ActionIds = new System.Collections.Generic.List<int>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { int _e0; _e0 = _buf.ReadInt(); ActionIds.Add(_e0);}}
DropTableId = _buf.ReadInt();
}
public static EnemyConfig DeserializeEnemyConfig(ByteBuf _buf)
{
return new EnemyConfig(_buf);
}
/// <summary>
/// 敌人ID
/// </summary>
public readonly int Id;
/// <summary>
/// 原型名
/// </summary>
public readonly string Name;
/// <summary>
/// HP上限
/// </summary>
public readonly int MaxHp;
/// <summary>
/// MP上限
/// </summary>
public readonly int MaxMp;
/// <summary>
/// 攻击力
/// </summary>
public readonly int Atk;
/// <summary>
/// 魔力
/// </summary>
public readonly int Mat;
/// <summary>
/// 速度
/// </summary>
public readonly int Speed;
/// <summary>
/// 威胁等级ID
/// </summary>
public readonly int ThreatLevelId;
/// <summary>
/// AI行为
/// </summary>
public readonly EnemyAiType AiType;
/// <summary>
/// 可随机选择的行动ID
/// </summary>
public readonly System.Collections.Generic.List<int> ActionIds;
/// <summary>
/// 独立掉落表ID
/// </summary>
public readonly int DropTableId;
public const int __ID__ = 1284055242;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "name:" + Name + ","
+ "maxHp:" + MaxHp + ","
+ "maxMp:" + MaxMp + ","
+ "atk:" + Atk + ","
+ "mat:" + Mat + ","
+ "speed:" + Speed + ","
+ "threatLevelId:" + ThreatLevelId + ","
+ "aiType:" + AiType + ","
+ "actionIds:" + Luban.StringUtil.CollectionToString(ActionIds) + ","
+ "dropTableId:" + DropTableId + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,62 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class EnemyDropConfig : Luban.BeanBase
{
public EnemyDropConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Name = _buf.ReadString();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);LootConfigs = new System.Collections.Generic.List<LootGenerationConfig>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { LootGenerationConfig _e0; _e0 = LootGenerationConfig.DeserializeLootGenerationConfig(_buf); LootConfigs.Add(_e0);}}
}
public static EnemyDropConfig DeserializeEnemyDropConfig(ByteBuf _buf)
{
return new EnemyDropConfig(_buf);
}
/// <summary>
/// 掉落表ID
/// </summary>
public readonly int Id;
/// <summary>
/// 显示名
/// </summary>
public readonly string Name;
/// <summary>
/// 与物资点相同结构的独立掉落规则
/// </summary>
public readonly System.Collections.Generic.List<LootGenerationConfig> LootConfigs;
public const int __ID__ = -1747318631;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
foreach (var _e in LootConfigs) { _e?.ResolveRef(tables); }
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "name:" + Name + ","
+ "lootConfigs:" + Luban.StringUtil.CollectionToString(LootConfigs) + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,62 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class EnemyPartyConfig : Luban.BeanBase
{
public EnemyPartyConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Name = _buf.ReadString();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);EnemyIds = new System.Collections.Generic.List<int>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { int _e0; _e0 = _buf.ReadInt(); EnemyIds.Add(_e0);}}
}
public static EnemyPartyConfig DeserializeEnemyPartyConfig(ByteBuf _buf)
{
return new EnemyPartyConfig(_buf);
}
/// <summary>
/// 敌人队伍ID
/// </summary>
public readonly int Id;
/// <summary>
/// 显示名
/// </summary>
public readonly string Name;
/// <summary>
/// 按顺序进入战斗的敌人ID,最多4个
/// </summary>
public readonly System.Collections.Generic.List<int> EnemyIds;
public const int __ID__ = 1595792704;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "name:" + Name + ","
+ "enemyIds:" + Luban.StringUtil.CollectionToString(EnemyIds) + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class EntityConfig : Luban.BeanBase
{
public EntityConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
AssetName = _buf.ReadString();
}
public static EntityConfig DeserializeEntityConfig(ByteBuf _buf)
{
return new EntityConfig(_buf);
}
/// <summary>
/// 实体编号
/// </summary>
public readonly int Id;
/// <summary>
/// 资源名称
/// </summary>
public readonly string AssetName;
public const int __ID__ = 436072741;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "assetName:" + AssetName + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,34 @@
//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 装备栏类型
/// </summary>
public enum EquipmentSlotType : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 武器
/// </summary>
Weapon = 1,
/// <summary>
/// 防具
/// </summary>
Armor = 2,
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,174 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class GlobalConfig : Luban.BeanBase
{
public GlobalConfig(ByteBuf _buf)
{
RunTimeLimitMs = _buf.ReadInt();
ExtractionRevealTimeMs = _buf.ReadInt();
EscapeProtectionMs = _buf.ReadInt();
EnemyLoseTargetMs = _buf.ReadInt();
EnemyFrontViewAngle = _buf.ReadInt();
AlertMax = _buf.ReadInt();
BackpackSlotCount = _buf.ReadInt();
SecureSlotCount = _buf.ReadInt();
MinPlayerPartySize = _buf.ReadInt();
MaxPlayerPartySize = _buf.ReadInt();
MaxEnemyPartySize = _buf.ReadInt();
ReviveHp = _buf.ReadInt();
ReviveMp = _buf.ReadInt();
EscapeSuccessPermille = _buf.ReadInt();
WallBlocksVision = _buf.ReadBool();
BattlePausesRunTimer = _buf.ReadBool();
InventoryPausesRunTimer = _buf.ReadBool();
PauseMenuPausesRunTimer = _buf.ReadBool();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);NewGameCharacterIds = new System.Collections.Generic.List<int>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { int _e0; _e0 = _buf.ReadInt(); NewGameCharacterIds.Add(_e0);}}
}
public static GlobalConfig DeserializeGlobalConfig(ByteBuf _buf)
{
return new GlobalConfig(_buf);
}
/// <summary>
/// 单局时间上限,毫秒
/// </summary>
public readonly int RunTimeLimitMs;
/// <summary>
/// 小地图标记撤离点的时间,毫秒
/// </summary>
public readonly int ExtractionRevealTimeMs;
/// <summary>
/// 逃跑返回地图后的保护时间,毫秒
/// </summary>
public readonly int EscapeProtectionMs;
/// <summary>
/// 敌人丢失目标后返回巡逻的时间,毫秒
/// </summary>
public readonly int EnemyLoseTargetMs;
/// <summary>
/// 敌人正面视野角度
/// </summary>
public readonly int EnemyFrontViewAngle;
/// <summary>
/// 警惕值满值
/// </summary>
public readonly int AlertMax;
/// <summary>
/// 共享背包格子数
/// </summary>
public readonly int BackpackSlotCount;
/// <summary>
/// 保险箱格子数
/// </summary>
public readonly int SecureSlotCount;
/// <summary>
/// 最少出战人数
/// </summary>
public readonly int MinPlayerPartySize;
/// <summary>
/// 最多出战人数
/// </summary>
public readonly int MaxPlayerPartySize;
/// <summary>
/// 敌人队伍人数上限
/// </summary>
public readonly int MaxEnemyPartySize;
/// <summary>
/// 非全员阵亡结算时阵亡角色恢复HP
/// </summary>
public readonly int ReviveHp;
/// <summary>
/// 非全员阵亡结算时阵亡角色恢复MP
/// </summary>
public readonly int ReviveMp;
/// <summary>
/// 逃跑成功率,千分比原型初值
/// </summary>
public readonly int EscapeSuccessPermille;
/// <summary>
/// 首版墙体是否阻挡警惕视野
/// </summary>
public readonly bool WallBlocksVision;
/// <summary>
/// 战斗中是否暂停单局计时
/// </summary>
public readonly bool BattlePausesRunTimer;
/// <summary>
/// 打开背包是否暂停单局计时
/// </summary>
public readonly bool InventoryPausesRunTimer;
/// <summary>
/// 暂停菜单是否暂停单局计时
/// </summary>
public readonly bool PauseMenuPausesRunTimer;
/// <summary>
/// 新存档直接拥有的角色
/// </summary>
public readonly System.Collections.Generic.List<int> NewGameCharacterIds;
public const int __ID__ = -958250779;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "runTimeLimitMs:" + RunTimeLimitMs + ","
+ "extractionRevealTimeMs:" + ExtractionRevealTimeMs + ","
+ "escapeProtectionMs:" + EscapeProtectionMs + ","
+ "enemyLoseTargetMs:" + EnemyLoseTargetMs + ","
+ "enemyFrontViewAngle:" + EnemyFrontViewAngle + ","
+ "alertMax:" + AlertMax + ","
+ "backpackSlotCount:" + BackpackSlotCount + ","
+ "secureSlotCount:" + SecureSlotCount + ","
+ "minPlayerPartySize:" + MinPlayerPartySize + ","
+ "maxPlayerPartySize:" + MaxPlayerPartySize + ","
+ "maxEnemyPartySize:" + MaxEnemyPartySize + ","
+ "reviveHp:" + ReviveHp + ","
+ "reviveMp:" + ReviveMp + ","
+ "escapeSuccessPermille:" + EscapeSuccessPermille + ","
+ "wallBlocksVision:" + WallBlocksVision + ","
+ "battlePausesRunTimer:" + BattlePausesRunTimer + ","
+ "inventoryPausesRunTimer:" + InventoryPausesRunTimer + ","
+ "pauseMenuPausesRunTimer:" + PauseMenuPausesRunTimer + ","
+ "newGameCharacterIds:" + Luban.StringUtil.CollectionToString(NewGameCharacterIds) + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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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 Luban;
namespace SepCore.Definition
{
public sealed partial class ItemConfig : Luban.BeanBase
{
public ItemConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Name = _buf.ReadString();
ItemType = (ItemType)_buf.ReadInt();
Rarity = (Rarity)_buf.ReadInt();
StackLimit = _buf.ReadInt();
EquipSlot = (EquipmentSlotType)_buf.ReadInt();
MaxHpBonus = _buf.ReadInt();
MaxMpBonus = _buf.ReadInt();
AtkBonus = _buf.ReadInt();
MatBonus = _buf.ReadInt();
}
public static ItemConfig DeserializeItemConfig(ByteBuf _buf)
{
return new ItemConfig(_buf);
}
/// <summary>
/// 物品ID
/// </summary>
public readonly int Id;
/// <summary>
/// 原型名
/// </summary>
public readonly string Name;
/// <summary>
/// 物品类型
/// </summary>
public readonly ItemType ItemType;
/// <summary>
/// 稀有度
/// </summary>
public readonly Rarity Rarity;
/// <summary>
/// 单格堆叠上限
/// </summary>
public readonly int StackLimit;
/// <summary>
/// 装备栏类型
/// </summary>
public readonly EquipmentSlotType EquipSlot;
/// <summary>
/// HP上限修正
/// </summary>
public readonly int MaxHpBonus;
/// <summary>
/// MP上限修正
/// </summary>
public readonly int MaxMpBonus;
/// <summary>
/// ATK修正
/// </summary>
public readonly int AtkBonus;
/// <summary>
/// MAT修正
/// </summary>
public readonly int MatBonus;
public const int __ID__ = -764023723;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "name:" + Name + ","
+ "itemType:" + ItemType + ","
+ "rarity:" + Rarity + ","
+ "stackLimit:" + StackLimit + ","
+ "equipSlot:" + EquipSlot + ","
+ "maxHpBonus:" + MaxHpBonus + ","
+ "maxMpBonus:" + MaxMpBonus + ","
+ "atkBonus:" + AtkBonus + ","
+ "matBonus:" + MatBonus + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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assetBundleName:
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@@ -0,0 +1,38 @@
//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 物品类型
/// </summary>
public enum ItemType : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 战利品
/// </summary>
Loot = 1,
/// <summary>
/// 装备
/// </summary>
Equipment = 2,
/// <summary>
/// 消耗品
/// </summary>
Consumable = 3,
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: aa2adfa1268504e72b253ae8dc27e0ad
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,100 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 按难度生成物品的配置
/// </summary>
public sealed partial class LootGenerationConfig : Luban.BeanBase
{
public LootGenerationConfig(ByteBuf _buf)
{
Difficulty = (DifficultyTier)_buf.ReadInt();
MinCount = _buf.ReadInt();
MaxCount = _buf.ReadInt();
WhiteWeight = _buf.ReadInt();
GreenWeight = _buf.ReadInt();
BlueWeight = _buf.ReadInt();
GoldWeight = _buf.ReadInt();
RedWeight = _buf.ReadInt();
}
public static LootGenerationConfig DeserializeLootGenerationConfig(ByteBuf _buf)
{
return new LootGenerationConfig(_buf);
}
/// <summary>
/// 难度档位
/// </summary>
public readonly DifficultyTier Difficulty;
/// <summary>
/// 最少生成数量
/// </summary>
public readonly int MinCount;
/// <summary>
/// 最多生成数量
/// </summary>
public readonly int MaxCount;
/// <summary>
/// 白色权重
/// </summary>
public readonly int WhiteWeight;
/// <summary>
/// 绿色权重
/// </summary>
public readonly int GreenWeight;
/// <summary>
/// 蓝色权重
/// </summary>
public readonly int BlueWeight;
/// <summary>
/// 金色权重
/// </summary>
public readonly int GoldWeight;
/// <summary>
/// 红色权重
/// </summary>
public readonly int RedWeight;
public const int __ID__ = 2054804834;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "difficulty:" + Difficulty + ","
+ "minCount:" + MinCount + ","
+ "maxCount:" + MaxCount + ","
+ "whiteWeight:" + WhiteWeight + ","
+ "greenWeight:" + GreenWeight + ","
+ "blueWeight:" + BlueWeight + ","
+ "goldWeight:" + GoldWeight + ","
+ "redWeight:" + RedWeight + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 24e2824d8bcc043ac99186316899530d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class MusicConfig : Luban.BeanBase
{
public MusicConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
AssetName = _buf.ReadString();
}
public static MusicConfig DeserializeMusicConfig(ByteBuf _buf)
{
return new MusicConfig(_buf);
}
/// <summary>
/// 音乐编号
/// </summary>
public readonly int Id;
/// <summary>
/// 资源名称
/// </summary>
public readonly string AssetName;
public const int __ID__ = -1843325529;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "assetName:" + AssetName + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cdaf0bf2ca6c24044a2163e6a2303e1f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -0,0 +1,46 @@
//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 稀有度
/// </summary>
public enum Rarity : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 白
/// </summary>
White = 1,
/// <summary>
/// 绿
/// </summary>
Green = 2,
/// <summary>
/// 蓝
/// </summary>
Blue = 3,
/// <summary>
/// 金
/// </summary>
Gold = 4,
/// <summary>
/// 红
/// </summary>
Red = 5,
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f337f00ca93c946df9da0b1109a80db0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
assetBundleName:
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class RarityConfig : Luban.BeanBase
{
public RarityConfig(ByteBuf _buf)
{
Rarity = (Rarity)_buf.ReadInt();
SearchTimeMs = _buf.ReadInt();
}
public static RarityConfig DeserializeRarityConfig(ByteBuf _buf)
{
return new RarityConfig(_buf);
}
/// <summary>
/// 稀有度
/// </summary>
public readonly Rarity Rarity;
/// <summary>
/// 单件物品搜索耗时,毫秒
/// </summary>
public readonly int SearchTimeMs;
public const int __ID__ = 97738989;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "rarity:" + Rarity + ","
+ "searchTimeMs:" + SearchTimeMs + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9e9f7d7162c8246df923670653fcbed9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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@@ -0,0 +1,62 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class ResourcePointConfig : Luban.BeanBase
{
public ResourcePointConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Name = _buf.ReadString();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);LootConfigs = new System.Collections.Generic.List<LootGenerationConfig>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { LootGenerationConfig _e0; _e0 = LootGenerationConfig.DeserializeLootGenerationConfig(_buf); LootConfigs.Add(_e0);}}
}
public static ResourcePointConfig DeserializeResourcePointConfig(ByteBuf _buf)
{
return new ResourcePointConfig(_buf);
}
/// <summary>
/// 物资点类型ID
/// </summary>
public readonly int Id;
/// <summary>
/// 显示名
/// </summary>
public readonly string Name;
/// <summary>
/// 每个难度的数量与五档稀有度权重
/// </summary>
public readonly System.Collections.Generic.List<LootGenerationConfig> LootConfigs;
public const int __ID__ = -1147760668;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
foreach (var _e in LootConfigs) { _e?.ResolveRef(tables); }
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "name:" + Name + ","
+ "lootConfigs:" + Luban.StringUtil.CollectionToString(LootConfigs) + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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@@ -0,0 +1,42 @@
//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 单局结算类型
/// </summary>
public enum RunResultType : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 成功撤离
/// </summary>
Extracted = 1,
/// <summary>
/// 全员阵亡
/// </summary>
Defeated = 2,
/// <summary>
/// 超时失败
/// </summary>
TimedOut = 3,
/// <summary>
/// 主动退出
/// </summary>
Quit = 4,
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -0,0 +1,62 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class SceneConfig : Luban.BeanBase
{
public SceneConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
AssetName = _buf.ReadString();
BackgroundMusicId = _buf.ReadInt();
}
public static SceneConfig DeserializeSceneConfig(ByteBuf _buf)
{
return new SceneConfig(_buf);
}
/// <summary>
/// 场景编号
/// </summary>
public readonly int Id;
/// <summary>
/// 资源名称
/// </summary>
public readonly string AssetName;
/// <summary>
/// 背景音乐编号
/// </summary>
public readonly int BackgroundMusicId;
public const int __ID__ = 935827150;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "assetName:" + AssetName + ","
+ "backgroundMusicId:" + BackgroundMusicId + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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serializedVersion: 2
defaultReferences: []
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@@ -0,0 +1,90 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public sealed partial class SoundConfig : Luban.BeanBase
{
public SoundConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
AssetName = _buf.ReadString();
Priority = _buf.ReadInt();
Loop = _buf.ReadBool();
Volume = _buf.ReadFloat();
SpatialBlend = _buf.ReadFloat();
MaxDistance = _buf.ReadFloat();
}
public static SoundConfig DeserializeSoundConfig(ByteBuf _buf)
{
return new SoundConfig(_buf);
}
/// <summary>
/// 声音编号
/// </summary>
public readonly int Id;
/// <summary>
/// 资源名称
/// </summary>
public readonly string AssetName;
/// <summary>
/// 优先级(默认0,128最高,-128最低)
/// </summary>
public readonly int Priority;
/// <summary>
/// 是否循环
/// </summary>
public readonly bool Loop;
/// <summary>
/// 音量(0~1)
/// </summary>
public readonly float Volume;
/// <summary>
/// 声音空间混合量(0为2D,1为3D)
/// </summary>
public readonly float SpatialBlend;
/// <summary>
/// 声音最大距离
/// </summary>
public readonly float MaxDistance;
public const int __ID__ = -1164338927;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "assetName:" + AssetName + ","
+ "priority:" + Priority + ","
+ "loop:" + Loop + ","
+ "volume:" + Volume + ","
+ "spatialBlend:" + SpatialBlend + ","
+ "maxDistance:" + MaxDistance + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
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+129
View File
@@ -0,0 +1,129 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
public partial class Tables
{
/// <summary>
/// 全局固定规则
/// </summary>
public TbGlobalConfig TbGlobalConfig {get; }
/// <summary>
/// 稀有度搜索时间
/// </summary>
public TbRarityConfig TbRarityConfig {get; }
/// <summary>
/// 难度与怪物池
/// </summary>
public TbDifficultyConfig TbDifficultyConfig {get; }
/// <summary>
/// 玩家角色
/// </summary>
public TbCharacterConfig TbCharacterConfig {get; }
/// <summary>
/// 普通攻击、技能和敌人行动
/// </summary>
public TbBattleActionConfig TbBattleActionConfig {get; }
/// <summary>
/// 警惕与视野参数
/// </summary>
public TbThreatLevelConfig TbThreatLevelConfig {get; }
/// <summary>
/// 敌人属性与行为
/// </summary>
public TbEnemyConfig TbEnemyConfig {get; }
/// <summary>
/// 地图敌人对应的战斗队伍
/// </summary>
public TbEnemyPartyConfig TbEnemyPartyConfig {get; }
/// <summary>
/// 战利品、装备与消耗品
/// </summary>
public TbItemConfig TbItemConfig {get; }
/// <summary>
/// 五种物资点刷新规则
/// </summary>
public TbResourcePointConfig TbResourcePointConfig {get; }
/// <summary>
/// 敌人独立掉落表
/// </summary>
public TbEnemyDropConfig TbEnemyDropConfig {get; }
/// <summary>
/// 实体配置
/// </summary>
public TbEntityConfig TbEntityConfig {get; }
/// <summary>
/// 音乐配置
/// </summary>
public TbMusicConfig TbMusicConfig {get; }
/// <summary>
/// 场景配置
/// </summary>
public TbSceneConfig TbSceneConfig {get; }
/// <summary>
/// 声音配置
/// </summary>
public TbSoundConfig TbSoundConfig {get; }
/// <summary>
/// 界面配置
/// </summary>
public TbUIFormConfig TbUIFormConfig {get; }
/// <summary>
/// 界面音效配置
/// </summary>
public TbUISoundConfig TbUISoundConfig {get; }
public Tables(System.Func<string, ByteBuf> loader)
{
TbGlobalConfig = new TbGlobalConfig(loader("tbglobalconfig"));
TbRarityConfig = new TbRarityConfig(loader("tbrarityconfig"));
TbDifficultyConfig = new TbDifficultyConfig(loader("tbdifficultyconfig"));
TbCharacterConfig = new TbCharacterConfig(loader("tbcharacterconfig"));
TbBattleActionConfig = new TbBattleActionConfig(loader("tbbattleactionconfig"));
TbThreatLevelConfig = new TbThreatLevelConfig(loader("tbthreatlevelconfig"));
TbEnemyConfig = new TbEnemyConfig(loader("tbenemyconfig"));
TbEnemyPartyConfig = new TbEnemyPartyConfig(loader("tbenemypartyconfig"));
TbItemConfig = new TbItemConfig(loader("tbitemconfig"));
TbResourcePointConfig = new TbResourcePointConfig(loader("tbresourcepointconfig"));
TbEnemyDropConfig = new TbEnemyDropConfig(loader("tbenemydropconfig"));
TbEntityConfig = new TbEntityConfig(loader("tbentityconfig"));
TbMusicConfig = new TbMusicConfig(loader("tbmusicconfig"));
TbSceneConfig = new TbSceneConfig(loader("tbsceneconfig"));
TbSoundConfig = new TbSoundConfig(loader("tbsoundconfig"));
TbUIFormConfig = new TbUIFormConfig(loader("tbuiformconfig"));
TbUISoundConfig = new TbUISoundConfig(loader("tbuisoundconfig"));
ResolveRef();
}
private void ResolveRef()
{
TbGlobalConfig.ResolveRef(this);
TbRarityConfig.ResolveRef(this);
TbDifficultyConfig.ResolveRef(this);
TbCharacterConfig.ResolveRef(this);
TbBattleActionConfig.ResolveRef(this);
TbThreatLevelConfig.ResolveRef(this);
TbEnemyConfig.ResolveRef(this);
TbEnemyPartyConfig.ResolveRef(this);
TbItemConfig.ResolveRef(this);
TbResourcePointConfig.ResolveRef(this);
TbEnemyDropConfig.ResolveRef(this);
TbEntityConfig.ResolveRef(this);
TbMusicConfig.ResolveRef(this);
TbSceneConfig.ResolveRef(this);
TbSoundConfig.ResolveRef(this);
TbUIFormConfig.ResolveRef(this);
TbUISoundConfig.ResolveRef(this);
}
}
}
@@ -0,0 +1,11 @@
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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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 普通攻击、技能和敌人行动
/// </summary>
public partial class TbBattleActionConfig
{
private readonly System.Collections.Generic.Dictionary<int, BattleActionConfig> _dataMap;
private readonly System.Collections.Generic.List<BattleActionConfig> _dataList;
public TbBattleActionConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, BattleActionConfig>();
_dataList = new System.Collections.Generic.List<BattleActionConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
BattleActionConfig _v;
_v = BattleActionConfig.DeserializeBattleActionConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<int, BattleActionConfig> DataMap => _dataMap;
public System.Collections.Generic.List<BattleActionConfig> DataList => _dataList;
public BattleActionConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public BattleActionConfig Get(int key) => _dataMap[key];
public BattleActionConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 玩家角色
/// </summary>
public partial class TbCharacterConfig
{
private readonly System.Collections.Generic.Dictionary<int, CharacterConfig> _dataMap;
private readonly System.Collections.Generic.List<CharacterConfig> _dataList;
public TbCharacterConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, CharacterConfig>();
_dataList = new System.Collections.Generic.List<CharacterConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
CharacterConfig _v;
_v = CharacterConfig.DeserializeCharacterConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<int, CharacterConfig> DataMap => _dataMap;
public System.Collections.Generic.List<CharacterConfig> DataList => _dataList;
public CharacterConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public CharacterConfig Get(int key) => _dataMap[key];
public CharacterConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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defaultReferences: []
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 难度与怪物池
/// </summary>
public partial class TbDifficultyConfig
{
private readonly System.Collections.Generic.Dictionary<DifficultyTier, DifficultyConfig> _dataMap;
private readonly System.Collections.Generic.List<DifficultyConfig> _dataList;
public TbDifficultyConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<DifficultyTier, DifficultyConfig>();
_dataList = new System.Collections.Generic.List<DifficultyConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
DifficultyConfig _v;
_v = DifficultyConfig.DeserializeDifficultyConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Tier, _v);
}
}
public System.Collections.Generic.Dictionary<DifficultyTier, DifficultyConfig> DataMap => _dataMap;
public System.Collections.Generic.List<DifficultyConfig> DataList => _dataList;
public DifficultyConfig GetOrDefault(DifficultyTier key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public DifficultyConfig Get(DifficultyTier key) => _dataMap[key];
public DifficultyConfig this[DifficultyTier key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 敌人属性与行为
/// </summary>
public partial class TbEnemyConfig
{
private readonly System.Collections.Generic.Dictionary<int, EnemyConfig> _dataMap;
private readonly System.Collections.Generic.List<EnemyConfig> _dataList;
public TbEnemyConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, EnemyConfig>();
_dataList = new System.Collections.Generic.List<EnemyConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
EnemyConfig _v;
_v = EnemyConfig.DeserializeEnemyConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<int, EnemyConfig> DataMap => _dataMap;
public System.Collections.Generic.List<EnemyConfig> DataList => _dataList;
public EnemyConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public EnemyConfig Get(int key) => _dataMap[key];
public EnemyConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 敌人独立掉落表
/// </summary>
public partial class TbEnemyDropConfig
{
private readonly System.Collections.Generic.Dictionary<int, EnemyDropConfig> _dataMap;
private readonly System.Collections.Generic.List<EnemyDropConfig> _dataList;
public TbEnemyDropConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, EnemyDropConfig>();
_dataList = new System.Collections.Generic.List<EnemyDropConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
EnemyDropConfig _v;
_v = EnemyDropConfig.DeserializeEnemyDropConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<int, EnemyDropConfig> DataMap => _dataMap;
public System.Collections.Generic.List<EnemyDropConfig> DataList => _dataList;
public EnemyDropConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public EnemyDropConfig Get(int key) => _dataMap[key];
public EnemyDropConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
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userData:
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 地图敌人对应的战斗队伍
/// </summary>
public partial class TbEnemyPartyConfig
{
private readonly System.Collections.Generic.Dictionary<int, EnemyPartyConfig> _dataMap;
private readonly System.Collections.Generic.List<EnemyPartyConfig> _dataList;
public TbEnemyPartyConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, EnemyPartyConfig>();
_dataList = new System.Collections.Generic.List<EnemyPartyConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
EnemyPartyConfig _v;
_v = EnemyPartyConfig.DeserializeEnemyPartyConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<int, EnemyPartyConfig> DataMap => _dataMap;
public System.Collections.Generic.List<EnemyPartyConfig> DataList => _dataList;
public EnemyPartyConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public EnemyPartyConfig Get(int key) => _dataMap[key];
public EnemyPartyConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6d7a60c397059446c8c45e1e9a92a176
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 实体配置
/// </summary>
public partial class TbEntityConfig
{
private readonly System.Collections.Generic.Dictionary<int, EntityConfig> _dataMap;
private readonly System.Collections.Generic.List<EntityConfig> _dataList;
public TbEntityConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, EntityConfig>();
_dataList = new System.Collections.Generic.List<EntityConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
EntityConfig _v;
_v = EntityConfig.DeserializeEntityConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<int, EntityConfig> DataMap => _dataMap;
public System.Collections.Generic.List<EntityConfig> DataList => _dataList;
public EntityConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public EntityConfig Get(int key) => _dataMap[key];
public EntityConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 52a2b0ce61aec4955b029f2df91b3db2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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@@ -0,0 +1,117 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 全局固定规则
/// </summary>
public partial class TbGlobalConfig
{
private readonly GlobalConfig _data;
public GlobalConfig Data => _data;
public TbGlobalConfig(ByteBuf _buf)
{
int n = _buf.ReadSize();
if (n != 1) throw new SerializationException("table mode=one, but size != 1");
_data = GlobalConfig.DeserializeGlobalConfig(_buf);
}
/// <summary>
/// 单局时间上限,毫秒
/// </summary>
public int RunTimeLimitMs => _data.RunTimeLimitMs;
/// <summary>
/// 小地图标记撤离点的时间,毫秒
/// </summary>
public int ExtractionRevealTimeMs => _data.ExtractionRevealTimeMs;
/// <summary>
/// 逃跑返回地图后的保护时间,毫秒
/// </summary>
public int EscapeProtectionMs => _data.EscapeProtectionMs;
/// <summary>
/// 敌人丢失目标后返回巡逻的时间,毫秒
/// </summary>
public int EnemyLoseTargetMs => _data.EnemyLoseTargetMs;
/// <summary>
/// 敌人正面视野角度
/// </summary>
public int EnemyFrontViewAngle => _data.EnemyFrontViewAngle;
/// <summary>
/// 警惕值满值
/// </summary>
public int AlertMax => _data.AlertMax;
/// <summary>
/// 共享背包格子数
/// </summary>
public int BackpackSlotCount => _data.BackpackSlotCount;
/// <summary>
/// 保险箱格子数
/// </summary>
public int SecureSlotCount => _data.SecureSlotCount;
/// <summary>
/// 最少出战人数
/// </summary>
public int MinPlayerPartySize => _data.MinPlayerPartySize;
/// <summary>
/// 最多出战人数
/// </summary>
public int MaxPlayerPartySize => _data.MaxPlayerPartySize;
/// <summary>
/// 敌人队伍人数上限
/// </summary>
public int MaxEnemyPartySize => _data.MaxEnemyPartySize;
/// <summary>
/// 非全员阵亡结算时阵亡角色恢复HP
/// </summary>
public int ReviveHp => _data.ReviveHp;
/// <summary>
/// 非全员阵亡结算时阵亡角色恢复MP
/// </summary>
public int ReviveMp => _data.ReviveMp;
/// <summary>
/// 逃跑成功率,千分比原型初值
/// </summary>
public int EscapeSuccessPermille => _data.EscapeSuccessPermille;
/// <summary>
/// 首版墙体是否阻挡警惕视野
/// </summary>
public bool WallBlocksVision => _data.WallBlocksVision;
/// <summary>
/// 战斗中是否暂停单局计时
/// </summary>
public bool BattlePausesRunTimer => _data.BattlePausesRunTimer;
/// <summary>
/// 打开背包是否暂停单局计时
/// </summary>
public bool InventoryPausesRunTimer => _data.InventoryPausesRunTimer;
/// <summary>
/// 暂停菜单是否暂停单局计时
/// </summary>
public bool PauseMenuPausesRunTimer => _data.PauseMenuPausesRunTimer;
/// <summary>
/// 新存档直接拥有的角色
/// </summary>
public System.Collections.Generic.List<int> NewGameCharacterIds => _data.NewGameCharacterIds;
public void ResolveRef(Tables tables)
{
_data.ResolveRef(tables);
}
}
}
@@ -0,0 +1,11 @@
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serializedVersion: 2
defaultReferences: []
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@@ -0,0 +1,55 @@
//------------------------------------------------------------------------------
// <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 Luban;
namespace SepCore.Definition
{
/// <summary>
/// 战利品、装备与消耗品
/// </summary>
public partial class TbItemConfig
{
private readonly System.Collections.Generic.Dictionary<int, ItemConfig> _dataMap;
private readonly System.Collections.Generic.List<ItemConfig> _dataList;
public TbItemConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, ItemConfig>();
_dataList = new System.Collections.Generic.List<ItemConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
ItemConfig _v;
_v = ItemConfig.DeserializeItemConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<int, ItemConfig> DataMap => _dataMap;
public System.Collections.Generic.List<ItemConfig> DataList => _dataList;
public ItemConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public ItemConfig Get(int key) => _dataMap[key];
public ItemConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
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