- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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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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namespace SepCore.Definition
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{
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public sealed partial class GlobalConfig : Luban.BeanBase
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{
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public GlobalConfig(ByteBuf _buf)
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{
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RunTimeLimitMs = _buf.ReadInt();
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ExtractionRevealTimeMs = _buf.ReadInt();
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EscapeProtectionMs = _buf.ReadInt();
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EnemyLoseTargetMs = _buf.ReadInt();
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EnemyFrontViewAngle = _buf.ReadInt();
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AlertMax = _buf.ReadInt();
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BackpackSlotCount = _buf.ReadInt();
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SecureSlotCount = _buf.ReadInt();
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MinPlayerPartySize = _buf.ReadInt();
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MaxPlayerPartySize = _buf.ReadInt();
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MaxEnemyPartySize = _buf.ReadInt();
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ReviveHp = _buf.ReadInt();
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ReviveMp = _buf.ReadInt();
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EscapeSuccessPermille = _buf.ReadInt();
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WallBlocksVision = _buf.ReadBool();
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BattlePausesRunTimer = _buf.ReadBool();
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InventoryPausesRunTimer = _buf.ReadBool();
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PauseMenuPausesRunTimer = _buf.ReadBool();
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{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);}}
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}
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public static GlobalConfig DeserializeGlobalConfig(ByteBuf _buf)
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{
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return new GlobalConfig(_buf);
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}
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/// <summary>
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/// 单局时间上限,毫秒
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/// </summary>
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public readonly int RunTimeLimitMs;
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/// <summary>
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/// 小地图标记撤离点的时间,毫秒
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/// </summary>
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public readonly int ExtractionRevealTimeMs;
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/// <summary>
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/// 逃跑返回地图后的保护时间,毫秒
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/// </summary>
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public readonly int EscapeProtectionMs;
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/// <summary>
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/// 敌人丢失目标后返回巡逻的时间,毫秒
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/// </summary>
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public readonly int EnemyLoseTargetMs;
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/// <summary>
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/// 敌人正面视野角度
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/// </summary>
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public readonly int EnemyFrontViewAngle;
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/// <summary>
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/// 警惕值满值
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/// </summary>
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public readonly int AlertMax;
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/// <summary>
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/// 共享背包格子数
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/// </summary>
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public readonly int BackpackSlotCount;
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/// <summary>
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/// 保险箱格子数
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/// </summary>
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public readonly int SecureSlotCount;
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/// <summary>
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/// 最少出战人数
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/// </summary>
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public readonly int MinPlayerPartySize;
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/// <summary>
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/// 最多出战人数
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/// </summary>
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public readonly int MaxPlayerPartySize;
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/// <summary>
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/// 敌人队伍人数上限
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/// </summary>
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public readonly int MaxEnemyPartySize;
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/// <summary>
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/// 非全员阵亡结算时阵亡角色恢复HP
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/// </summary>
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public readonly int ReviveHp;
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/// <summary>
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/// 非全员阵亡结算时阵亡角色恢复MP
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/// </summary>
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public readonly int ReviveMp;
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/// <summary>
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/// 逃跑成功率,千分比原型初值
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/// </summary>
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public readonly int EscapeSuccessPermille;
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/// <summary>
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/// 首版墙体是否阻挡警惕视野
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/// </summary>
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public readonly bool WallBlocksVision;
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/// <summary>
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/// 战斗中是否暂停单局计时
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/// </summary>
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public readonly bool BattlePausesRunTimer;
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/// <summary>
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/// 打开背包是否暂停单局计时
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/// </summary>
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public readonly bool InventoryPausesRunTimer;
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/// <summary>
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/// 暂停菜单是否暂停单局计时
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/// </summary>
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public readonly bool PauseMenuPausesRunTimer;
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/// <summary>
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/// 新存档直接拥有的角色
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/// </summary>
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public readonly System.Collections.Generic.List<int> NewGameCharacterIds;
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public const int __ID__ = -958250779;
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public override int GetTypeId() => __ID__;
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public void ResolveRef(Tables tables)
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{
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}
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public override string ToString()
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{
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return "{ "
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+ "runTimeLimitMs:" + RunTimeLimitMs + ","
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+ "extractionRevealTimeMs:" + ExtractionRevealTimeMs + ","
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+ "escapeProtectionMs:" + EscapeProtectionMs + ","
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+ "enemyLoseTargetMs:" + EnemyLoseTargetMs + ","
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+ "enemyFrontViewAngle:" + EnemyFrontViewAngle + ","
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+ "alertMax:" + AlertMax + ","
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+ "backpackSlotCount:" + BackpackSlotCount + ","
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+ "secureSlotCount:" + SecureSlotCount + ","
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+ "minPlayerPartySize:" + MinPlayerPartySize + ","
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+ "maxPlayerPartySize:" + MaxPlayerPartySize + ","
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+ "maxEnemyPartySize:" + MaxEnemyPartySize + ","
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+ "reviveHp:" + ReviveHp + ","
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+ "reviveMp:" + ReviveMp + ","
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+ "escapeSuccessPermille:" + EscapeSuccessPermille + ","
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+ "wallBlocksVision:" + WallBlocksVision + ","
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+ "battlePausesRunTimer:" + BattlePausesRunTimer + ","
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+ "inventoryPausesRunTimer:" + InventoryPausesRunTimer + ","
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+ "pauseMenuPausesRunTimer:" + PauseMenuPausesRunTimer + ","
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+ "newGameCharacterIds:" + Luban.StringUtil.CollectionToString(NewGameCharacterIds) + ","
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+ "}";
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}
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}
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}
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