Files
Seek-Battle-Evacuate/Assets/GameMain/Scripts/Base/Gen/TbGlobalConfig.cs
T
huangjun 92bf3e9097 - 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
2026-08-30 18:08:55 +08:00

118 lines
3.5 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
{
/// <summary>
/// 全局固定规则
/// </summary>
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);
}
/// <summary>
/// 单局时间上限,毫秒
/// </summary>
public int RunTimeLimitMs => _data.RunTimeLimitMs;
/// <summary>
/// 小地图标记撤离点的时间,毫秒
/// </summary>
public int ExtractionRevealTimeMs => _data.ExtractionRevealTimeMs;
/// <summary>
/// 逃跑返回地图后的保护时间,毫秒
/// </summary>
public int EscapeProtectionMs => _data.EscapeProtectionMs;
/// <summary>
/// 敌人丢失目标后返回巡逻的时间,毫秒
/// </summary>
public int EnemyLoseTargetMs => _data.EnemyLoseTargetMs;
/// <summary>
/// 敌人正面视野角度
/// </summary>
public int EnemyFrontViewAngle => _data.EnemyFrontViewAngle;
/// <summary>
/// 警惕值满值
/// </summary>
public int AlertMax => _data.AlertMax;
/// <summary>
/// 共享背包格子数
/// </summary>
public int BackpackSlotCount => _data.BackpackSlotCount;
/// <summary>
/// 保险箱格子数
/// </summary>
public int SecureSlotCount => _data.SecureSlotCount;
/// <summary>
/// 最少出战人数
/// </summary>
public int MinPlayerPartySize => _data.MinPlayerPartySize;
/// <summary>
/// 最多出战人数
/// </summary>
public int MaxPlayerPartySize => _data.MaxPlayerPartySize;
/// <summary>
/// 敌人队伍人数上限
/// </summary>
public int MaxEnemyPartySize => _data.MaxEnemyPartySize;
/// <summary>
/// 非全员阵亡结算时阵亡角色恢复HP
/// </summary>
public int ReviveHp => _data.ReviveHp;
/// <summary>
/// 非全员阵亡结算时阵亡角色恢复MP
/// </summary>
public int ReviveMp => _data.ReviveMp;
/// <summary>
/// 逃跑成功率,千分比原型初值
/// </summary>
public int EscapeSuccessPermille => _data.EscapeSuccessPermille;
/// <summary>
/// 首版墙体是否阻挡警惕视野
/// </summary>
public bool WallBlocksVision => _data.WallBlocksVision;
/// <summary>
/// 战斗中是否暂停单局计时
/// </summary>
public bool BattlePausesRunTimer => _data.BattlePausesRunTimer;
/// <summary>
/// 打开背包是否暂停单局计时
/// </summary>
public bool InventoryPausesRunTimer => _data.InventoryPausesRunTimer;
/// <summary>
/// 暂停菜单是否暂停单局计时
/// </summary>
public bool PauseMenuPausesRunTimer => _data.PauseMenuPausesRunTimer;
/// <summary>
/// 新存档直接拥有的角色
/// </summary>
public System.Collections.Generic.List<int> NewGameCharacterIds => _data.NewGameCharacterIds;
public void ResolveRef(Tables tables)
{
_data.ResolveRef(tables);
}
}
}