Files
MinFt/Client/Assets/Scripts/Tables/Corrupt.cs
Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace cfg
{
/// <summary>
/// 腐蚀支持Jump和Struggle技能结束后结束
/// </summary>
public sealed partial class Corrupt : FishSpSkillLabel
{
public Corrupt(JSONNode _json) : base(_json)
{
{ if(!_json["CorruptSpeed"].IsNumber) { throw new SerializationException(); } CorruptSpeed = _json["CorruptSpeed"]; }
{ if(!_json["ClearSpeed"].IsNumber) { throw new SerializationException(); } ClearSpeed = _json["ClearSpeed"]; }
{ if(!_json["CorruptMaxPercent"].IsNumber) { throw new SerializationException(); } CorruptMaxPercent = _json["CorruptMaxPercent"]; }
{ if(!_json["CorruptBarIncPercent"].IsNumber) { throw new SerializationException(); } CorruptBarIncPercent = _json["CorruptBarIncPercent"]; }
{ if(!_json["CorruptBarDecPercent"].IsNumber) { throw new SerializationException(); } CorruptBarDecPercent = _json["CorruptBarDecPercent"]; }
{ if(!_json["FxWater"].IsString) { throw new SerializationException(); } FxWater = _json["FxWater"]; }
{ if(!_json["FxWaterSplash"].IsString) { throw new SerializationException(); } FxWaterSplash = _json["FxWaterSplash"]; }
{ if(!_json["FxFishJump"].IsString) { throw new SerializationException(); } FxFishJump = _json["FxFishJump"]; }
{ if(!_json["FxFishJumpWater"].IsString) { throw new SerializationException(); } FxFishJumpWater = _json["FxFishJumpWater"]; }
{ if(!_json["FxFishStruggle"].IsString) { throw new SerializationException(); } FxFishStruggle = _json["FxFishStruggle"]; }
{ if(!_json["FxFishSkillAppend"].IsString) { throw new SerializationException(); } FxFishSkillAppend = _json["FxFishSkillAppend"]; }
{ if(!_json["FxScreen"].IsString) { throw new SerializationException(); } FxScreen = _json["FxScreen"]; }
{ if(!_json["FxScreenWarning"].IsString) { throw new SerializationException(); } FxScreenWarning = _json["FxScreenWarning"]; }
{ if(!_json["BarBg"].IsString) { throw new SerializationException(); } BarBg = _json["BarBg"]; }
{ if(!_json["EdgeBg"].IsString) { throw new SerializationException(); } EdgeBg = _json["EdgeBg"]; }
{ if(!_json["FxBar"].IsString) { throw new SerializationException(); } FxBar = _json["FxBar"]; }
{ if(!_json["FxProgressInc"].IsString) { throw new SerializationException(); } FxProgressInc = _json["FxProgressInc"]; }
{ if(!_json["FxBarBottom"].IsString) { throw new SerializationException(); } FxBarBottom = _json["FxBarBottom"]; }
{ if(!_json["AudioScreen"].IsString) { throw new SerializationException(); } AudioScreen = _json["AudioScreen"]; }
{ if(!_json["AudioRewardFish"].IsString) { throw new SerializationException(); } AudioRewardFish = _json["AudioRewardFish"]; }
PostInit();
}
public Corrupt(float CorruptSpeed, float ClearSpeed, float CorruptMaxPercent, float CorruptBarIncPercent, float CorruptBarDecPercent, string FxWater, string FxWaterSplash, string FxFishJump, string FxFishJumpWater, string FxFishStruggle, string FxFishSkillAppend, string FxScreen, string FxScreenWarning, string BarBg, string EdgeBg, string FxBar, string FxProgressInc, string FxBarBottom, string AudioScreen, string AudioRewardFish ) : base()
{
this.CorruptSpeed = CorruptSpeed;
this.ClearSpeed = ClearSpeed;
this.CorruptMaxPercent = CorruptMaxPercent;
this.CorruptBarIncPercent = CorruptBarIncPercent;
this.CorruptBarDecPercent = CorruptBarDecPercent;
this.FxWater = FxWater;
this.FxWaterSplash = FxWaterSplash;
this.FxFishJump = FxFishJump;
this.FxFishJumpWater = FxFishJumpWater;
this.FxFishStruggle = FxFishStruggle;
this.FxFishSkillAppend = FxFishSkillAppend;
this.FxScreen = FxScreen;
this.FxScreenWarning = FxScreenWarning;
this.BarBg = BarBg;
this.EdgeBg = EdgeBg;
this.FxBar = FxBar;
this.FxProgressInc = FxProgressInc;
this.FxBarBottom = FxBarBottom;
this.AudioScreen = AudioScreen;
this.AudioRewardFish = AudioRewardFish;
PostInit();
}
public static Corrupt DeserializeCorrupt(JSONNode _json)
{
return new Corrupt(_json);
}
/// <summary>
/// 技能模式下,进度条腐蚀速度,每秒的百分比
/// </summary>
public float CorruptSpeed { get; private set; }
/// <summary>
/// 全力收线模式下,清除腐蚀的速度,每秒的百分比
/// </summary>
public float ClearSpeed { get; private set; }
/// <summary>
/// 腐蚀进度的上限,百分比
/// </summary>
public float CorruptMaxPercent { get; private set; }
/// <summary>
/// 腐蚀区域时,张力条前进额外乘的系数
/// </summary>
public float CorruptBarIncPercent { get; private set; }
/// <summary>
/// 腐蚀区域时,张力条后退额外乘的系数
/// </summary>
public float CorruptBarDecPercent { get; private set; }
/// <summary>
/// 技能期间,用来取代出水入水特效
/// </summary>
public string FxWater { get; private set; }
/// <summary>
/// 技能期间,用来取代鱼尾的水花特效
/// </summary>
public string FxWaterSplash { get; private set; }
/// <summary>
/// 鱼起跳的时候立刻在Head处挂上一个特效
/// </summary>
public string FxFishJump { get; private set; }
/// <summary>
/// 鱼起跳的时候,立刻在水面处挂上一个特效
/// </summary>
public string FxFishJumpWater { get; private set; }
/// <summary>
/// 鱼挣扎的时候,立刻在鱼模型下挂上一个特效
/// </summary>
public string FxFishStruggle { get; private set; }
/// <summary>
/// 鱼在释放技能的时候在Head处的特效
/// </summary>
public string FxFishSkillAppend { get; private set; }
/// <summary>
/// 鱼释放技能的时候,默认触发的全屏特效
/// </summary>
public string FxScreen { get; private set; }
/// <summary>
/// 鱼释放技能的时候,如果进度条小于等于腐蚀进度,则改成该全屏特效
/// </summary>
public string FxScreenWarning { get; private set; }
/// <summary>
/// 腐蚀进度条的资源
/// </summary>
public string BarBg { get; private set; }
/// <summary>
/// 腐蚀进度条边缘的资源
/// </summary>
public string EdgeBg { get; private set; }
/// <summary>
/// 腐蚀存在时,进度条整体的特效
/// </summary>
public string FxBar { get; private set; }
/// <summary>
/// 鱼释放技能的时候,进度条指针处的腐蚀增长特效
/// </summary>
public string FxProgressInc { get; private set; }
/// <summary>
/// 鱼释放技能的时候,进度条下方的特效
/// </summary>
public string FxBarBottom { get; private set; }
/// <summary>
/// 鱼释放技能的时候,播放全屏音效
/// </summary>
public string AudioScreen { get; private set; }
/// <summary>
/// 结算界面出现时,单次播放的声音
/// </summary>
public string AudioRewardFish { get; private set; }
public const int __ID__ = -1675133459;
public override int GetTypeId() => __ID__;
public override void Resolve(Dictionary<string, object> _tables)
{
base.Resolve(_tables);
PostResolve();
}
public override void TranslateText(System.Func<string, string, string> translator)
{
base.TranslateText(translator);
}
public override string ToString()
{
return "{ "
+ "CorruptSpeed:" + CorruptSpeed + ","
+ "ClearSpeed:" + ClearSpeed + ","
+ "CorruptMaxPercent:" + CorruptMaxPercent + ","
+ "CorruptBarIncPercent:" + CorruptBarIncPercent + ","
+ "CorruptBarDecPercent:" + CorruptBarDecPercent + ","
+ "FxWater:" + FxWater + ","
+ "FxWaterSplash:" + FxWaterSplash + ","
+ "FxFishJump:" + FxFishJump + ","
+ "FxFishJumpWater:" + FxFishJumpWater + ","
+ "FxFishStruggle:" + FxFishStruggle + ","
+ "FxFishSkillAppend:" + FxFishSkillAppend + ","
+ "FxScreen:" + FxScreen + ","
+ "FxScreenWarning:" + FxScreenWarning + ","
+ "BarBg:" + BarBg + ","
+ "EdgeBg:" + EdgeBg + ","
+ "FxBar:" + FxBar + ","
+ "FxProgressInc:" + FxProgressInc + ","
+ "FxBarBottom:" + FxBarBottom + ","
+ "AudioScreen:" + AudioScreen + ","
+ "AudioRewardFish:" + AudioRewardFish + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}