//------------------------------------------------------------------------------
//
// 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;
///
/// 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;
///
/// 最大敌人数量
///
public int SpawnEnemyMaxCount => _data.SpawnEnemyMaxCount;
///
/// 敌人生成最小距离
///
public int EnemySpawnDistanceMin => _data.EnemySpawnDistanceMin;
///
/// 敌人生成最大距离
///
public int EnemySpawnDistanceMax => _data.EnemySpawnDistanceMax;
///
/// 武器旋转速度
///
public int WeaponRotateSpeed => _data.WeaponRotateSpeed;
///
/// 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;
public void ResolveRef(Tables tables)
{
_data.ResolveRef(tables);
}
}
}