//------------------------------------------------------------------------------ // // 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 TbFishStatsConfig { private readonly FishStatsConfig _data; public TbFishStatsConfig(JSONNode _json) { if(!_json.IsArray) { throw new SerializationException(); } if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1"); _data = FishStatsConfig.DeserializeFishStatsConfig(_json[0]); PostInit(); } /// /// 鱼的力量对4个刺鱼区域大小的影响 /// public System.Collections.Generic.List StrengthToScale => _data.StrengthToScale; /// /// 鱼的警惕性对刺鱼序列速度的影响 /// public System.Collections.Generic.List VigilanceToTime => _data.VigilanceToTime; /// /// 鱼距离水面额外的参数 /// public System.Collections.Generic.List ExtraUnderwaterOffset => _data.ExtraUnderwaterOffset; /// /// 鱼的力量对进度条前进速度的影响 /// public System.Collections.Generic.List StrengthToBarIncrease => _data.StrengthToBarIncrease; /// /// 鱼的速度对进度条速度随机的影响 /// public System.Collections.Generic.List SpeedToBarIncreaseRand => _data.SpeedToBarIncreaseRand; /// /// 鱼的力量对按下时进度条颤抖时间的影响 /// public System.Collections.Generic.List StrengthToPressBarShakeFreq => _data.StrengthToPressBarShakeFreq; /// /// 鱼的力量对按下时颤抖反弹时间占比的影响 /// public System.Collections.Generic.List StrengthToPressBarShakeBounceRatio => _data.StrengthToPressBarShakeBounceRatio; /// /// 鱼的力量对按下时颤抖反弹数值的影响 /// public System.Collections.Generic.List StrengthToPressBarIncreaseShake => _data.StrengthToPressBarIncreaseShake; /// /// 鱼的力量对松手时进度条颤抖时间的影响 /// public System.Collections.Generic.List StrengthToLooseBarShakeFreq => _data.StrengthToLooseBarShakeFreq; /// /// 鱼的力量对松手时颤抖反弹时间占比的影响 /// public System.Collections.Generic.List StrengthToLooseBarShakeBounceRatio => _data.StrengthToLooseBarShakeBounceRatio; /// /// 鱼的力量对松手时颤抖反弹数值的影响 /// public System.Collections.Generic.List StrengthToLooseBarIncreaseShake => _data.StrengthToLooseBarIncreaseShake; /// /// 鱼的警惕性对最近移动区域的影响 /// public System.Collections.Generic.List VigilanceToSwimmingNearZ => _data.VigilanceToSwimmingNearZ; /// /// 鱼的警惕性对最远移动区域的影响 /// public System.Collections.Generic.List VigilanceToSwimmingFarZ => _data.VigilanceToSwimmingFarZ; /// /// 鱼基础速度受到移动速度属性的影响 /// public System.Collections.Generic.List FishSpeedParam => _data.FishSpeedParam; /// /// 张力条进度对鱼速度的参数 /// public System.Collections.Generic.List ReelingToFishSpeedParam => _data.ReelingToFishSpeedParam; /// /// 鱼的耐力上下限 /// public System.Collections.Generic.List FishStaminaClamp => _data.FishStaminaClamp; /// /// 基于刺鱼情况,初始化鱼的耐力 /// public System.Collections.Generic.List FishStaminaInit => _data.FishStaminaInit; /// /// 鱼耐力值对进度条上涨的影响 /// public System.Collections.Generic.List FishStaminaToBarInc => _data.FishStaminaToBarInc; /// /// 鱼耐力值对进度条下降的影响 /// public System.Collections.Generic.List FishStaminaToBarDec => _data.FishStaminaToBarDec; /// /// 鱼耐力值对游动速度和动画速度的影响 /// public System.Collections.Generic.List FishStaminaToSwimSpeed => _data.FishStaminaToSwimSpeed; /// /// 鱼耐力值对颤抖幅度的影响 /// public System.Collections.Generic.List FishStaminaToShake => _data.FishStaminaToShake; /// /// 每秒张力对鱼的耐力值的影响 /// public System.Collections.Generic.List FishBarToStaminaParam => _data.FishBarToStaminaParam; /// /// 每秒全力收线额外对鱼的耐力值的影响 /// public System.Collections.Generic.List FishComboToStaminaParam => _data.FishComboToStaminaParam; /// /// 每秒鱼自然回复耐力值 /// public System.Collections.Generic.List FishAutoStaminaParam => _data.FishAutoStaminaParam; /// /// 鱼蓄力时,每秒额外增加的耐力值 /// public System.Collections.Generic.List FishChargeStaminaParam => _data.FishChargeStaminaParam; /// /// 鱼释放技能时,每秒额外增加的耐力值 /// public System.Collections.Generic.List FishSkillStaminaParam => _data.FishSkillStaminaParam; /// /// 鱼释放技能间歇时,每秒额外增加的耐力值 /// public System.Collections.Generic.List FishRestStaminaParam => _data.FishRestStaminaParam; /// /// 鱼释放技能后,疲劳期持续时间 /// public System.Collections.Generic.List FishSkillFatigueTime => _data.FishSkillFatigueTime; /// /// 鱼释放技能后,疲劳期每秒额外增加的耐力值 /// public System.Collections.Generic.List FishSkillFatigueStaminaParam => _data.FishSkillFatigueStaminaParam; /// /// 鱼的距离对连击区域大小的影响 /// public System.Collections.Generic.List FishDistanceToZoneScaleParam => _data.FishDistanceToZoneScaleParam; /// /// 鱼跃起高度对连击区域大小的影响 /// public System.Collections.Generic.List FishHeightToZoneScaleParam => _data.FishHeightToZoneScaleParam; /// /// 鱼游泳速度倍率受到力量属性和速度属性的影响 /// public System.Collections.Generic.List FishAnimSpeedParam => _data.FishAnimSpeedParam; /// /// 鱼在活动区域内,暴击状态会将其拉回到Pulling点的百分比受到力量属性的影响 /// public System.Collections.Generic.List FishBackNearRangeParam => _data.FishBackNearRangeParam; /// /// 鱼在活动区域外,被暴击状态拉回的距离受到力量属性的影响 /// public System.Collections.Generic.List FishBackFarRangeParam => _data.FishBackFarRangeParam; public void Resolve(Dictionary _tables) { _data.Resolve(_tables); PostResolve(); } public void TranslateText(System.Func translator) { _data.TranslateText(translator); } partial void PostInit(); partial void PostResolve(); } }