170 lines
4.9 KiB
C#
170 lines
4.9 KiB
C#
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Luban;
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namespace SepCore.Definition
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{
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/// <summary>
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/// 全局零散配置(单例)
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/// </summary>
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public partial class TbGlobalConfig
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{
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private readonly GlobalConfig _data;
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public GlobalConfig Data => _data;
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public TbGlobalConfig(ByteBuf _buf)
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{
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int n = _buf.ReadSize();
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if (n != 1) throw new SerializationException("table mode=one, but size != 1");
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_data = GlobalConfig.DeserializeGlobalConfig(_buf);
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}
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/// <summary>
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/// 最大持有武器数量
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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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/// 玩家实体
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/// </summary>
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public string PlayerEntity => _data.PlayerEntity;
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/// <summary>
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/// 自动收集速度
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/// </summary>
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public int AbsorbSpeed => _data.AbsorbSpeed;
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/// <summary>
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/// 自动收集距离
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/// </summary>
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public int CollectDistance => _data.CollectDistance;
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/// <summary>
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/// 默认吸收距离
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/// </summary>
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public int DefaultAbsorbRange => _data.DefaultAbsorbRange;
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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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/// <summary>
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/// 商店商品数量
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/// </summary>
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public int ShopGoodsCount => _data.ShopGoodsCount;
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/// <summary>
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/// 商品价格浮动
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/// </summary>
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public int ShopPriceRandomPercent => _data.ShopPriceRandomPercent;
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/// <summary>
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/// 商品最低价
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/// </summary>
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public int ShopMinPrice => _data.ShopMinPrice;
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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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/// <summary>
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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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/// 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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/// 敌人生成最小距离
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/// </summary>
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public int EnemySpawnDistanceMin => _data.EnemySpawnDistanceMin;
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/// <summary>
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/// 敌人生成最大距离
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/// </summary>
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public int EnemySpawnDistanceMax => _data.EnemySpawnDistanceMax;
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/// <summary>
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/// 武器旋转速度
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/// </summary>
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public int WeaponRotateSpeed => _data.WeaponRotateSpeed;
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/// <summary>
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/// 玩家对象组名
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/// </summary>
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public string PlayerGroupName => _data.PlayerGroupName;
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/// <summary>
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/// 敌人对象组名
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/// </summary>
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public string EnemyGroupName => _data.EnemyGroupName;
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/// <summary>
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/// 投射物对象组名
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/// </summary>
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public string ProjectileGroupName => _data.ProjectileGroupName;
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/// <summary>
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/// 掉落物对象组名
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/// </summary>
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public string DropGroupName => _data.DropGroupName;
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/// <summary>
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/// 特效对象组名
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/// </summary>
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public string EffectGroupNmae => _data.EffectGroupNmae;
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/// <summary>
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/// 最小伤害
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/// </summary>
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public int MinDamage => _data.MinDamage;
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/// <summary>
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/// 闪避率上限
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/// </summary>
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public int MaxDodgeRate => _data.MaxDodgeRate;
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/// <summary>
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/// 最小刷怪速度倍数
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/// </summary>
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public int MinSpawnRateScale => _data.MinSpawnRateScale;
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/// <summary>
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/// 投射物生命周期
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/// </summary>
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public int ProjectileLifeTime => _data.ProjectileLifeTime;
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/// <summary>
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/// 投射物生成高度
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/// </summary>
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public int ProjectileHeightOffset => _data.ProjectileHeightOffset;
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/// <summary>
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/// 投射物移动速度
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/// </summary>
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public int ProjectileSpeed => _data.ProjectileSpeed;
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/// <summary>
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/// 投射物实体
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/// </summary>
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public string ProjectileEntity => _data.ProjectileEntity;
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/// <summary>
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/// 伤害数字高度偏移
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/// </summary>
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public int DamageTextYOffset => _data.DamageTextYOffset;
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/// <summary>
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/// 实体生成超时时间
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/// </summary>
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public int EntityAsyncTimeout => _data.EntityAsyncTimeout;
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/// <summary>
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/// 敌人碰撞半径
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/// </summary>
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public int EnemyBodyRadius => _data.EnemyBodyRadius;
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/// <summary>
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/// 敌人分离迭代次数
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/// </summary>
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public int EnemySeparationIterations => _data.EnemySeparationIterations;
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public void ResolveRef(Tables tables)
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{
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_data.ResolveRef(tables);
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}
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}
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}
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