300 lines
28 KiB
C#
300 lines
28 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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/// <summary>
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/// 鱼的属性造成和受到的影响
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/// </summary>
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public sealed partial class FishStatsConfig : Bright.Config.BeanBase
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{
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public JSONNode json;
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public FishStatsConfig(JSONNode _json)
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{
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{ var __json0 = _json["StrengthToScale"]; if(!__json0.IsArray) { throw new SerializationException(); } StrengthToScale = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StrengthToScale.Add(__v0); } }
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{ var __json0 = _json["VigilanceToTime"]; if(!__json0.IsArray) { throw new SerializationException(); } VigilanceToTime = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } VigilanceToTime.Add(__v0); } }
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{ var __json0 = _json["ExtraUnderwaterOffset"]; if(!__json0.IsArray) { throw new SerializationException(); } ExtraUnderwaterOffset = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } ExtraUnderwaterOffset.Add(__v0); } }
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{ var __json0 = _json["StrengthToBarIncrease"]; if(!__json0.IsArray) { throw new SerializationException(); } StrengthToBarIncrease = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StrengthToBarIncrease.Add(__v0); } }
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{ var __json0 = _json["SpeedToBarIncreaseRand"]; if(!__json0.IsArray) { throw new SerializationException(); } SpeedToBarIncreaseRand = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } SpeedToBarIncreaseRand.Add(__v0); } }
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{ var __json0 = _json["StrengthToPressBarShakeFreq"]; if(!__json0.IsArray) { throw new SerializationException(); } StrengthToPressBarShakeFreq = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StrengthToPressBarShakeFreq.Add(__v0); } }
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{ var __json0 = _json["StrengthToPressBarShakeBounceRatio"]; if(!__json0.IsArray) { throw new SerializationException(); } StrengthToPressBarShakeBounceRatio = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StrengthToPressBarShakeBounceRatio.Add(__v0); } }
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{ var __json0 = _json["StrengthToPressBarIncreaseShake"]; if(!__json0.IsArray) { throw new SerializationException(); } StrengthToPressBarIncreaseShake = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StrengthToPressBarIncreaseShake.Add(__v0); } }
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{ var __json0 = _json["StrengthToLooseBarShakeFreq"]; if(!__json0.IsArray) { throw new SerializationException(); } StrengthToLooseBarShakeFreq = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StrengthToLooseBarShakeFreq.Add(__v0); } }
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{ var __json0 = _json["StrengthToLooseBarShakeBounceRatio"]; if(!__json0.IsArray) { throw new SerializationException(); } StrengthToLooseBarShakeBounceRatio = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StrengthToLooseBarShakeBounceRatio.Add(__v0); } }
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{ var __json0 = _json["StrengthToLooseBarIncreaseShake"]; if(!__json0.IsArray) { throw new SerializationException(); } StrengthToLooseBarIncreaseShake = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } StrengthToLooseBarIncreaseShake.Add(__v0); } }
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{ var __json0 = _json["VigilanceToSwimmingNearZ"]; if(!__json0.IsArray) { throw new SerializationException(); } VigilanceToSwimmingNearZ = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } VigilanceToSwimmingNearZ.Add(__v0); } }
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{ var __json0 = _json["VigilanceToSwimmingFarZ"]; if(!__json0.IsArray) { throw new SerializationException(); } VigilanceToSwimmingFarZ = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } VigilanceToSwimmingFarZ.Add(__v0); } }
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{ var __json0 = _json["FishSpeedParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishSpeedParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishSpeedParam.Add(__v0); } }
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{ var __json0 = _json["ReelingToFishSpeedParam"]; if(!__json0.IsArray) { throw new SerializationException(); } ReelingToFishSpeedParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } ReelingToFishSpeedParam.Add(__v0); } }
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{ var __json0 = _json["FishStaminaClamp"]; if(!__json0.IsArray) { throw new SerializationException(); } FishStaminaClamp = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishStaminaClamp.Add(__v0); } }
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{ var __json0 = _json["FishStaminaInit"]; if(!__json0.IsArray) { throw new SerializationException(); } FishStaminaInit = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishStaminaInit.Add(__v0); } }
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{ var __json0 = _json["FishStaminaToBarInc"]; if(!__json0.IsArray) { throw new SerializationException(); } FishStaminaToBarInc = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishStaminaToBarInc.Add(__v0); } }
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{ var __json0 = _json["FishStaminaToBarDec"]; if(!__json0.IsArray) { throw new SerializationException(); } FishStaminaToBarDec = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishStaminaToBarDec.Add(__v0); } }
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{ var __json0 = _json["FishStaminaToSwimSpeed"]; if(!__json0.IsArray) { throw new SerializationException(); } FishStaminaToSwimSpeed = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishStaminaToSwimSpeed.Add(__v0); } }
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{ var __json0 = _json["FishStaminaToShake"]; if(!__json0.IsArray) { throw new SerializationException(); } FishStaminaToShake = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishStaminaToShake.Add(__v0); } }
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{ var __json0 = _json["FishBarToStaminaParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishBarToStaminaParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishBarToStaminaParam.Add(__v0); } }
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{ var __json0 = _json["FishComboToStaminaParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishComboToStaminaParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishComboToStaminaParam.Add(__v0); } }
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{ var __json0 = _json["FishAutoStaminaParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishAutoStaminaParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishAutoStaminaParam.Add(__v0); } }
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{ var __json0 = _json["FishChargeStaminaParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishChargeStaminaParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishChargeStaminaParam.Add(__v0); } }
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{ var __json0 = _json["FishSkillStaminaParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishSkillStaminaParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishSkillStaminaParam.Add(__v0); } }
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{ var __json0 = _json["FishRestStaminaParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishRestStaminaParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishRestStaminaParam.Add(__v0); } }
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{ var __json0 = _json["FishSkillFatigueTime"]; if(!__json0.IsArray) { throw new SerializationException(); } FishSkillFatigueTime = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishSkillFatigueTime.Add(__v0); } }
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{ var __json0 = _json["FishSkillFatigueStaminaParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishSkillFatigueStaminaParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishSkillFatigueStaminaParam.Add(__v0); } }
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{ var __json0 = _json["FishDistanceToZoneScaleParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishDistanceToZoneScaleParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishDistanceToZoneScaleParam.Add(__v0); } }
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{ var __json0 = _json["FishHeightToZoneScaleParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishHeightToZoneScaleParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishHeightToZoneScaleParam.Add(__v0); } }
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{ var __json0 = _json["FishAnimSpeedParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishAnimSpeedParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishAnimSpeedParam.Add(__v0); } }
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{ var __json0 = _json["FishBackNearRangeParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishBackNearRangeParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishBackNearRangeParam.Add(__v0); } }
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{ var __json0 = _json["FishBackFarRangeParam"]; if(!__json0.IsArray) { throw new SerializationException(); } FishBackFarRangeParam = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } FishBackFarRangeParam.Add(__v0); } }
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json = _json;
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PostInit();
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}
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public FishStatsConfig(System.Collections.Generic.List<float> StrengthToScale, System.Collections.Generic.List<float> VigilanceToTime, System.Collections.Generic.List<float> ExtraUnderwaterOffset, System.Collections.Generic.List<float> StrengthToBarIncrease, System.Collections.Generic.List<float> SpeedToBarIncreaseRand, System.Collections.Generic.List<float> StrengthToPressBarShakeFreq, System.Collections.Generic.List<float> StrengthToPressBarShakeBounceRatio, System.Collections.Generic.List<float> StrengthToPressBarIncreaseShake, System.Collections.Generic.List<float> StrengthToLooseBarShakeFreq, System.Collections.Generic.List<float> StrengthToLooseBarShakeBounceRatio, System.Collections.Generic.List<float> StrengthToLooseBarIncreaseShake, System.Collections.Generic.List<float> VigilanceToSwimmingNearZ, System.Collections.Generic.List<float> VigilanceToSwimmingFarZ, System.Collections.Generic.List<float> FishSpeedParam, System.Collections.Generic.List<float> ReelingToFishSpeedParam, System.Collections.Generic.List<float> FishStaminaClamp, System.Collections.Generic.List<float> FishStaminaInit, System.Collections.Generic.List<float> FishStaminaToBarInc, System.Collections.Generic.List<float> FishStaminaToBarDec, System.Collections.Generic.List<float> FishStaminaToSwimSpeed, System.Collections.Generic.List<float> FishStaminaToShake, System.Collections.Generic.List<float> FishBarToStaminaParam, System.Collections.Generic.List<float> FishComboToStaminaParam, System.Collections.Generic.List<float> FishAutoStaminaParam, System.Collections.Generic.List<float> FishChargeStaminaParam, System.Collections.Generic.List<float> FishSkillStaminaParam, System.Collections.Generic.List<float> FishRestStaminaParam, System.Collections.Generic.List<float> FishSkillFatigueTime, System.Collections.Generic.List<float> FishSkillFatigueStaminaParam, System.Collections.Generic.List<float> FishDistanceToZoneScaleParam, System.Collections.Generic.List<float> FishHeightToZoneScaleParam, System.Collections.Generic.List<float> FishAnimSpeedParam, System.Collections.Generic.List<float> FishBackNearRangeParam, System.Collections.Generic.List<float> FishBackFarRangeParam )
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{
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this.StrengthToScale = StrengthToScale;
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this.VigilanceToTime = VigilanceToTime;
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this.ExtraUnderwaterOffset = ExtraUnderwaterOffset;
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this.StrengthToBarIncrease = StrengthToBarIncrease;
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this.SpeedToBarIncreaseRand = SpeedToBarIncreaseRand;
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this.StrengthToPressBarShakeFreq = StrengthToPressBarShakeFreq;
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this.StrengthToPressBarShakeBounceRatio = StrengthToPressBarShakeBounceRatio;
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this.StrengthToPressBarIncreaseShake = StrengthToPressBarIncreaseShake;
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this.StrengthToLooseBarShakeFreq = StrengthToLooseBarShakeFreq;
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this.StrengthToLooseBarShakeBounceRatio = StrengthToLooseBarShakeBounceRatio;
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this.StrengthToLooseBarIncreaseShake = StrengthToLooseBarIncreaseShake;
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this.VigilanceToSwimmingNearZ = VigilanceToSwimmingNearZ;
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this.VigilanceToSwimmingFarZ = VigilanceToSwimmingFarZ;
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this.FishSpeedParam = FishSpeedParam;
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this.ReelingToFishSpeedParam = ReelingToFishSpeedParam;
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this.FishStaminaClamp = FishStaminaClamp;
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this.FishStaminaInit = FishStaminaInit;
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this.FishStaminaToBarInc = FishStaminaToBarInc;
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this.FishStaminaToBarDec = FishStaminaToBarDec;
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this.FishStaminaToSwimSpeed = FishStaminaToSwimSpeed;
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this.FishStaminaToShake = FishStaminaToShake;
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this.FishBarToStaminaParam = FishBarToStaminaParam;
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this.FishComboToStaminaParam = FishComboToStaminaParam;
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this.FishAutoStaminaParam = FishAutoStaminaParam;
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this.FishChargeStaminaParam = FishChargeStaminaParam;
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this.FishSkillStaminaParam = FishSkillStaminaParam;
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this.FishRestStaminaParam = FishRestStaminaParam;
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this.FishSkillFatigueTime = FishSkillFatigueTime;
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this.FishSkillFatigueStaminaParam = FishSkillFatigueStaminaParam;
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this.FishDistanceToZoneScaleParam = FishDistanceToZoneScaleParam;
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this.FishHeightToZoneScaleParam = FishHeightToZoneScaleParam;
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this.FishAnimSpeedParam = FishAnimSpeedParam;
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this.FishBackNearRangeParam = FishBackNearRangeParam;
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this.FishBackFarRangeParam = FishBackFarRangeParam;
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PostInit();
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}
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public static FishStatsConfig DeserializeFishStatsConfig(JSONNode _json)
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{
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return new FishStatsConfig(_json);
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}
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/// <summary>
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/// 鱼的力量对4个刺鱼区域大小的影响
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/// </summary>
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public System.Collections.Generic.List<float> StrengthToScale { get; private set; }
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/// <summary>
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/// 鱼的警惕性对刺鱼序列速度的影响
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/// </summary>
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public System.Collections.Generic.List<float> VigilanceToTime { get; private set; }
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/// <summary>
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/// 鱼距离水面额外的参数
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/// </summary>
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public System.Collections.Generic.List<float> ExtraUnderwaterOffset { get; private set; }
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/// <summary>
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/// 鱼的力量对进度条前进速度的影响
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/// </summary>
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public System.Collections.Generic.List<float> StrengthToBarIncrease { get; private set; }
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/// <summary>
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/// 鱼的速度对进度条速度随机的影响
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/// </summary>
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public System.Collections.Generic.List<float> SpeedToBarIncreaseRand { get; private set; }
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/// <summary>
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/// 鱼的力量对按下时进度条颤抖时间的影响
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/// </summary>
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public System.Collections.Generic.List<float> StrengthToPressBarShakeFreq { get; private set; }
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/// <summary>
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/// 鱼的力量对按下时颤抖反弹时间占比的影响
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/// </summary>
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public System.Collections.Generic.List<float> StrengthToPressBarShakeBounceRatio { get; private set; }
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/// <summary>
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/// 鱼的力量对按下时颤抖反弹数值的影响
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/// </summary>
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public System.Collections.Generic.List<float> StrengthToPressBarIncreaseShake { get; private set; }
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/// <summary>
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/// 鱼的力量对松手时进度条颤抖时间的影响
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/// </summary>
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public System.Collections.Generic.List<float> StrengthToLooseBarShakeFreq { get; private set; }
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/// <summary>
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/// 鱼的力量对松手时颤抖反弹时间占比的影响
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/// </summary>
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public System.Collections.Generic.List<float> StrengthToLooseBarShakeBounceRatio { get; private set; }
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/// <summary>
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/// 鱼的力量对松手时颤抖反弹数值的影响
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/// </summary>
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public System.Collections.Generic.List<float> StrengthToLooseBarIncreaseShake { get; private set; }
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/// <summary>
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/// 鱼的警惕性对最近移动区域的影响
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/// </summary>
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public System.Collections.Generic.List<float> VigilanceToSwimmingNearZ { get; private set; }
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/// <summary>
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/// 鱼的警惕性对最远移动区域的影响
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/// </summary>
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public System.Collections.Generic.List<float> VigilanceToSwimmingFarZ { get; private set; }
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/// <summary>
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/// 鱼基础速度受到移动速度属性的影响
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/// </summary>
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public System.Collections.Generic.List<float> FishSpeedParam { get; private set; }
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/// <summary>
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/// 张力条进度对鱼速度的参数
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/// </summary>
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public System.Collections.Generic.List<float> ReelingToFishSpeedParam { get; private set; }
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/// <summary>
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/// 鱼的耐力上下限
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/// </summary>
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public System.Collections.Generic.List<float> FishStaminaClamp { get; private set; }
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/// <summary>
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/// 基于刺鱼情况,初始化鱼的耐力
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/// </summary>
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public System.Collections.Generic.List<float> FishStaminaInit { get; private set; }
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/// <summary>
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/// 鱼耐力值对进度条上涨的影响
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/// </summary>
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public System.Collections.Generic.List<float> FishStaminaToBarInc { get; private set; }
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/// <summary>
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/// 鱼耐力值对进度条下降的影响
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/// </summary>
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public System.Collections.Generic.List<float> FishStaminaToBarDec { get; private set; }
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/// <summary>
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/// 鱼耐力值对游动速度和动画速度的影响
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/// </summary>
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public System.Collections.Generic.List<float> FishStaminaToSwimSpeed { get; private set; }
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/// <summary>
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/// 鱼耐力值对颤抖幅度的影响
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/// </summary>
|
||
public System.Collections.Generic.List<float> FishStaminaToShake { get; private set; }
|
||
/// <summary>
|
||
/// 每秒张力对鱼的耐力值的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishBarToStaminaParam { get; private set; }
|
||
/// <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 { get; private set; }
|
||
/// <summary>
|
||
/// 每秒鱼自然回复耐力值
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishAutoStaminaParam { get; private set; }
|
||
/// <summary>
|
||
/// 鱼蓄力时,每秒额外增加的耐力值
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishChargeStaminaParam { get; private set; }
|
||
/// <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 { get; private set; }
|
||
/// <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 { get; private set; }
|
||
/// <summary>
|
||
/// 鱼释放技能后,疲劳期持续时间
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishSkillFatigueTime { get; private set; }
|
||
/// <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 { get; private set; }
|
||
/// <summary>
|
||
/// 鱼的距离对连击区域大小的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishDistanceToZoneScaleParam { get; private set; }
|
||
/// <summary>
|
||
/// 鱼跃起高度对连击区域大小的影响
|
||
/// </summary>
|
||
public System.Collections.Generic.List<float> FishHeightToZoneScaleParam { get; private set; }
|
||
/// <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 { get; private set; }
|
||
/// <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 { get; private set; }
|
||
/// <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 { get; private set; }
|
||
|
||
public const int __ID__ = -294485207;
|
||
public override int GetTypeId() => __ID__;
|
||
|
||
public void Resolve(Dictionary<string, object> _tables)
|
||
{
|
||
PostResolve();
|
||
}
|
||
|
||
public void TranslateText(System.Func<string, string, string> translator)
|
||
{
|
||
}
|
||
|
||
public override string ToString()
|
||
{
|
||
return "{ "
|
||
+ "StrengthToScale:" + Bright.Common.StringUtil.CollectionToString(StrengthToScale) + ","
|
||
+ "VigilanceToTime:" + Bright.Common.StringUtil.CollectionToString(VigilanceToTime) + ","
|
||
+ "ExtraUnderwaterOffset:" + Bright.Common.StringUtil.CollectionToString(ExtraUnderwaterOffset) + ","
|
||
+ "StrengthToBarIncrease:" + Bright.Common.StringUtil.CollectionToString(StrengthToBarIncrease) + ","
|
||
+ "SpeedToBarIncreaseRand:" + Bright.Common.StringUtil.CollectionToString(SpeedToBarIncreaseRand) + ","
|
||
+ "StrengthToPressBarShakeFreq:" + Bright.Common.StringUtil.CollectionToString(StrengthToPressBarShakeFreq) + ","
|
||
+ "StrengthToPressBarShakeBounceRatio:" + Bright.Common.StringUtil.CollectionToString(StrengthToPressBarShakeBounceRatio) + ","
|
||
+ "StrengthToPressBarIncreaseShake:" + Bright.Common.StringUtil.CollectionToString(StrengthToPressBarIncreaseShake) + ","
|
||
+ "StrengthToLooseBarShakeFreq:" + Bright.Common.StringUtil.CollectionToString(StrengthToLooseBarShakeFreq) + ","
|
||
+ "StrengthToLooseBarShakeBounceRatio:" + Bright.Common.StringUtil.CollectionToString(StrengthToLooseBarShakeBounceRatio) + ","
|
||
+ "StrengthToLooseBarIncreaseShake:" + Bright.Common.StringUtil.CollectionToString(StrengthToLooseBarIncreaseShake) + ","
|
||
+ "VigilanceToSwimmingNearZ:" + Bright.Common.StringUtil.CollectionToString(VigilanceToSwimmingNearZ) + ","
|
||
+ "VigilanceToSwimmingFarZ:" + Bright.Common.StringUtil.CollectionToString(VigilanceToSwimmingFarZ) + ","
|
||
+ "FishSpeedParam:" + Bright.Common.StringUtil.CollectionToString(FishSpeedParam) + ","
|
||
+ "ReelingToFishSpeedParam:" + Bright.Common.StringUtil.CollectionToString(ReelingToFishSpeedParam) + ","
|
||
+ "FishStaminaClamp:" + Bright.Common.StringUtil.CollectionToString(FishStaminaClamp) + ","
|
||
+ "FishStaminaInit:" + Bright.Common.StringUtil.CollectionToString(FishStaminaInit) + ","
|
||
+ "FishStaminaToBarInc:" + Bright.Common.StringUtil.CollectionToString(FishStaminaToBarInc) + ","
|
||
+ "FishStaminaToBarDec:" + Bright.Common.StringUtil.CollectionToString(FishStaminaToBarDec) + ","
|
||
+ "FishStaminaToSwimSpeed:" + Bright.Common.StringUtil.CollectionToString(FishStaminaToSwimSpeed) + ","
|
||
+ "FishStaminaToShake:" + Bright.Common.StringUtil.CollectionToString(FishStaminaToShake) + ","
|
||
+ "FishBarToStaminaParam:" + Bright.Common.StringUtil.CollectionToString(FishBarToStaminaParam) + ","
|
||
+ "FishComboToStaminaParam:" + Bright.Common.StringUtil.CollectionToString(FishComboToStaminaParam) + ","
|
||
+ "FishAutoStaminaParam:" + Bright.Common.StringUtil.CollectionToString(FishAutoStaminaParam) + ","
|
||
+ "FishChargeStaminaParam:" + Bright.Common.StringUtil.CollectionToString(FishChargeStaminaParam) + ","
|
||
+ "FishSkillStaminaParam:" + Bright.Common.StringUtil.CollectionToString(FishSkillStaminaParam) + ","
|
||
+ "FishRestStaminaParam:" + Bright.Common.StringUtil.CollectionToString(FishRestStaminaParam) + ","
|
||
+ "FishSkillFatigueTime:" + Bright.Common.StringUtil.CollectionToString(FishSkillFatigueTime) + ","
|
||
+ "FishSkillFatigueStaminaParam:" + Bright.Common.StringUtil.CollectionToString(FishSkillFatigueStaminaParam) + ","
|
||
+ "FishDistanceToZoneScaleParam:" + Bright.Common.StringUtil.CollectionToString(FishDistanceToZoneScaleParam) + ","
|
||
+ "FishHeightToZoneScaleParam:" + Bright.Common.StringUtil.CollectionToString(FishHeightToZoneScaleParam) + ","
|
||
+ "FishAnimSpeedParam:" + Bright.Common.StringUtil.CollectionToString(FishAnimSpeedParam) + ","
|
||
+ "FishBackNearRangeParam:" + Bright.Common.StringUtil.CollectionToString(FishBackNearRangeParam) + ","
|
||
+ "FishBackFarRangeParam:" + Bright.Common.StringUtil.CollectionToString(FishBackFarRangeParam) + ","
|
||
+ "}";
|
||
}
|
||
|
||
partial void PostInit();
|
||
partial void PostResolve();
|
||
}
|
||
}
|