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
82 lines
2.3 KiB
C#
82 lines
2.3 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Bright.Serialization;
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using System.Collections.Generic;
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using SimpleJSON;
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namespace cfg
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{
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public sealed partial class TbAquariumConfig
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{
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private readonly AquariumConfig _data;
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public TbAquariumConfig(JSONNode _json)
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{
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if(!_json.IsArray)
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{
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throw new SerializationException();
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}
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if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1");
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_data = AquariumConfig.DeserializeAquariumConfig(_json[0]);
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PostInit();
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}
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/// <summary>
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/// 特殊鱼列表,对应Item表主键
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/// </summary>
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public System.Collections.Generic.List<int> AquariumSpFishList => _data.AquariumSpFishList;
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/// <summary>
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/// 每次广告降低的时间
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/// </summary>
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public float AdAccelerate => _data.AdAccelerate;
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/// <summary>
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/// 第一次广告降低的时间
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/// </summary>
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public float AdAccelerateFirst => _data.AdAccelerateFirst;
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/// <summary>
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/// 每次广告消耗的钻石
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/// </summary>
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public int AdAccelerateDiamondCost => _data.AdAccelerateDiamondCost;
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/// <summary>
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/// 每次刷新周期可以看的广告最大次数
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/// </summary>
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public int AdMaxTime => _data.AdMaxTime;
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/// <summary>
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/// 每天最多能刷多少次
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/// </summary>
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public int RefreshTime => _data.RefreshTime;
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/// <summary>
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/// 变异的材质
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/// </summary>
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public string MutantMaterial => _data.MutantMaterial;
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/// <summary>
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/// 刺鱼时,可以选择随机玩家的次数
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/// </summary>
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public int RaidChangeTimes => _data.RaidChangeTimes;
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public void Resolve(Dictionary<string, object> _tables)
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{
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_data.Resolve(_tables);
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PostResolve();
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}
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public void TranslateText(System.Func<string, string, string> translator)
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{
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_data.TranslateText(translator);
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}
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partial void PostInit();
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partial void PostResolve();
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}
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} |