//------------------------------------------------------------------------------
//
// 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);
}
}
}