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
484 lines
20 KiB
C#
484 lines
20 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 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;1:light impact;2:medium impact;3:heavy 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3,4,5,6,7,8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();
|
||
}
|
||
|
||
} |