//------------------------------------------------------------------------------
//
// 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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace cfg
{
public sealed partial class TbGlobalConfig
{
private readonly GlobalConfig _data;
public TbGlobalConfig(JSONNode _json)
{
if(!_json.IsArray)
{
throw new SerializationException();
}
if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1");
_data = GlobalConfig.DeserializeGlobalConfig(_json[0]);
PostInit();
}
///
/// 多少次钓鱼不会失败,无视张力过大过小,也不会弹出引导
///
public int NoFail => _data.NoFail;
///
/// 多少次钓鱼不会失败,无视张力过大过小,但会弹出引导
///
public int NoFailWithGuidance => _data.NoFailWithGuidance;
///
/// 钓鱼失败不会消耗体力
///
public int FailWithoutEnergyConsuming => _data.FailWithoutEnergyConsuming;
///
/// 固定触发引导组
///
public string FixedGuidance => _data.FixedGuidance;
///
/// 商店未解锁前,玩家没体力时点击钓鱼固定触发该引导组
///
public string FixedGuidance02 => _data.FixedGuidance02;
///
/// 建造这么多次之后,解锁自动建造
///
public int AutoBuildUnlock => _data.AutoBuildUnlock;
///
/// 建造奖励自动领取解锁等级
///
public int AutoClaimUnlock => _data.AutoClaimUnlock;
///
/// 完成该引导后,建造图标再显示红点
///
public string BuildRedPointUnlock => _data.BuildRedPointUnlock;
///
/// 玩家大于等于该等级后才可被选作轰炸的目标
///
public int BombAvailableLevel => _data.BombAvailableLevel;
///
/// 第几条鱼解锁连击数,具体参数配置为fixedfishlist的id
///
public int MaxComboUnlockFish => _data.MaxComboUnlockFish;
///
/// 第几条鱼的时候,对应连击数加速攒满的倍率,和上个参数一一对应
///
public System.Collections.Generic.List ComboCountAccelerateFactor => _data.ComboCountAccelerateFactor;
///
/// 预告图标解锁的等级
///
public int PreviewUnlockLevel => _data.PreviewUnlockLevel;
///
/// 转盘券广告每日最大次数
///
public int WheelIAADailyCount => _data.WheelIAADailyCount;
///
/// 自动使用转盘券,每步完成后的加速数值
///
public float WheelPerTime => _data.WheelPerTime;
///
/// 最多加速几步
///
public int WheelAccMaxTime => _data.WheelAccMaxTime;
///
/// 看广告后,再次钓鱼时,鱼的力量会变为原力量的百分比
///
public float FishingRetryPowerReduction => _data.FishingRetryPowerReduction;
///
/// 看广告后,再次钓鱼时,鱼的血量会变为原血量的百分比
///
public float FishingRetryHPReduction => _data.FishingRetryHPReduction;
///
/// 看广告后,再次钓鱼时,鱼的逃跑速率变成之前的百分比
///
public float FishingRetryEscapeReduction => _data.FishingRetryEscapeReduction;
///
/// 初始漂流瓶幸运值
///
public float InitBotLuck => _data.InitBotLuck;
///
/// 基础权重,分别对应漂流瓶,鱼
///
public System.Collections.Generic.List BotLuckBasic => _data.BotLuckBasic;
///
/// 幸运值浮动参数,分别漂流瓶,鱼
///
public System.Collections.Generic.List BotLuckParam => _data.BotLuckParam;
///
/// 幸运值加值,分别对应漂流瓶,鱼
///
public System.Collections.Generic.List ModifierToBotLuck => _data.ModifierToBotLuck;
///
/// 初始鱼种类幸运值
///
public float InitFishLuck => _data.InitFishLuck;
///
/// 基础权重,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼
///
public System.Collections.Generic.List FishLuckBasic => _data.FishLuckBasic;
///
/// 幸运值浮动参数,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼
///
public System.Collections.Generic.List FishLuckParam => _data.FishLuckParam;
///
/// 幸运值加值,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼
///
public System.Collections.Generic.List ModifierToFishLuck => _data.ModifierToFishLuck;
///
/// 漂流瓶随机参数
///
public System.Collections.Generic.List BotRandParam => _data.BotRandParam;
///
/// 每日登录增加漂流瓶幸运值
///
public float DailyLoginLuckAddToCategory => _data.DailyLoginLuckAddToCategory;
///
/// 每日登录增加鱼种类幸运值
///
public float DailyLoginLuckAddToFish => _data.DailyLoginLuckAddToFish;
///
/// 商业化特殊鱼种的概率
///
public float CommercialFishParam => _data.CommercialFishParam;
///
/// 扇耳光活动钓起菠菜的概率
///
public float EventSlapProb => _data.EventSlapProb;
///
/// 轰炸小玩法对应伤害,1体力对应1伤害
///
public int EventSlapBombPoint => _data.EventSlapBombPoint;
///
/// 射鱼小玩法对应伤害,1体力对应3伤害
///
public int EventSlapRaidPoint => _data.EventSlapRaidPoint;
///
/// 限时时间
///
public int EventBattleDuration => _data.EventBattleDuration;
///
/// 复活时的花费,第6轮开始都使用第5个id
///
public System.Collections.Generic.List EventSlapIapList => _data.EventSlapIapList;
///
/// 鱼线长度 = (鱼竿长度 + 鱼线实际长度) * LineLengthParam
///
public float LineLengthParam => _data.LineLengthParam;
///
/// 鱼线长度超过最大鱼线这个百分比,则开始预警
///
public float WarningLineLengthRatio => _data.WarningLineLengthRatio;
///
/// 鱼超过最大长度时,不会立刻失败。而是鱼线长度数字持续闪烁,然后在这个时间之后,如果鱼还是超过最大长度则判定为失败
///
public float FailDelayTime => _data.FailDelayTime;
///
/// 获得几次积分后解锁自动钓鱼
///
public int AutoFishingUnlockCount => _data.AutoFishingUnlockCount;
///
/// 进度条预警出现时间 = Max(参数1, 鱼的最大时长 * 参数2)
///
public System.Collections.Generic.List AutoFishingWarningParam => _data.AutoFishingWarningParam;
public System.Collections.Generic.List BattleFloatingNumberDamageParam => _data.BattleFloatingNumberDamageParam;
public System.Collections.Generic.List BattleFloatingNumberScaleList => _data.BattleFloatingNumberScaleList;
public System.Collections.Generic.List BarShakePriority => _data.BarShakePriority;
///
/// 账号初始体力
///
public int InitEnergy => _data.InitEnergy;
///
/// 账号初始钞票
///
public int InitCash => _data.InitCash;
///
/// 账号初始树脂
///
public int InitResin => _data.InitResin;
///
/// 账号初始转盘券
///
public int InitWheelTicket => _data.InitWheelTicket;
///
/// 账号初始体力上限
///
public int InitEnergyLimit => _data.InitEnergyLimit;
///
/// 几分钟恢复,单位分钟
///
public int InitEnergyRestorationSpeed => _data.InitEnergyRestorationSpeed;
///
/// 每次恢复体力时恢复几点体力
///
public int InitEnergyRestorationCount => _data.InitEnergyRestorationCount;
///
/// 玩家默认的初始头像
///
public int InitAvatar => _data.InitAvatar;
///
/// 玩家初始的鱼竿编号,对应RodData主键
///
public int InitRodID => _data.InitRodID;
///
/// 玩家初始的手套编号,对应GloveData主键
///
public int InitGloveID => _data.InitGloveID;
public int DefaultSpMapID => _data.DefaultSpMapID;
public bool MusicSetting => _data.MusicSetting;
public bool SoundSetting => _data.SoundSetting;
public bool VibrateSetting => _data.VibrateSetting;
public bool NoticeSetting => _data.NoticeSetting;
public string LanguageSetting => _data.LanguageSetting;
public int CDKeyCD => _data.CDKeyCD;
public int MailDeliverLevel => _data.MailDeliverLevel;
///
/// 推送允许弹窗弹出等级
///
public int NotPopUpUnlockLevel => _data.NotPopUpUnlockLevel;
public int AccountLinkReward => _data.AccountLinkReward;
///
/// 上述标记的图标
///
public System.Collections.Generic.List RankIcon => _data.RankIcon;
///
/// 普通鱼结算参数,小于这个数值,则分别判定为D,C-,C,C+,B-,B,B+,A-,A,A+,S,SS,SSS,X,XX,XXX,无穷
///
public System.Collections.Generic.List Rank => _data.Rank;
///
/// 活动鱼结算参数,小于这个数值,则分别判定为D,C-,C,C+,B-,B,B+,A-,A,A+,S,SS,SSS,X,XX,XXX,无穷
///
public System.Collections.Generic.List RankForSpFish => _data.RankForSpFish;
///
/// 活动鱼最终积分 = (鱼品质 - 参数1) * 参数2 + 总积分 * (鱼品质 - 参数1) / 参数3 + 参数4
///
public System.Collections.Generic.List RankForSpFishParams => _data.RankForSpFishParams;
///
/// 0:不震动;1:light impact;2:medium impact;3:heavy impact
///
public System.Collections.Generic.List RankVibration => _data.RankVibration;
///
/// 长按时,间隔这个时间,播放震动
///
public float HoldVibrationInterval => _data.HoldVibrationInterval;
///
/// 拉鱼时,间隔这个时间,播放震动
///
public float ReelVibrationInterval => _data.ReelVibrationInterval;
///
/// 钓鱼失败后,失败面板延迟这个时间再出现
///
public float FishingFailPanelDelay => _data.FishingFailPanelDelay;
///
/// 几次刺鱼失败后,则判定为鱼溜走了
///
public int FishingFailPiercingCount => _data.FishingFailPiercingCount;
///
/// 鱼的进度条在最左和最右时,如果超过这个时间还在阈值内,则判定失败,单位秒
///
public float FishingFailStrugglingTime => _data.FishingFailStrugglingTime;
///
/// 鱼的进度条在最左和最右时,如果超过一定时间还在这个阈值内,则判定失败,单位进度条百分比
///
public float FishingFailProgress => _data.FishingFailProgress;
///
/// 分数比例 = log(BottleCashParamBase - 排行榜名次 + 好友等级 / BottleCashParamLevel) / BottleCashParamDiv
///
public int BottleCashParamBase => _data.BottleCashParamBase;
public int BottleCashParamDiv => _data.BottleCashParamDiv;
public int BottleCashParamLevel => _data.BottleCashParamLevel;
///
/// 抢到的钱 = min(BottleCashParamLimit,传过来的钱)* (1 + 全局钞票加成 ) * (1 + 系统钞票加成)
///
public int BottleCashParamLimit => _data.BottleCashParamLimit;
///
/// 如果长按时间大于等于这个数值,则判定为长按
///
public float HoldIntervalGeneral => _data.HoldIntervalGeneral;
///
/// 自动建造时,每步完成后的加速数值
///
public float TimeScalePerStep => _data.TimeScalePerStep;
///
/// 最多加速几步
///
public int AccMaxStep => _data.AccMaxStep;
///
/// 手动连点后,每步完成后的数值
///
public float TapTimeScale => _data.TapTimeScale;
///
/// 最多加速几步
///
public int TapScaleMaxStep => _data.TapScaleMaxStep;
///
/// 可建造步数达到该步数及以上时,可以快速自动建造
///
public int FastAutoBuildUnlockLevel => _data.FastAutoBuildUnlockLevel;
///
/// 旋转速度,x秒转360度
///
public float RotationDuration => _data.RotationDuration;
///
/// timeline加速的倍速
///
public float TimelineScale => _data.TimelineScale;
///
/// 允许进入连点模式的最小步数,需要大于等于这个数
///
public int TapMinSteps => _data.TapMinSteps;
///
/// 快速自动建造功能解锁等级
///
public int FastAutoBuildUnlockParam => _data.FastAutoBuildUnlockParam;
///
/// 登录时,礼包的拍脸图最多弹出数量
///
public int ShowPopupPack => _data.ShowPopupPack;
///
/// 登录时,活动拍脸图的最多弹出数量
///
public int ShowPopupEvent => _data.ShowPopupEvent;
///
/// 新手活动编号
///
public int EventtargetNoviceID => _data.EventtargetNoviceID;
///
/// 新手活动保底时间
///
public int EventtargetNoviceMinTime => _data.EventtargetNoviceMinTime;
///
/// 下个正式活动剩余归并时间
///
public int EventtargetNextToNoviceMaxTime => _data.EventtargetNextToNoviceMaxTime;
///
/// 钓鱼时,如果鱼模型资源下载失败,则使用首包的鱼资源替代
///
public System.Collections.Generic.List FishUnDownloadAlter => _data.FishUnDownloadAlter;
///
/// 一次最多开10个箱子
///
public int BoxMaxOpenCount => _data.BoxMaxOpenCount;
public float NewItemWeightForFish => _data.NewItemWeightForFish;
public float MaxZoneScaleGap => _data.MaxZoneScaleGap;
public float MaxZoneSpeedGap => _data.MaxZoneSpeedGap;
public float MaxStrugglingGap => _data.MaxStrugglingGap;
public float MinBarIncrease => _data.MinBarIncrease;
public int MinMaxCount => _data.MinMaxCount;
public float HoldBarIncreasing => _data.HoldBarIncreasing;
public float HoldBarDecreasing => _data.HoldBarDecreasing;
public float RankSSS => _data.RankSSS;
public float RankSS => _data.RankSS;
public float RankS => _data.RankS;
public float RankA => _data.RankA;
public float RankB => _data.RankB;
public float RankC => _data.RankC;
public float FishingFailWaitingTime => _data.FishingFailWaitingTime;
///
/// 全游戏,跨天时间比格林威治时间延后X小时
///
public int GlobalTimeOffset => _data.GlobalTimeOffset;
///
/// 多少进度对应寻宝活动一个活动道具
///
public int DiggingShovelValue => _data.DiggingShovelValue;
///
/// 大于或等于此活动代币数时,入口图标显示红点
///
public int DiggingRedPoint => _data.DiggingRedPoint;
///
/// 棋盘宽度为3,4,5,6,7,8格时播放propshhow延迟时间
///
public System.Collections.Generic.List DiggingPropShowTime => _data.DiggingPropShowTime;
///
/// 鱼品质图标
///
public System.Collections.Generic.List FishQualityIcon => _data.FishQualityIcon;
///
/// 钓到冰皇后时,触发该引导
///
public string FreezeSkillGuidance => _data.FreezeSkillGuidance;
///
/// 钓到雷霆使者的鱼时,触发该引导
///
public string ElectricSkillGuidance => _data.ElectricSkillGuidance;
///
/// 钓到锡兵鱼时,触发该引导
///
public string SuperDashSkillGuidance => _data.SuperDashSkillGuidance;
///
/// 钓到沼泽之王的鱼时,触发该引导
///
public string CorruptSkillGuidance => _data.CorruptSkillGuidance;
///
/// 钓到埃及鱼时,触发该引导
///
public string EgyptianSkillGuidance => _data.EgyptianSkillGuidance;
///
/// 钓到垃圾鱼时,触发该引导
///
public string PollutionSkillGuidance => _data.PollutionSkillGuidance;
///
/// 钓到复活节鱼时,触发该引导
///
public string EasterSkillGuidance => _data.EasterSkillGuidance;
///
/// 目标奖励活动鱼技能引导剩余次数
///
public int SkillGuidanceRemainings => _data.SkillGuidanceRemainings;
///
/// guidancepopuppanel的Station_powerreel生效时在玩家几秒内没有集气会弹出
///
public float StaPowPopupTime => _data.StaPowPopupTime;
///
/// Beta-体力取整步长配置
///
public System.Collections.Generic.List BetaLureRoundingStep => _data.BetaLureRoundingStep;
///
/// Beta-钞票取整步长配置
///
public System.Collections.Generic.List BetaCashRoundingStep => _data.BetaCashRoundingStep;
///
/// 体力膨胀取整步长配置
///
public System.Collections.Generic.List LureScaleRoundingStep => _data.LureScaleRoundingStep;
///
/// 注册时间<14天,动态Vip等级=静态Vip等级;
注册时间≥14天,动态Vip点数=累计充值点数 * 0.3 + 最近7天(含当天)充值点数 * 5
///
public int DynamicVipLifeTime => _data.DynamicVipLifeTime;
public System.Collections.Generic.List DynamicVipParam => _data.DynamicVipParam;
///
/// 注册时间≥7天,且没有付费,唤醒此入口
///
public int TapjoyWakeParam => _data.TapjoyWakeParam;
///
/// 复活时的花费,第6轮开始都使用第5个id
///
public System.Collections.Generic.List EventBossFightIapList => _data.EventBossFightIapList;
public void Resolve(Dictionary _tables)
{
_data.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func translator)
{
_data.TranslateText(translator);
}
partial void PostInit();
partial void PostResolve();
}
}