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
122 lines
4.4 KiB
C#
122 lines
4.4 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 TbRodOperatingStats
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{
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private readonly RodOperatingStats _data;
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public TbRodOperatingStats(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 = RodOperatingStats.DeserializeRodOperatingStats(_json[0]);
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PostInit();
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}
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/// <summary>
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/// 连击区时,每次鱼的掉血跳字
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/// </summary>
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public System.Collections.Generic.List<float> MaxDrawingHP => _data.MaxDrawingHP;
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/// <summary>
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/// 进度条最左侧伤害系数
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/// </summary>
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public System.Collections.Generic.List<float> MinDrawingHP => _data.MinDrawingHP;
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/// <summary>
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/// 按下时,每秒前进的百分比
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/// </summary>
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public System.Collections.Generic.List<float> BarIncreaseFast => _data.BarIncreaseFast;
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/// <summary>
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/// 松手时,每秒后退的百分比
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/// </summary>
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public System.Collections.Generic.List<float> BarDecreaseFast => _data.BarDecreaseFast;
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/// <summary>
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/// 按下时,每秒前进的百分比
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/// </summary>
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public System.Collections.Generic.List<float> BarIncreaseSlow => _data.BarIncreaseSlow;
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/// <summary>
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/// 松手时,每秒后退的百分比
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/// </summary>
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public System.Collections.Generic.List<float> BarDecreaseSlow => _data.BarDecreaseSlow;
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/// <summary>
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/// 进度条最左时,进度条前进系数
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/// </summary>
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public System.Collections.Generic.List<float> MinDampHard => _data.MinDampHard;
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/// <summary>
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/// 进度条最右时,进度条前进系数
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/// </summary>
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public System.Collections.Generic.List<float> MaxDampHard => _data.MaxDampHard;
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/// <summary>
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/// 进度条最左时,进度条前进系数
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/// </summary>
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public System.Collections.Generic.List<float> MinDampSoft => _data.MinDampSoft;
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/// <summary>
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/// 进度条最右时,进度条前进系数
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/// </summary>
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public System.Collections.Generic.List<float> MaxDampSoft => _data.MaxDampSoft;
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/// <summary>
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/// 处于连击区时,每秒增加的百分比进度
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/// </summary>
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public System.Collections.Generic.List<float> ComboInc => _data.ComboInc;
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/// <summary>
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/// 连击区大小占进度条百分比
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/// </summary>
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public System.Collections.Generic.List<float> ComboZoneScale => _data.ComboZoneScale;
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/// <summary>
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/// 自动钓鱼状态下,在非全力收线模式下,每间隔ComboTime时间判定一次,固定加上这么多的进度,满了之后自动释放全力收线
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/// </summary>
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public System.Collections.Generic.List<float> AutoMaxcomboProb => _data.AutoMaxcomboProb;
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/// <summary>
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/// 连击状态下,进度条前进的额外参数
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/// </summary>
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public System.Collections.Generic.List<float> ComboBarIncAmp => _data.ComboBarIncAmp;
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/// <summary>
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/// 连击状态下,进度条后退的额外参数
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/// </summary>
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public System.Collections.Generic.List<float> ComboBarDecAmp => _data.ComboBarDecAmp;
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/// <summary>
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/// 颤抖反弹数值随机参数
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/// </summary>
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public System.Collections.Generic.List<float> BarShakeBounceRand => _data.BarShakeBounceRand;
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/// <summary>
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/// 颤抖动画最小值
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/// </summary>
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public System.Collections.Generic.List<float> BarShakeMinAmp => _data.BarShakeMinAmp;
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/// <summary>
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/// 颤抖动画最大值
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/// </summary>
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public System.Collections.Generic.List<float> BarShakeMaxAmp => _data.BarShakeMaxAmp;
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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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} |