//------------------------------------------------------------------------------ // // This code was generated by a tool. // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ 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(); } /// /// 固定钓鱼序列 /// public System.Collections.Generic.List FixedFish => _data.FixedFish; /// /// 多少次钓鱼不会失败,无视张力过大过小,也不会弹出引导 /// public int NoFail => _data.NoFail; /// /// 多少次钓鱼不会失败,无视张力过大过小,但会弹出引导 /// public int NoFailWithGuidance => _data.NoFailWithGuidance; /// /// 钓鱼失败不会消耗体力 /// public int FailWithoutEnergyConsuming => _data.FailWithoutEnergyConsuming; /// /// 固定触发引导组 /// public string FixedGuidance => _data.FixedGuidance; /// /// 商店未解锁前,玩家没体力时点击钓鱼固定触发该引导组 /// public string FixedGuidance02 => _data.FixedGuidance02; /// /// 建造这么多次之后,解锁自动建造 /// public int AutoBuildUnlock => _data.AutoBuildUnlock; /// /// 建造奖励自动领取解锁等级 /// public int AutoClaimUnlock => _data.AutoClaimUnlock; /// /// 完成该引导后,建造图标再显示红点 /// public string BuildRedPointUnlock => _data.BuildRedPointUnlock; /// /// 玩家大于等于该等级后才可被选作轰炸的目标 /// public int BombAvailableLevel => _data.BombAvailableLevel; /// /// 第几条鱼解锁连击数,具体参数配置为fixedfishlist的id /// public int MaxComboUnlockFish => _data.MaxComboUnlockFish; /// /// 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 /// public System.Collections.Generic.List ComboCountAccelerateFactor => _data.ComboCountAccelerateFactor; /// /// 转盘券广告每日最大次数 /// public int WheelIAADailyCount => _data.WheelIAADailyCount; /// /// 自动使用转盘券,每步完成后的加速数值 /// public float WheelPerTime => _data.WheelPerTime; /// /// 最多加速几步 /// public int WheelAccMaxTime => _data.WheelAccMaxTime; /// /// 看广告后,再次钓鱼时,鱼的力量会变为原力量的百分比 /// public float FishingRetryPowerReduction => _data.FishingRetryPowerReduction; /// /// 看广告后,再次钓鱼时,鱼的血量会变为原血量的百分比 /// public float FishingRetryHPReduction => _data.FishingRetryHPReduction; /// /// 看广告后,再次钓鱼时,鱼的逃跑速率变成之前的百分比 /// public float FishingRetryEscapeReduction => _data.FishingRetryEscapeReduction; /// /// 初始漂流瓶幸运值 /// public float InitBotLuck => _data.InitBotLuck; /// /// 基础权重,分别对应漂流瓶,鱼 /// public System.Collections.Generic.List BotLuckBasic => _data.BotLuckBasic; /// /// 幸运值浮动参数,分别漂流瓶,鱼 /// public System.Collections.Generic.List BotLuckParam => _data.BotLuckParam; /// /// 幸运值加值,分别对应漂流瓶,鱼 /// public System.Collections.Generic.List ModifierToBotLuck => _data.ModifierToBotLuck; /// /// 初始鱼种类幸运值 /// public float InitFishLuck => _data.InitFishLuck; /// /// 基础权重,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼 /// public System.Collections.Generic.List FishLuckBasic => _data.FishLuckBasic; /// /// 幸运值浮动参数,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼 /// public System.Collections.Generic.List FishLuckParam => _data.FishLuckParam; /// /// 幸运值加值,分别对应白色鱼,蓝色鱼,紫色鱼,橙色鱼 /// public System.Collections.Generic.List ModifierToFishLuck => _data.ModifierToFishLuck; /// /// 漂流瓶随机参数 /// public System.Collections.Generic.List BotRandParam => _data.BotRandParam; /// /// 每日登录增加漂流瓶幸运值 /// public float DailyLoginLuckAddToCategory => _data.DailyLoginLuckAddToCategory; /// /// 每日登录增加鱼种类幸运值 /// public float DailyLoginLuckAddToFish => _data.DailyLoginLuckAddToFish; /// /// 商业化特殊鱼种的概率 /// public float CommercialFishParam => _data.CommercialFishParam; /// /// 鱼线长度 = (鱼竿长度 + 鱼线实际长度) * LineLengthParam /// public float LineLengthParam => _data.LineLengthParam; /// /// 鱼线长度超过最大鱼线这个百分比,则开始预警 /// public float WarningLineLengthRatio => _data.WarningLineLengthRatio; /// /// 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 /// public float FailDelayTime => _data.FailDelayTime; public System.Collections.Generic.List BattleFloatingNumberDamageParam => _data.BattleFloatingNumberDamageParam; public System.Collections.Generic.List BattleFloatingNumberScaleList => _data.BattleFloatingNumberScaleList; public System.Collections.Generic.List BarShakePriority => _data.BarShakePriority; /// /// 账号初始体力 /// public int InitEnergy => _data.InitEnergy; /// /// 账号初始钞票 /// public int InitCash => _data.InitCash; /// /// 账号初始树脂 /// public int InitResin => _data.InitResin; /// /// 账号初始转盘券 /// public int InitWheelTicket => _data.InitWheelTicket; /// /// 账号初始体力上限 /// public int InitEnergyLimit => _data.InitEnergyLimit; /// /// 几分钟恢复,单位分钟 /// public int InitEnergyRestorationSpeed => _data.InitEnergyRestorationSpeed; /// /// 每次恢复体力时恢复几点体力 /// public int InitEnergyRestorationCount => _data.InitEnergyRestorationCount; /// /// 玩家默认的初始头像 /// public int InitAvatar => _data.InitAvatar; /// /// 玩家初始的鱼竿编号,对应RodData主键 /// public int InitRodID => _data.InitRodID; /// /// 玩家初始的手套编号,对应GloveData主键 /// public int InitGloveID => _data.InitGloveID; public int DefaultSpMapID => _data.DefaultSpMapID; public int PictureGiftedLimitDaily => _data.PictureGiftedLimitDaily; 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 System.Collections.Generic.List LanguageList => _data.LanguageList; public System.Collections.Generic.List LanguagePackList => _data.LanguagePackList; public int CDKeyCD => _data.CDKeyCD; public int MailDeliverLevel => _data.MailDeliverLevel; public int AccountLinkReward => _data.AccountLinkReward; /// /// 上述标记的图标 /// public System.Collections.Generic.List RankIcon => _data.RankIcon; /// /// 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 /// public System.Collections.Generic.List Rank => _data.Rank; /// /// 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 /// public System.Collections.Generic.List RankForSpFish => _data.RankForSpFish; /// /// 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 /// public System.Collections.Generic.List RankForSpFishParams => _data.RankForSpFishParams; /// /// 0:不震动;1:light impact;2:medium impact;3:heavy impact /// public System.Collections.Generic.List RankVibration => _data.RankVibration; /// /// 长按时,间隔这个时间,播放震动 /// public float HoldVibrationInterval => _data.HoldVibrationInterval; /// /// 拉鱼时,间隔这个时间,播放震动 /// public float ReelVibrationInterval => _data.ReelVibrationInterval; /// /// 钓鱼失败后,失败面板延迟这个时间再出现 /// public float FishingFailPanelDelay => _data.FishingFailPanelDelay; /// /// 几次刺鱼失败后,则判定为鱼溜走了 /// public int FishingFailPiercingCount => _data.FishingFailPiercingCount; /// /// 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 /// public float FishingFailStrugglingTime => _data.FishingFailStrugglingTime; /// /// 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 /// public float FishingFailProgress => _data.FishingFailProgress; /// /// 分数比例 = log(BottleCashParamBase - 排行榜名次 + 好友等级 / BottleCashParamLevel) / BottleCashParamDiv /// public int BottleCashParamBase => _data.BottleCashParamBase; public int BottleCashParamDiv => _data.BottleCashParamDiv; public int BottleCashParamLevel => _data.BottleCashParamLevel; /// /// 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) /// public int BottleCashParamLimit => _data.BottleCashParamLimit; /// /// 如果长按时间大于等于这个数值,则判定为长按 /// public float HoldIntervalGeneral => _data.HoldIntervalGeneral; /// /// 自动建造时,每步完成后的加速数值 /// public float TimeScalePerStep => _data.TimeScalePerStep; /// /// 最多加速几步 /// public int AccMaxStep => _data.AccMaxStep; /// /// 手动连点后,每步完成后的数值 /// public float TapTimeScale => _data.TapTimeScale; /// /// 最多加速几步 /// public int TapScaleMaxStep => _data.TapScaleMaxStep; /// /// 登录时,礼包的拍脸图最多弹出数量 /// public int ShowPopupPack => _data.ShowPopupPack; /// /// 登录时,活动拍脸图的最多弹出数量 /// public int ShowPopupEvent => _data.ShowPopupEvent; /// /// 聊天列表最大数量,算上表情和入会通知等事件 /// public int ClubChatMaxCount => _data.ClubChatMaxCount; /// /// 聊天列表最大保存时间,单位天 /// public int ClubChatMaxDay => _data.ClubChatMaxDay; /// /// 推荐公会列表,分别对应3个列表的数量 /// public System.Collections.Generic.List ClubRecommendedList => _data.ClubRecommendedList; /// /// 模糊搜索数量 /// public int ClubFuzzySearchCount => _data.ClubFuzzySearchCount; /// /// 默认公会头像 /// public int ClubInitAvatar => _data.ClubInitAvatar; /// /// 默认公会头像框 /// public int ClubInitFrame => _data.ClubInitFrame; /// /// 公会初始活跃度 /// public int ClubInitAP => _data.ClubInitAP; /// /// 公会单次签到增加活跃度数值 /// public int ClubAPAddedPerSign => _data.ClubAPAddedPerSign; /// /// 公会人数上限,基于等级的数组 /// public System.Collections.Generic.List ClubRoomPerLevel => _data.ClubRoomPerLevel; /// /// 公会名称最大字符数 /// public int ClubNameMaxChar => _data.ClubNameMaxChar; /// /// 公会宣言最大字符数 /// public int ClubNoticeMaxChar => _data.ClubNoticeMaxChar; /// /// 公会签到奖励 /// public int ClubSignReward => _data.ClubSignReward; /// /// 公会创建的钞票消耗 /// public int ClubCreationCashCost => _data.ClubCreationCashCost; /// /// 公会捐赠的钞票奖励 /// public int ClubDonationCashReward => _data.ClubDonationCashReward; /// /// 公会聊天间隔时间设置(单位秒) /// public int ClubChatLimitTime => _data.ClubChatLimitTime; /// /// 公会请求体力的时间间隔(单位小时) /// public int ClubLureRequestCd => _data.ClubLureRequestCd; /// /// 每次请求能够获得的体力数量 /// public int ClubLureDonateReward => _data.ClubLureDonateReward; /// /// 每次请求需要几次帮助 /// public int ClubLureRequestCount => _data.ClubLureRequestCount; /// /// 每人每天能够帮助其他人多少次 /// public int ClubLureDonateLimit => _data.ClubLureDonateLimit; /// /// 公会会长x天未登录时转让会长 /// public int ClubMasterTransferCondition => _data.ClubMasterTransferCondition; /// /// 转让时检测公会近x天登录过的玩家 /// public int ClubTransferAvailableCondition => _data.ClubTransferAvailableCondition; /// /// 公会x天内无登录玩家 /// public int ClubDissolutionCondition => _data.ClubDissolutionCondition; /// /// 最近活跃天数显示上限 /// public int ClubMaxRecentActiveTime => _data.ClubMaxRecentActiveTime; /// /// 公会最大副会长数量 /// public int ClubMaxCoLeaderCount => _data.ClubMaxCoLeaderCount; /// /// 公会最大长老数量 /// public int ClubMaxElderCount => _data.ClubMaxElderCount; /// /// 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 /// public System.Collections.Generic.List FishUnDownloadAlter => _data.FishUnDownloadAlter; /// /// 一次最多开10个箱子 /// 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; /// /// 全游戏,跨天时间比格林威治时间延后X小时 /// public int GlobalTimeOffset => _data.GlobalTimeOffset; /// /// 多少进度对应寻宝活动一个活动道具 /// public int DiggingShovelValue => _data.DiggingShovelValue; /// /// 大于或等于此活动代币数时,入口图标显示红点 /// public int DiggingRedPoint => _data.DiggingRedPoint; /// /// 棋盘宽度为3,4,5,6,7,8格时播放propshhow延迟时间 /// public System.Collections.Generic.List DiggingPropShowTime => _data.DiggingPropShowTime; /// /// 鱼品质图标 /// public System.Collections.Generic.List FishQualityIcon => _data.FishQualityIcon; /// /// 调查问卷奖励 /// public System.Collections.Generic.List SurveyReward => _data.SurveyReward; /// /// 调查问卷解锁等级 /// public int SurveyLevelRequire => _data.SurveyLevelRequire; /// /// 钓到冰皇后时,触发该引导 /// public string FreezeSkillGuidance => _data.FreezeSkillGuidance; /// /// 钓到雷霆使者的鱼时,触发该引导 /// public string ElectricSkillGuidance => _data.ElectricSkillGuidance; /// /// 钓到沼泽之王的鱼时,触发该引导 /// public string CorruptSkillGuidance => _data.CorruptSkillGuidance; /// /// 目标奖励活动鱼剩余次数 /// public int SkillGuidanceRemainings => _data.SkillGuidanceRemainings; /// /// guidancepopuppanel的Station_powerreel生效时在玩家几秒内没有集气会弹出 /// public float StaPowPopupTime => _data.StaPowPopupTime; /// /// 好友推荐的限制等级 /// public int FriendRecommendLevel => _data.FriendRecommendLevel; public void Resolve(Dictionary _tables) { _data.Resolve(_tables); PostResolve(); } public void TranslateText(System.Func translator) { _data.TranslateText(translator); } partial void PostInit(); partial void PostResolve(); } }