//------------------------------------------------------------------------------
//
// 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;
///
/// 武器回收价比例
///
public int WeaponRecycleRate => _data.WeaponRecycleRate;
///
/// 商店商品数量
///
public int ShopGoodsCount => _data.ShopGoodsCount;
///
/// 商品价格浮动
///
public int 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;
///
/// 敌人对象池名
///
public string EnemyGroupName => _data.EnemyGroupName;
///
/// 最大敌人数量
///
public int SpawnEnemyMaxCount => _data.SpawnEnemyMaxCount;
///
/// 敌人生成距离
///
public int SpawnDistanceFromPlayer => _data.SpawnDistanceFromPlayer;
public void ResolveRef(Tables tables)
{
_data.ResolveRef(tables);
}
}
}