清理各个 Component 里的判断以及调用规范
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@@ -17,13 +17,16 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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public GlobalConfig(ByteBuf _buf)
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{
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WeaponCapacity = _buf.ReadInt();
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PropMaxCount = _buf.ReadInt();
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WeaponRecycleRate = _buf.ReadInt();
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ShopGoodsCount = _buf.ReadInt();
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ShopPriceRandomPercent = _buf.ReadInt();
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ShopMinPrice = _buf.ReadInt();
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PropMaxCount = _buf.ReadInt();
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LevelUpRefreshPriceBase = _buf.ReadInt();
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LevelUpRewardCount = _buf.ReadInt();
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EnemyGroupName = _buf.ReadString();
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SpawnEnemyMaxCount = _buf.ReadInt();
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SpawnDistanceFromPlayer = _buf.ReadInt();
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}
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public static GlobalConfig DeserializeGlobalConfig(ByteBuf _buf)
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@@ -36,6 +39,10 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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/// </summary>
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public readonly int WeaponCapacity;
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/// <summary>
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/// 最大持有道具数量
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/// </summary>
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public readonly int PropMaxCount;
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/// <summary>
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/// 武器回收价比例
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/// </summary>
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public readonly int WeaponRecycleRate;
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@@ -52,10 +59,6 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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/// </summary>
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public readonly int ShopMinPrice;
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/// <summary>
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/// 最大持有道具数量
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/// </summary>
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public readonly int PropMaxCount;
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/// <summary>
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/// 升级奖励刷新基本价格
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/// </summary>
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public readonly int LevelUpRefreshPriceBase;
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@@ -63,6 +66,18 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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/// 升级奖励候选数
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/// </summary>
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public readonly int LevelUpRewardCount;
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/// <summary>
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/// 敌人对象池名
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/// </summary>
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public readonly string EnemyGroupName;
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/// <summary>
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/// 最大敌人数量
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/// </summary>
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public readonly int SpawnEnemyMaxCount;
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/// <summary>
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/// 敌人生成距离
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/// </summary>
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public readonly int SpawnDistanceFromPlayer;
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public const int __ID__ = -958250779;
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public override int GetTypeId() => __ID__;
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@@ -77,19 +92,25 @@ public sealed partial class GlobalConfig : Luban.BeanBase
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}
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public override string ToString()
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{
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return "{ "
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+ "weaponCapacity:" + WeaponCapacity + ","
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+ "propMaxCount:" + PropMaxCount + ","
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+ "weaponRecycleRate:" + WeaponRecycleRate + ","
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+ "shopGoodsCount:" + ShopGoodsCount + ","
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+ "shopPriceRandomPercent:" + ShopPriceRandomPercent + ","
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+ "shopMinPrice:" + ShopMinPrice + ","
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+ "propMaxCount:" + PropMaxCount + ","
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+ "levelUpRefreshPriceBase:" + LevelUpRefreshPriceBase + ","
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+ "levelUpRewardCount:" + LevelUpRewardCount + ","
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+ "enemyGroupName:" + EnemyGroupName + ","
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+ "spawnEnemyMaxCount:" + SpawnEnemyMaxCount + ","
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+ "spawnDistanceFromPlayer:" + SpawnDistanceFromPlayer + ","
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+ "}";
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}
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}
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@@ -35,6 +35,10 @@ public partial class TbGlobalConfig
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/// </summary>
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public int WeaponCapacity => _data.WeaponCapacity;
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/// <summary>
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/// 最大持有道具数量
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/// </summary>
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public int PropMaxCount => _data.PropMaxCount;
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/// <summary>
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/// 武器回收价比例
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/// </summary>
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public int WeaponRecycleRate => _data.WeaponRecycleRate;
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@@ -51,10 +55,6 @@ public partial class TbGlobalConfig
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/// </summary>
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public int ShopMinPrice => _data.ShopMinPrice;
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/// <summary>
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/// 最大持有道具数量
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/// </summary>
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public int PropMaxCount => _data.PropMaxCount;
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/// <summary>
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/// 升级奖励刷新基本价格
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/// </summary>
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public int LevelUpRefreshPriceBase => _data.LevelUpRefreshPriceBase;
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@@ -62,6 +62,18 @@ public partial class TbGlobalConfig
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/// 升级奖励候选数
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/// </summary>
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public int LevelUpRewardCount => _data.LevelUpRewardCount;
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/// <summary>
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/// 敌人对象池名
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/// </summary>
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public string EnemyGroupName => _data.EnemyGroupName;
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/// <summary>
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/// 最大敌人数量
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/// </summary>
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public int SpawnEnemyMaxCount => _data.SpawnEnemyMaxCount;
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/// <summary>
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/// 敌人生成距离
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/// </summary>
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public int SpawnDistanceFromPlayer => _data.SpawnDistanceFromPlayer;
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public void ResolveRef(Tables tables)
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{
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