//------------------------------------------------------------------------------ // // 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 { /// /// 全局固定规则 /// 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); } /// /// 单局时间上限,毫秒 /// public int RunTimeLimitMs => _data.RunTimeLimitMs; /// /// 小地图标记撤离点的时间,毫秒 /// public int ExtractionRevealTimeMs => _data.ExtractionRevealTimeMs; /// /// 逃跑返回地图后的保护时间,毫秒 /// public int EscapeProtectionMs => _data.EscapeProtectionMs; /// /// 敌人丢失目标后返回巡逻的时间,毫秒 /// public int EnemyLoseTargetMs => _data.EnemyLoseTargetMs; /// /// 敌人正面视野角度 /// public int EnemyFrontViewAngle => _data.EnemyFrontViewAngle; /// /// 警惕值满值 /// public int AlertMax => _data.AlertMax; /// /// 共享背包格子数 /// public int BackpackSlotCount => _data.BackpackSlotCount; /// /// 保险箱格子数 /// public int SecureSlotCount => _data.SecureSlotCount; /// /// 最少出战人数 /// public int MinPlayerPartySize => _data.MinPlayerPartySize; /// /// 最多出战人数 /// public int MaxPlayerPartySize => _data.MaxPlayerPartySize; /// /// 敌人队伍人数上限 /// public int MaxEnemyPartySize => _data.MaxEnemyPartySize; /// /// 非全员阵亡结算时阵亡角色恢复HP /// public int ReviveHp => _data.ReviveHp; /// /// 非全员阵亡结算时阵亡角色恢复MP /// public int ReviveMp => _data.ReviveMp; /// /// 逃跑成功率,千分比原型初值 /// public int EscapeSuccessPermille => _data.EscapeSuccessPermille; /// /// 首版墙体是否阻挡警惕视野 /// public bool WallBlocksVision => _data.WallBlocksVision; /// /// 战斗中是否暂停单局计时 /// public bool BattlePausesRunTimer => _data.BattlePausesRunTimer; /// /// 打开背包是否暂停单局计时 /// public bool InventoryPausesRunTimer => _data.InventoryPausesRunTimer; /// /// 暂停菜单是否暂停单局计时 /// public bool PauseMenuPausesRunTimer => _data.PauseMenuPausesRunTimer; /// /// 新存档直接拥有的角色 /// public System.Collections.Generic.List NewGameCharacterIds => _data.NewGameCharacterIds; public void ResolveRef(Tables tables) { _data.ResolveRef(tables); } } }