Files
vampire-like/Assets/GameMain/Scripts/Base/Gen/GlobalConfig.cs
T
2026-09-18 21:43:22 +08:00

284 lines
8.4 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
namespace SepCore.Definition
{
public sealed partial class GlobalConfig : Luban.BeanBase
{
public GlobalConfig(ByteBuf _buf)
{
WeaponCapacity = _buf.ReadInt();
PropMaxCount = _buf.ReadInt();
PlayerEntity = _buf.ReadString();
PlayerEntity_Ref = null;
AbsorbSpeed = _buf.ReadInt();
CollectDistance = _buf.ReadInt();
DefaultAbsorbRange = _buf.ReadInt();
WeaponRecycleRate = _buf.ReadInt();
ShopGoodsCount = _buf.ReadInt();
ShopPriceRandomPercent = _buf.ReadInt();
ShopMinPrice = _buf.ReadInt();
LevelUpRefreshPriceBase = _buf.ReadInt();
LevelUpRewardCount = _buf.ReadInt();
SpawnEnemyMaxCount = _buf.ReadInt();
EnemySpawnDistanceMin = _buf.ReadInt();
EnemySpawnDistanceMax = _buf.ReadInt();
WeaponRotateSpeed = _buf.ReadInt();
WeaponBaseCrit = _buf.ReadFloat();
PlayerGroupName = _buf.ReadString();
EnemyGroupName = _buf.ReadString();
ProjectileGroupName = _buf.ReadString();
DropGroupName = _buf.ReadString();
EffectGroupNmae = _buf.ReadString();
MinDamage = _buf.ReadInt();
MaxDodgeRate = _buf.ReadInt();
MinSpawnRateScale = _buf.ReadInt();
ProjectileLifeTime = _buf.ReadInt();
ProjectileHeightOffset = _buf.ReadInt();
ProjectileSpeed = _buf.ReadInt();
ProjectileEntity = _buf.ReadString();
ProjectileEntity_Ref = null;
DamageTextYOffset = _buf.ReadInt();
EntityAsyncTimeout = _buf.ReadInt();
CritMultiplier = _buf.ReadFloat();
EnemyBodyRadius = _buf.ReadInt();
EnemySeparationIterations = _buf.ReadInt();
}
public static GlobalConfig DeserializeGlobalConfig(ByteBuf _buf)
{
return new GlobalConfig(_buf);
}
/// <summary>
/// 最大持有武器数量
/// </summary>
public readonly int WeaponCapacity;
/// <summary>
/// 最大持有道具数量
/// </summary>
public readonly int PropMaxCount;
/// <summary>
/// 玩家实体
/// </summary>
public readonly string PlayerEntity;
public EntityConfig PlayerEntity_Ref;
/// <summary>
/// 自动收集速度
/// </summary>
public readonly int AbsorbSpeed;
/// <summary>
/// 自动收集距离
/// </summary>
public readonly int CollectDistance;
/// <summary>
/// 默认吸收距离
/// </summary>
public readonly int DefaultAbsorbRange;
/// <summary>
/// 武器回收价比例
/// </summary>
public readonly int WeaponRecycleRate;
/// <summary>
/// 商店商品数量
/// </summary>
public readonly int ShopGoodsCount;
/// <summary>
/// 商品价格浮动
/// </summary>
public readonly int ShopPriceRandomPercent;
/// <summary>
/// 商品最低价
/// </summary>
public readonly int ShopMinPrice;
/// <summary>
/// 升级奖励刷新基本价格
/// </summary>
public readonly int LevelUpRefreshPriceBase;
/// <summary>
/// 升级奖励候选数
/// </summary>
public readonly int LevelUpRewardCount;
/// <summary>
/// 最大敌人数量
/// </summary>
public readonly int SpawnEnemyMaxCount;
/// <summary>
/// 敌人生成最小距离
/// </summary>
public readonly int EnemySpawnDistanceMin;
/// <summary>
/// 敌人生成最大距离
/// </summary>
public readonly int EnemySpawnDistanceMax;
/// <summary>
/// 武器旋转速度
/// </summary>
public readonly int WeaponRotateSpeed;
/// <summary>
/// 武器基本暴击率
/// </summary>
public readonly float WeaponBaseCrit;
/// <summary>
/// 玩家对象组名
/// </summary>
public readonly string PlayerGroupName;
/// <summary>
/// 敌人对象组名
/// </summary>
public readonly string EnemyGroupName;
/// <summary>
/// 投射物对象组名
/// </summary>
public readonly string ProjectileGroupName;
/// <summary>
/// 掉落物对象组名
/// </summary>
public readonly string DropGroupName;
/// <summary>
/// 特效对象组名
/// </summary>
public readonly string EffectGroupNmae;
/// <summary>
/// 最小伤害
/// </summary>
public readonly int MinDamage;
/// <summary>
/// 闪避率上限
/// </summary>
public readonly int MaxDodgeRate;
/// <summary>
/// 最小刷怪速度倍数
/// </summary>
public readonly int MinSpawnRateScale;
/// <summary>
/// 投射物生命周期
/// </summary>
public readonly int ProjectileLifeTime;
/// <summary>
/// 投射物生成高度
/// </summary>
public readonly int ProjectileHeightOffset;
/// <summary>
/// 投射物移动速度
/// </summary>
public readonly int ProjectileSpeed;
/// <summary>
/// 投射物实体
/// </summary>
public readonly string ProjectileEntity;
public EntityConfig ProjectileEntity_Ref;
/// <summary>
/// 伤害数字高度偏移
/// </summary>
public readonly int DamageTextYOffset;
/// <summary>
/// 实体生成超时时间
/// </summary>
public readonly int EntityAsyncTimeout;
/// <summary>
/// 暴击伤害倍率
/// </summary>
public readonly float CritMultiplier;
/// <summary>
/// 敌人碰撞半径
/// </summary>
public readonly int EnemyBodyRadius;
/// <summary>
/// 敌人分离迭代次数
/// </summary>
public readonly int EnemySeparationIterations;
public const int __ID__ = -958250779;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
PlayerEntity_Ref = tables.TbEntityConfig.GetOrDefault(PlayerEntity);
ProjectileEntity_Ref = tables.TbEntityConfig.GetOrDefault(ProjectileEntity);
}
public override string ToString()
{
return "{ "
+ "weaponCapacity:" + WeaponCapacity + ","
+ "propMaxCount:" + PropMaxCount + ","
+ "playerEntity:" + PlayerEntity + ","
+ "absorbSpeed:" + AbsorbSpeed + ","
+ "collectDistance:" + CollectDistance + ","
+ "defaultAbsorbRange:" + DefaultAbsorbRange + ","
+ "weaponRecycleRate:" + WeaponRecycleRate + ","
+ "shopGoodsCount:" + ShopGoodsCount + ","
+ "shopPriceRandomPercent:" + ShopPriceRandomPercent + ","
+ "shopMinPrice:" + ShopMinPrice + ","
+ "levelUpRefreshPriceBase:" + LevelUpRefreshPriceBase + ","
+ "levelUpRewardCount:" + LevelUpRewardCount + ","
+ "spawnEnemyMaxCount:" + SpawnEnemyMaxCount + ","
+ "enemySpawnDistanceMin:" + EnemySpawnDistanceMin + ","
+ "enemySpawnDistanceMax:" + EnemySpawnDistanceMax + ","
+ "weaponRotateSpeed:" + WeaponRotateSpeed + ","
+ "weaponBaseCrit:" + WeaponBaseCrit + ","
+ "playerGroupName:" + PlayerGroupName + ","
+ "enemyGroupName:" + EnemyGroupName + ","
+ "projectileGroupName:" + ProjectileGroupName + ","
+ "dropGroupName:" + DropGroupName + ","
+ "effectGroupNmae:" + EffectGroupNmae + ","
+ "minDamage:" + MinDamage + ","
+ "maxDodgeRate:" + MaxDodgeRate + ","
+ "minSpawnRateScale:" + MinSpawnRateScale + ","
+ "projectileLifeTime:" + ProjectileLifeTime + ","
+ "projectileHeightOffset:" + ProjectileHeightOffset + ","
+ "projectileSpeed:" + ProjectileSpeed + ","
+ "projectileEntity:" + ProjectileEntity + ","
+ "damageTextYOffset:" + DamageTextYOffset + ","
+ "entityAsyncTimeout:" + EntityAsyncTimeout + ","
+ "critMultiplier:" + CritMultiplier + ","
+ "enemyBodyRadius:" + EnemyBodyRadius + ","
+ "enemySeparationIterations:" + EnemySeparationIterations + ","
+ "}";
}
}
}