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
186 lines
7.9 KiB
C#
186 lines
7.9 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 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();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 鱼的力量对4个刺鱼区域大小的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> StrengthToScale => _data.StrengthToScale;
|
||
/// <summary>
|
||
/// 鱼的警惕性对刺鱼序列速度的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> VigilanceToTime => _data.VigilanceToTime;
|
||
/// <summary>
|
||
/// 鱼距离水面额外的参数
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> ExtraUnderwaterOffset => _data.ExtraUnderwaterOffset;
|
||
/// <summary>
|
||
/// 鱼的力量对进度条前进速度的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> StrengthToBarIncrease => _data.StrengthToBarIncrease;
|
||
/// <summary>
|
||
/// 鱼的速度对进度条速度随机的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> SpeedToBarIncreaseRand => _data.SpeedToBarIncreaseRand;
|
||
/// <summary>
|
||
/// 鱼的力量对按下时进度条颤抖时间的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> StrengthToPressBarShakeFreq => _data.StrengthToPressBarShakeFreq;
|
||
/// <summary>
|
||
/// 鱼的力量对按下时颤抖反弹时间占比的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> StrengthToPressBarShakeBounceRatio => _data.StrengthToPressBarShakeBounceRatio;
|
||
/// <summary>
|
||
/// 鱼的力量对按下时颤抖反弹数值的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> StrengthToPressBarIncreaseShake => _data.StrengthToPressBarIncreaseShake;
|
||
/// <summary>
|
||
/// 鱼的力量对松手时进度条颤抖时间的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> StrengthToLooseBarShakeFreq => _data.StrengthToLooseBarShakeFreq;
|
||
/// <summary>
|
||
/// 鱼的力量对松手时颤抖反弹时间占比的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> StrengthToLooseBarShakeBounceRatio => _data.StrengthToLooseBarShakeBounceRatio;
|
||
/// <summary>
|
||
/// 鱼的力量对松手时颤抖反弹数值的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> StrengthToLooseBarIncreaseShake => _data.StrengthToLooseBarIncreaseShake;
|
||
/// <summary>
|
||
/// 鱼的警惕性对最近移动区域的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> VigilanceToSwimmingNearZ => _data.VigilanceToSwimmingNearZ;
|
||
/// <summary>
|
||
/// 鱼的警惕性对最远移动区域的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> VigilanceToSwimmingFarZ => _data.VigilanceToSwimmingFarZ;
|
||
/// <summary>
|
||
/// 鱼基础速度受到移动速度属性的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishSpeedParam => _data.FishSpeedParam;
|
||
/// <summary>
|
||
/// 张力条进度对鱼速度的参数
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> ReelingToFishSpeedParam => _data.ReelingToFishSpeedParam;
|
||
/// <summary>
|
||
/// 鱼的耐力上下限
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishStaminaClamp => _data.FishStaminaClamp;
|
||
/// <summary>
|
||
/// 基于刺鱼情况,初始化鱼的耐力
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishStaminaInit => _data.FishStaminaInit;
|
||
/// <summary>
|
||
/// 鱼耐力值对进度条上涨的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishStaminaToBarInc => _data.FishStaminaToBarInc;
|
||
/// <summary>
|
||
/// 鱼耐力值对进度条下降的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishStaminaToBarDec => _data.FishStaminaToBarDec;
|
||
/// <summary>
|
||
/// 鱼耐力值对游动速度和动画速度的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishStaminaToSwimSpeed => _data.FishStaminaToSwimSpeed;
|
||
/// <summary>
|
||
/// 鱼耐力值对颤抖幅度的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishStaminaToShake => _data.FishStaminaToShake;
|
||
/// <summary>
|
||
/// 每秒张力对鱼的耐力值的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishBarToStaminaParam => _data.FishBarToStaminaParam;
|
||
/// <summary>
|
||
/// 每秒全力收线额外对鱼的耐力值的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishComboToStaminaParam => _data.FishComboToStaminaParam;
|
||
/// <summary>
|
||
/// 每秒鱼自然回复耐力值
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishAutoStaminaParam => _data.FishAutoStaminaParam;
|
||
/// <summary>
|
||
/// 鱼蓄力时,每秒额外增加的耐力值
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishChargeStaminaParam => _data.FishChargeStaminaParam;
|
||
/// <summary>
|
||
/// 鱼释放技能时,每秒额外增加的耐力值
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishSkillStaminaParam => _data.FishSkillStaminaParam;
|
||
/// <summary>
|
||
/// 鱼释放技能间歇时,每秒额外增加的耐力值
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishRestStaminaParam => _data.FishRestStaminaParam;
|
||
/// <summary>
|
||
/// 鱼释放技能后,疲劳期持续时间
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishSkillFatigueTime => _data.FishSkillFatigueTime;
|
||
/// <summary>
|
||
/// 鱼释放技能后,疲劳期每秒额外增加的耐力值
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishSkillFatigueStaminaParam => _data.FishSkillFatigueStaminaParam;
|
||
/// <summary>
|
||
/// 鱼的距离对连击区域大小的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishDistanceToZoneScaleParam => _data.FishDistanceToZoneScaleParam;
|
||
/// <summary>
|
||
/// 鱼跃起高度对连击区域大小的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishHeightToZoneScaleParam => _data.FishHeightToZoneScaleParam;
|
||
/// <summary>
|
||
/// 鱼游泳速度倍率受到力量属性和速度属性的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishAnimSpeedParam => _data.FishAnimSpeedParam;
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishBackNearRangeParam => _data.FishBackNearRangeParam;
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishBackFarRangeParam => _data.FishBackFarRangeParam;
|
||
|
||
public void Resolve(Dictionary<string, object> _tables)
|
||
{
|
||
_data.Resolve(_tables);
|
||
PostResolve();
|
||
}
|
||
|
||
public void TranslateText(System.Func<string, string, string> translator)
|
||
{
|
||
_data.TranslateText(translator);
|
||
}
|
||
|
||
|
||
partial void PostInit();
|
||
partial void PostResolve();
|
||
}
|
||
|
||
} |