//------------------------------------------------------------------------------
//
// 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 TbRodOperatingStats
{
private readonly RodOperatingStats _data;
public TbRodOperatingStats(JSONNode _json)
{
if(!_json.IsArray)
{
throw new SerializationException();
}
if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1");
_data = RodOperatingStats.DeserializeRodOperatingStats(_json[0]);
PostInit();
}
///
/// 连击区时,每次鱼的掉血跳字
///
public System.Collections.Generic.List MaxDrawingHP => _data.MaxDrawingHP;
///
/// 进度条最左侧伤害系数
///
public System.Collections.Generic.List MinDrawingHP => _data.MinDrawingHP;
///
/// 按下时,每秒前进的百分比
///
public System.Collections.Generic.List BarIncreaseFast => _data.BarIncreaseFast;
///
/// 松手时,每秒后退的百分比
///
public System.Collections.Generic.List BarDecreaseFast => _data.BarDecreaseFast;
///
/// 按下时,每秒前进的百分比
///
public System.Collections.Generic.List BarIncreaseSlow => _data.BarIncreaseSlow;
///
/// 松手时,每秒后退的百分比
///
public System.Collections.Generic.List BarDecreaseSlow => _data.BarDecreaseSlow;
///
/// 进度条最左时,进度条前进系数
///
public System.Collections.Generic.List MinDampHard => _data.MinDampHard;
///
/// 进度条最右时,进度条前进系数
///
public System.Collections.Generic.List MaxDampHard => _data.MaxDampHard;
///
/// 进度条最左时,进度条前进系数
///
public System.Collections.Generic.List MinDampSoft => _data.MinDampSoft;
///
/// 进度条最右时,进度条前进系数
///
public System.Collections.Generic.List MaxDampSoft => _data.MaxDampSoft;
///
/// 处于连击区时,每秒增加的百分比进度
///
public System.Collections.Generic.List ComboInc => _data.ComboInc;
///
/// 连击区大小占进度条百分比
///
public System.Collections.Generic.List ComboZoneScale => _data.ComboZoneScale;
///
/// 自动钓鱼状态下,在非全力收线模式下,每间隔ComboTime时间判定一次,固定加上这么多的进度,满了之后自动释放全力收线
///
public System.Collections.Generic.List AutoMaxcomboProb => _data.AutoMaxcomboProb;
///
/// 连击状态下,进度条前进的额外参数
///
public System.Collections.Generic.List ComboBarIncAmp => _data.ComboBarIncAmp;
///
/// 连击状态下,进度条后退的额外参数
///
public System.Collections.Generic.List ComboBarDecAmp => _data.ComboBarDecAmp;
///
/// 颤抖反弹数值随机参数
///
public System.Collections.Generic.List BarShakeBounceRand => _data.BarShakeBounceRand;
///
/// 颤抖动画最小值
///
public System.Collections.Generic.List BarShakeMinAmp => _data.BarShakeMinAmp;
///
/// 颤抖动画最大值
///
public System.Collections.Generic.List BarShakeMaxAmp => _data.BarShakeMaxAmp;
public void Resolve(Dictionary _tables)
{
_data.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func translator)
{
_data.TranslateText(translator);
}
partial void PostInit();
partial void PostResolve();
}
}