Files
MinFt/Client/Assets/Scripts/Tables/TbGlobalConfig.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
{
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();
}
/// <summary>
/// 多少次钓鱼不会失败,无视张力过大过小,也不会弹出引导
/// </summary>
public int NoFail => _data.NoFail;
/// <summary>
/// 多少次钓鱼不会失败,无视张力过大过小,但会弹出引导
/// </summary>
public int NoFailWithGuidance => _data.NoFailWithGuidance;
/// <summary>
/// 钓鱼失败不会消耗体力
/// </summary>
public int FailWithoutEnergyConsuming => _data.FailWithoutEnergyConsuming;
/// <summary>
/// 固定触发引导组
/// </summary>
public string FixedGuidance => _data.FixedGuidance;
/// <summary>
/// 商店未解锁前,玩家没体力时点击钓鱼固定触发该引导组
/// </summary>
public string FixedGuidance02 => _data.FixedGuidance02;
/// <summary>
/// 建造这么多次之后,解锁自动建造
/// </summary>
public int AutoBuildUnlock => _data.AutoBuildUnlock;
/// <summary>
/// 建造奖励自动领取解锁等级
/// </summary>
public int AutoClaimUnlock => _data.AutoClaimUnlock;
/// <summary>
/// 完成该引导后,建造图标再显示红点
/// </summary>
public string BuildRedPointUnlock => _data.BuildRedPointUnlock;
/// <summary>
/// 玩家大于等于该等级后才可被选作轰炸的目标
/// </summary>
public int BombAvailableLevel => _data.BombAvailableLevel;
/// <summary>
/// 第几条鱼解锁连击数具体参数配置为fixedfishlist的id
/// </summary>
public int MaxComboUnlockFish => _data.MaxComboUnlockFish;
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<float> ComboCountAccelerateFactor => _data.ComboCountAccelerateFactor;
/// <summary>
/// 预告图标解锁的等级
/// </summary>
public int PreviewUnlockLevel => _data.PreviewUnlockLevel;
/// <summary>
/// 转盘券广告每日最大次数
/// </summary>
public int WheelIAADailyCount => _data.WheelIAADailyCount;
/// <summary>
/// 自动使用转盘券,每步完成后的加速数值
/// </summary>
public float WheelPerTime => _data.WheelPerTime;
/// <summary>
/// 最多加速几步
/// </summary>
public int WheelAccMaxTime => _data.WheelAccMaxTime;
/// <summary>
/// 看广告后,再次钓鱼时,鱼的力量会变为原力量的百分比
/// </summary>
public float FishingRetryPowerReduction => _data.FishingRetryPowerReduction;
/// <summary>
/// 看广告后,再次钓鱼时,鱼的血量会变为原血量的百分比
/// </summary>
public float FishingRetryHPReduction => _data.FishingRetryHPReduction;
/// <summary>
/// 看广告后,再次钓鱼时,鱼的逃跑速率变成之前的百分比
/// </summary>
public float FishingRetryEscapeReduction => _data.FishingRetryEscapeReduction;
/// <summary>
/// 初始漂流瓶幸运值
/// </summary>
public float InitBotLuck => _data.InitBotLuck;
/// <summary>
/// 基础权重,分别对应漂流瓶,鱼
/// </summary>
public System.Collections.Generic.List<float> BotLuckBasic => _data.BotLuckBasic;
/// <summary>
/// 幸运值浮动参数,分别漂流瓶,鱼
/// </summary>
public System.Collections.Generic.List<float> BotLuckParam => _data.BotLuckParam;
/// <summary>
/// 幸运值加值,分别对应漂流瓶,鱼
/// </summary>
public System.Collections.Generic.List<float> ModifierToBotLuck => _data.ModifierToBotLuck;
/// <summary>
/// 初始鱼种类幸运值
/// </summary>
public float InitFishLuck => _data.InitFishLuck;
/// <summary>
/// 基础权重,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼
/// </summary>
public System.Collections.Generic.List<float> FishLuckBasic => _data.FishLuckBasic;
/// <summary>
/// 幸运值浮动参数,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼
/// </summary>
public System.Collections.Generic.List<float> FishLuckParam => _data.FishLuckParam;
/// <summary>
/// 幸运值加值,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼
/// </summary>
public System.Collections.Generic.List<float> ModifierToFishLuck => _data.ModifierToFishLuck;
/// <summary>
/// 漂流瓶随机参数
/// </summary>
public System.Collections.Generic.List<float> BotRandParam => _data.BotRandParam;
/// <summary>
/// 每日登录增加漂流瓶幸运值
/// </summary>
public float DailyLoginLuckAddToCategory => _data.DailyLoginLuckAddToCategory;
/// <summary>
/// 每日登录增加鱼种类幸运值
/// </summary>
public float DailyLoginLuckAddToFish => _data.DailyLoginLuckAddToFish;
/// <summary>
/// 商业化特殊鱼种的概率
/// </summary>
public float CommercialFishParam => _data.CommercialFishParam;
/// <summary>
/// 扇耳光活动钓起菠菜的概率
/// </summary>
public float EventSlapProb => _data.EventSlapProb;
/// <summary>
/// 轰炸小玩法对应伤害1体力对应1伤害
/// </summary>
public int EventSlapBombPoint => _data.EventSlapBombPoint;
/// <summary>
/// 射鱼小玩法对应伤害1体力对应3伤害
/// </summary>
public int EventSlapRaidPoint => _data.EventSlapRaidPoint;
/// <summary>
/// 限时时间
/// </summary>
public int EventBattleDuration => _data.EventBattleDuration;
/// <summary>
/// 复活时的花费第6轮开始都使用第5个id
/// </summary>
public System.Collections.Generic.List<int> EventSlapIapList => _data.EventSlapIapList;
/// <summary>
/// 鱼线长度 = (鱼竿长度 + 鱼线实际长度) * LineLengthParam
/// </summary>
public float LineLengthParam => _data.LineLengthParam;
/// <summary>
/// 鱼线长度超过最大鱼线这个百分比,则开始预警
/// </summary>
public float WarningLineLengthRatio => _data.WarningLineLengthRatio;
/// <summary>
/// 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
/// </summary>
public float FailDelayTime => _data.FailDelayTime;
/// <summary>
/// 获得几次积分后解锁自动钓鱼
/// </summary>
public int AutoFishingUnlockCount => _data.AutoFishingUnlockCount;
/// <summary>
/// 进度条预警出现时间 = Max(参数1, 鱼的最大时长 * 参数2)
/// </summary>
public System.Collections.Generic.List<float> AutoFishingWarningParam => _data.AutoFishingWarningParam;
public System.Collections.Generic.List<float> BattleFloatingNumberDamageParam => _data.BattleFloatingNumberDamageParam;
public System.Collections.Generic.List<float> BattleFloatingNumberScaleList => _data.BattleFloatingNumberScaleList;
public System.Collections.Generic.List<string> BarShakePriority => _data.BarShakePriority;
/// <summary>
/// 账号初始体力
/// </summary>
public int InitEnergy => _data.InitEnergy;
/// <summary>
/// 账号初始钞票
/// </summary>
public int InitCash => _data.InitCash;
/// <summary>
/// 账号初始树脂
/// </summary>
public int InitResin => _data.InitResin;
/// <summary>
/// 账号初始转盘券
/// </summary>
public int InitWheelTicket => _data.InitWheelTicket;
/// <summary>
/// 账号初始体力上限
/// </summary>
public int InitEnergyLimit => _data.InitEnergyLimit;
/// <summary>
/// 几分钟恢复,单位分钟
/// </summary>
public int InitEnergyRestorationSpeed => _data.InitEnergyRestorationSpeed;
/// <summary>
/// 每次恢复体力时恢复几点体力
/// </summary>
public int InitEnergyRestorationCount => _data.InitEnergyRestorationCount;
/// <summary>
/// 玩家默认的初始头像
/// </summary>
public int InitAvatar => _data.InitAvatar;
/// <summary>
/// 玩家初始的鱼竿编号对应RodData主键
/// </summary>
public int InitRodID => _data.InitRodID;
/// <summary>
/// 玩家初始的手套编号对应GloveData主键
/// </summary>
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;
/// <summary>
/// 推送允许弹窗弹出等级
/// </summary>
public int NotPopUpUnlockLevel => _data.NotPopUpUnlockLevel;
public int AccountLinkReward => _data.AccountLinkReward;
/// <summary>
/// 上述标记的图标
/// </summary>
public System.Collections.Generic.List<string> RankIcon => _data.RankIcon;
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<float> Rank => _data.Rank;
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<float> RankForSpFish => _data.RankForSpFish;
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<float> RankForSpFishParams => _data.RankForSpFishParams;
/// <summary>
/// 0不震动1light impact2medium impact3heavy impact
/// </summary>
public System.Collections.Generic.List<int> RankVibration => _data.RankVibration;
/// <summary>
/// 长按时,间隔这个时间,播放震动
/// </summary>
public float HoldVibrationInterval => _data.HoldVibrationInterval;
/// <summary>
/// 拉鱼时,间隔这个时间,播放震动
/// </summary>
public float ReelVibrationInterval => _data.ReelVibrationInterval;
/// <summary>
/// 钓鱼失败后,失败面板延迟这个时间再出现
/// </summary>
public float FishingFailPanelDelay => _data.FishingFailPanelDelay;
/// <summary>
/// 几次刺鱼失败后,则判定为鱼溜走了
/// </summary>
public int FishingFailPiercingCount => _data.FishingFailPiercingCount;
/// <summary>
/// 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
/// </summary>
public float FishingFailStrugglingTime => _data.FishingFailStrugglingTime;
/// <summary>
/// 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
/// </summary>
public float FishingFailProgress => _data.FishingFailProgress;
/// <summary>
/// 分数比例 = log(BottleCashParamBase - 排行榜名次 + 好友等级 / BottleCashParamLevel) / BottleCashParamDiv
/// </summary>
public int BottleCashParamBase => _data.BottleCashParamBase;
public int BottleCashParamDiv => _data.BottleCashParamDiv;
public int BottleCashParamLevel => _data.BottleCashParamLevel;
/// <summary>
/// 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)
/// </summary>
public int BottleCashParamLimit => _data.BottleCashParamLimit;
/// <summary>
/// 如果长按时间大于等于这个数值,则判定为长按
/// </summary>
public float HoldIntervalGeneral => _data.HoldIntervalGeneral;
/// <summary>
/// 自动建造时,每步完成后的加速数值
/// </summary>
public float TimeScalePerStep => _data.TimeScalePerStep;
/// <summary>
/// 最多加速几步
/// </summary>
public int AccMaxStep => _data.AccMaxStep;
/// <summary>
/// 手动连点后,每步完成后的数值
/// </summary>
public float TapTimeScale => _data.TapTimeScale;
/// <summary>
/// 最多加速几步
/// </summary>
public int TapScaleMaxStep => _data.TapScaleMaxStep;
/// <summary>
/// 可建造步数达到该步数及以上时,可以快速自动建造
/// </summary>
public int FastAutoBuildUnlockLevel => _data.FastAutoBuildUnlockLevel;
/// <summary>
/// 旋转速度x秒转360度
/// </summary>
public float RotationDuration => _data.RotationDuration;
/// <summary>
/// timeline加速的倍速
/// </summary>
public float TimelineScale => _data.TimelineScale;
/// <summary>
/// 允许进入连点模式的最小步数,需要大于等于这个数
/// </summary>
public int TapMinSteps => _data.TapMinSteps;
/// <summary>
/// 快速自动建造功能解锁等级
/// </summary>
public int FastAutoBuildUnlockParam => _data.FastAutoBuildUnlockParam;
/// <summary>
/// 登录时,礼包的拍脸图最多弹出数量
/// </summary>
public int ShowPopupPack => _data.ShowPopupPack;
/// <summary>
/// 登录时,活动拍脸图的最多弹出数量
/// </summary>
public int ShowPopupEvent => _data.ShowPopupEvent;
/// <summary>
/// 新手活动编号
/// </summary>
public int EventtargetNoviceID => _data.EventtargetNoviceID;
/// <summary>
/// 新手活动保底时间
/// </summary>
public int EventtargetNoviceMinTime => _data.EventtargetNoviceMinTime;
/// <summary>
/// 下个正式活动剩余归并时间
/// </summary>
public int EventtargetNextToNoviceMaxTime => _data.EventtargetNextToNoviceMaxTime;
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<int> FishUnDownloadAlter => _data.FishUnDownloadAlter;
/// <summary>
/// 一次最多开10个箱子
/// </summary>
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;
/// <summary>
/// 全游戏跨天时间比格林威治时间延后X小时
/// </summary>
public int GlobalTimeOffset => _data.GlobalTimeOffset;
/// <summary>
/// 多少进度对应寻宝活动一个活动道具
/// </summary>
public int DiggingShovelValue => _data.DiggingShovelValue;
/// <summary>
/// 大于或等于此活动代币数时,入口图标显示红点
/// </summary>
public int DiggingRedPoint => _data.DiggingRedPoint;
/// <summary>
/// 棋盘宽度为345678格时播放propshhow延迟时间
/// </summary>
public System.Collections.Generic.List<float> DiggingPropShowTime => _data.DiggingPropShowTime;
/// <summary>
/// 鱼品质图标
/// </summary>
public System.Collections.Generic.List<string> FishQualityIcon => _data.FishQualityIcon;
/// <summary>
/// 钓到冰皇后时,触发该引导
/// </summary>
public string FreezeSkillGuidance => _data.FreezeSkillGuidance;
/// <summary>
/// 钓到雷霆使者的鱼时,触发该引导
/// </summary>
public string ElectricSkillGuidance => _data.ElectricSkillGuidance;
/// <summary>
/// 钓到锡兵鱼时,触发该引导
/// </summary>
public string SuperDashSkillGuidance => _data.SuperDashSkillGuidance;
/// <summary>
/// 钓到沼泽之王的鱼时,触发该引导
/// </summary>
public string CorruptSkillGuidance => _data.CorruptSkillGuidance;
/// <summary>
/// 钓到埃及鱼时,触发该引导
/// </summary>
public string EgyptianSkillGuidance => _data.EgyptianSkillGuidance;
/// <summary>
/// 钓到垃圾鱼时,触发该引导
/// </summary>
public string PollutionSkillGuidance => _data.PollutionSkillGuidance;
/// <summary>
/// 钓到复活节鱼时,触发该引导
/// </summary>
public string EasterSkillGuidance => _data.EasterSkillGuidance;
/// <summary>
/// 目标奖励活动鱼技能引导剩余次数
/// </summary>
public int SkillGuidanceRemainings => _data.SkillGuidanceRemainings;
/// <summary>
/// guidancepopuppanel的Station_powerreel生效时在玩家几秒内没有集气会弹出
/// </summary>
public float StaPowPopupTime => _data.StaPowPopupTime;
/// <summary>
/// Beta-体力取整步长配置
/// </summary>
public System.Collections.Generic.List<int> BetaLureRoundingStep => _data.BetaLureRoundingStep;
/// <summary>
/// Beta-钞票取整步长配置
/// </summary>
public System.Collections.Generic.List<int> BetaCashRoundingStep => _data.BetaCashRoundingStep;
/// <summary>
/// 体力膨胀取整步长配置
/// </summary>
public System.Collections.Generic.List<int> LureScaleRoundingStep => _data.LureScaleRoundingStep;
/// <summary>
/// 注册时间14天动态Vip等级=静态Vip等级<br/>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
/// </summary>
public int DynamicVipLifeTime => _data.DynamicVipLifeTime;
public System.Collections.Generic.List<float> DynamicVipParam => _data.DynamicVipParam;
/// <summary>
/// 注册时间≥7天且没有付费唤醒此入口
/// </summary>
public int TapjoyWakeParam => _data.TapjoyWakeParam;
/// <summary>
/// 复活时的花费第6轮开始都使用第5个id
/// </summary>
public System.Collections.Generic.List<int> EventBossFightIapList => _data.EventBossFightIapList;
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();
}
}