//------------------------------------------------------------------------------
//
// 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();
}
}