//------------------------------------------------------------------------------ // // This code was generated by a tool. // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ 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(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); } /// /// 单局时间上限,毫秒 /// public readonly int RunTimeLimitMs; /// /// 小地图标记撤离点的时间,毫秒 /// public readonly int ExtractionRevealTimeMs; /// /// 逃跑返回地图后的保护时间,毫秒 /// public readonly int EscapeProtectionMs; /// /// 敌人丢失目标后返回巡逻的时间,毫秒 /// public readonly int EnemyLoseTargetMs; /// /// 敌人正面视野角度 /// public readonly int EnemyFrontViewAngle; /// /// 警惕值满值 /// public readonly int AlertMax; /// /// 共享背包格子数 /// public readonly int BackpackSlotCount; /// /// 保险箱格子数 /// public readonly int SecureSlotCount; /// /// 最少出战人数 /// public readonly int MinPlayerPartySize; /// /// 最多出战人数 /// public readonly int MaxPlayerPartySize; /// /// 敌人队伍人数上限 /// public readonly int MaxEnemyPartySize; /// /// 非全员阵亡结算时阵亡角色恢复HP /// public readonly int ReviveHp; /// /// 非全员阵亡结算时阵亡角色恢复MP /// public readonly int ReviveMp; /// /// 逃跑成功率,千分比原型初值 /// public readonly int EscapeSuccessPermille; /// /// 首版墙体是否阻挡警惕视野 /// public readonly bool WallBlocksVision; /// /// 战斗中是否暂停单局计时 /// public readonly bool BattlePausesRunTimer; /// /// 打开背包是否暂停单局计时 /// public readonly bool InventoryPausesRunTimer; /// /// 暂停菜单是否暂停单局计时 /// public readonly bool PauseMenuPausesRunTimer; /// /// 新存档直接拥有的角色 /// public readonly System.Collections.Generic.List 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) + "," + "}"; } } }