//------------------------------------------------------------------------------ // // 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 { /// /// 全局零散配置(单例) /// 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); } /// /// 最大持有武器数量 /// public int WeaponCapacity => _data.WeaponCapacity; /// /// 最大持有道具数量 /// public int PropMaxCount => _data.PropMaxCount; /// /// 玩家实体 /// public string PlayerEntity => _data.PlayerEntity; /// /// 自动收集速度 /// public float AbsorbSpeed => _data.AbsorbSpeed; /// /// 自动收集距离 /// public float CollectDistance => _data.CollectDistance; /// /// 默认吸收距离 /// public float DefaultAbsorbRange => _data.DefaultAbsorbRange; /// /// 武器回收价比例 /// public float WeaponRecycleRate => _data.WeaponRecycleRate; /// /// 商店商品数量 /// public int ShopGoodsCount => _data.ShopGoodsCount; /// /// 商品价格浮动 /// public float ShopPriceRandomPercent => _data.ShopPriceRandomPercent; /// /// 商品最低价 /// public int ShopMinPrice => _data.ShopMinPrice; /// /// 升级奖励刷新基本价格 /// public int LevelUpRefreshPriceBase => _data.LevelUpRefreshPriceBase; /// /// 升级奖励候选数 /// public int LevelUpRewardCount => _data.LevelUpRewardCount; /// /// 最大敌人数量 /// public int SpawnEnemyMaxCount => _data.SpawnEnemyMaxCount; /// /// 敌人生成最小距离 /// public float EnemySpawnDistanceMin => _data.EnemySpawnDistanceMin; /// /// 敌人生成最大距离 /// public float EnemySpawnDistanceMax => _data.EnemySpawnDistanceMax; /// /// 武器旋转速度 /// public float WeaponRotateSpeed => _data.WeaponRotateSpeed; /// /// 武器基本暴击率 /// public float WeaponBaseCrit => _data.WeaponBaseCrit; /// /// 玩家对象组名 /// public string PlayerGroupName => _data.PlayerGroupName; /// /// 敌人对象组名 /// public string EnemyGroupName => _data.EnemyGroupName; /// /// 投射物对象组名 /// public string ProjectileGroupName => _data.ProjectileGroupName; /// /// 掉落物对象组名 /// public string DropGroupName => _data.DropGroupName; /// /// 特效对象组名 /// public string EffectGroupNmae => _data.EffectGroupNmae; /// /// 最小伤害 /// public int MinDamage => _data.MinDamage; /// /// 闪避率上限 /// public int MaxDodgeRate => _data.MaxDodgeRate; /// /// 最小刷怪速度倍数 /// public int MinSpawnRateScale => _data.MinSpawnRateScale; /// /// 投射物生命周期 /// public int ProjectileLifeTime => _data.ProjectileLifeTime; /// /// 投射物生成高度 /// public int ProjectileHeightOffset => _data.ProjectileHeightOffset; /// /// 投射物移动速度 /// public int ProjectileSpeed => _data.ProjectileSpeed; /// /// 投射物实体 /// public string ProjectileEntity => _data.ProjectileEntity; /// /// 伤害数字高度偏移 /// public int DamageTextYOffset => _data.DamageTextYOffset; /// /// 实体生成超时时间 /// public int EntityAsyncTimeout => _data.EntityAsyncTimeout; /// /// 暴击伤害倍率 /// public float CritMultiplier => _data.CritMultiplier; /// /// 敌人碰撞半径 /// public int EnemyBodyRadius => _data.EnemyBodyRadius; /// /// 敌人分离迭代次数 /// public int EnemySeparationIterations => _data.EnemySeparationIterations; public void ResolveRef(Tables tables) { _data.ResolveRef(tables); } } }