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# 底座表
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# Id EntityId Name AttackSpeed PropertyType Constraint PossibleTag
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# int int string float[] AttackPropertyType string TagType[]
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# 底座编号 策划备注 实体Id 底座名 攻击速度(秒/次) 攻击属性 属性约束 可能出现的Tag
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1 301 元素底座 [2,1.5,1,0.8,0.7] Fire [Fire,BurnSpread,IgniteBurst,Inferno]
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2 301 控制底座 [4,3.8,3.6,3.4,3.2] Ice [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 301 穿透底座 [1,0,8,0,6,0.4,0.2] Physics [Pierce,Crit,Overpenetrate,Execution]
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# 轴承表
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# Id EntityId Name RotateSpeed AttackRange Constraint PossibleTag
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# int int string float[] float[] string TagType[]
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# 轴承编号 策划备注 实体Id 轴承名 各品质旋转速度 各品质攻击范围 属性约束 可能出现的Tag
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1 201 元素轴承 [10,12,13,14,15] [2,2,2,2,2] [Fire,BurnSpread,IgniteBurst,Inferno]
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2 201 控制轴承 [20,25,30,32,35] [6,6.5,7,8,8] [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 201 穿透轴承 [60,70,80,90,100] [4,4.5,5,5.5,6] [Pierce,Crit,Overpenetrate,Execution]
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# 实体表
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# Id AssetName
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# int string
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# 实体编号 策划备注 资源名称
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101 测试枪口 TestMuzzle
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201 测试轴承 TestBearing
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301 测试底座 TestBase
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# 音乐配置表
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# Id AssetName
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# int string
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# 音乐编号 策划备注 资源名称
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1 菜单音乐 music_menu
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2 战斗音乐 music_background
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3 关于音乐 music_about
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# 枪口表
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# Id EntityId Name AttackDamage DamageRandomRate Method Constraint PossibleTag
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# int int string int[] float AttackMethodType string TagType[]
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# 枪口编号 策划备注 实体Id 枪口名 各品质伤害 伤害浮动 攻击方式 属性约束 可能出现的Tag
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1 101 元素枪口 [20,30,40,50,80] 0.05 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno]
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2 101 控制枪口 [30,50,70,90,100] 0.01 NormalBullet [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 101 穿透枪口 [50,55,60,80,90] 0.02 NormalBullet [Pierce,Crit,Overpenetrate,Execution]
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# 场景配置表
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# Id AssetName BackgroundMusicId
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# int string int
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# 场景编号 备注 资源名称 背景音乐编号
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1 菜单场景 Menu 1
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2 战斗场景 Main 2
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3 压力测试场景 StressTest 0
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# 声音配置表
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# Id AssetName Priority Loop Volume SpatialBlend MaxDistance
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# int string int bool float float float
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# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 是否循环 音量(0~1) 声音空间混合量(0为2D,1为3D,中间值混合效果) 声音最大距离
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10000 玩家子弹 weapon_player 0 False 1 0 100
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10001 敌人子弹 weapon_enemy 0 False 1 0 100
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20000 玩家爆炸 explosion_player 0 False 1 0 100
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20001 敌人爆炸 explosion_enemy 0 False 1 0 100
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20002 小行星爆炸 explosion_asteroid 0 False 1 0 100
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# Tag表
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# Id Name MinRarity
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# int string RarityType
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# Tag编号 策划备注 Tag名 获取最低稀有度
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1 元素 Fire White
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2 元素 BurnSpread White
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3 元素 IgniteBurst Green
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4 元素 Inferno Purple
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5 控制 Ice White
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6 控制 FreezeMask White
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7 控制 Shatter Green
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8 控制 AbsoluteZero Purple
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9 穿透 Pierce White
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10 穿透 Crit White
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11 穿透 Overpenetrate Green
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12 穿透 Execution Purple
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# 界面配置表
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# Id AssetName UIGroupName AllowMultiInstance PauseCoveredUIForm
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# int string string bool bool
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# 界面编号 策划备注 资源名称 界面组名称 是否允许多个界面实例 是否暂停被其覆盖的界面
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1 弹出框 DialogForm Default True True
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100 主菜单 MenuForm Default False True
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101 设置 SettingForm Default False True
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102 关于 AboutForm Default False True
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# 声音配置表
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# Id AssetName Priority Volume
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# int string int float
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# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 音量(0~1)
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10000 选择音效 select 0 1
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10001 点击音效 click 0 1
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# 武器表
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# Id Attack AttackInterval BulletId BulletSpeed BulletSoundId
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# int int float int float int
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# 武器编号 策划备注 攻击力 攻击间隔 子弹编号 子弹速度 子弹声音编号
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30000 玩家武器 100 0.2 50000 20 10000
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