Files
2026-08-30 22:25:23 +08:00

182 lines
5.6 KiB
C#

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