- 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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/// <summary>
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/// 全局固定规则
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/// </summary>
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public partial class TbGlobalConfig
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{
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private readonly GlobalConfig _data;
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public GlobalConfig Data => _data;
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public TbGlobalConfig(ByteBuf _buf)
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{
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int n = _buf.ReadSize();
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if (n != 1) throw new SerializationException("table mode=one, but size != 1");
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_data = GlobalConfig.DeserializeGlobalConfig(_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 int RunTimeLimitMs => _data.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 int ExtractionRevealTimeMs => _data.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 int EscapeProtectionMs => _data.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 int EnemyLoseTargetMs => _data.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 int EnemyFrontViewAngle => _data.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 int AlertMax => _data.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 int BackpackSlotCount => _data.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 int SecureSlotCount => _data.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 int MinPlayerPartySize => _data.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 int MaxPlayerPartySize => _data.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 int MaxEnemyPartySize => _data.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 int ReviveHp => _data.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 int ReviveMp => _data.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 int EscapeSuccessPermille => _data.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 bool WallBlocksVision => _data.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 bool BattlePausesRunTimer => _data.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 bool InventoryPausesRunTimer => _data.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 bool PauseMenuPausesRunTimer => _data.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 System.Collections.Generic.List<int> NewGameCharacterIds => _data.NewGameCharacterIds;
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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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