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back_cantanBuilding/Assets/Scripts/Tables/TbFishStatsConfig.cs
2026-05-26 16:15:54 +08:00

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//------------------------------------------------------------------------------
// <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 TbFishStatsConfig
{
private readonly FishStatsConfig _data;
public TbFishStatsConfig(JSONNode _json)
{
if(!_json.IsArray)
{
throw new SerializationException();
}
if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1");
_data = FishStatsConfig.DeserializeFishStatsConfig(_json[0]);
PostInit();
}
/// <summary>
/// 鱼的力量对4个刺鱼区域大小的影响
/// </summary>
public System.Collections.Generic.List<float> StrengthToScale => _data.StrengthToScale;
/// <summary>
/// 鱼的警惕性对刺鱼序列速度的影响
/// </summary>
public System.Collections.Generic.List<float> VigilanceToTime => _data.VigilanceToTime;
/// <summary>
/// 鱼距离水面额外的参数
/// </summary>
public System.Collections.Generic.List<float> ExtraUnderwaterOffset => _data.ExtraUnderwaterOffset;
/// <summary>
/// 鱼的力量对进度条前进速度的影响
/// </summary>
public System.Collections.Generic.List<float> StrengthToBarIncrease => _data.StrengthToBarIncrease;
/// <summary>
/// 鱼的速度对进度条速度随机的影响
/// </summary>
public System.Collections.Generic.List<float> SpeedToBarIncreaseRand => _data.SpeedToBarIncreaseRand;
/// <summary>
/// 鱼的力量对按下时进度条颤抖时间的影响
/// </summary>
public System.Collections.Generic.List<float> StrengthToPressBarShakeFreq => _data.StrengthToPressBarShakeFreq;
/// <summary>
/// 鱼的力量对按下时颤抖反弹时间占比的影响
/// </summary>
public System.Collections.Generic.List<float> StrengthToPressBarShakeBounceRatio => _data.StrengthToPressBarShakeBounceRatio;
/// <summary>
/// 鱼的力量对按下时颤抖反弹数值的影响
/// </summary>
public System.Collections.Generic.List<float> StrengthToPressBarIncreaseShake => _data.StrengthToPressBarIncreaseShake;
/// <summary>
/// 鱼的力量对松手时进度条颤抖时间的影响
/// </summary>
public System.Collections.Generic.List<float> StrengthToLooseBarShakeFreq => _data.StrengthToLooseBarShakeFreq;
/// <summary>
/// 鱼的力量对松手时颤抖反弹时间占比的影响
/// </summary>
public System.Collections.Generic.List<float> StrengthToLooseBarShakeBounceRatio => _data.StrengthToLooseBarShakeBounceRatio;
/// <summary>
/// 鱼的力量对松手时颤抖反弹数值的影响
/// </summary>
public System.Collections.Generic.List<float> StrengthToLooseBarIncreaseShake => _data.StrengthToLooseBarIncreaseShake;
/// <summary>
/// 鱼的警惕性对最近移动区域的影响
/// </summary>
public System.Collections.Generic.List<float> VigilanceToSwimmingNearZ => _data.VigilanceToSwimmingNearZ;
/// <summary>
/// 鱼的警惕性对最远移动区域的影响
/// </summary>
public System.Collections.Generic.List<float> VigilanceToSwimmingFarZ => _data.VigilanceToSwimmingFarZ;
/// <summary>
/// 鱼基础速度受到移动速度属性的影响
/// </summary>
public System.Collections.Generic.List<float> FishSpeedParam => _data.FishSpeedParam;
/// <summary>
/// 张力条进度对鱼速度的参数
/// </summary>
public System.Collections.Generic.List<float> ReelingToFishSpeedParam => _data.ReelingToFishSpeedParam;
/// <summary>
/// 鱼的耐力上下限
/// </summary>
public System.Collections.Generic.List<float> FishStaminaClamp => _data.FishStaminaClamp;
/// <summary>
/// 基于刺鱼情况,初始化鱼的耐力
/// </summary>
public System.Collections.Generic.List<float> FishStaminaInit => _data.FishStaminaInit;
/// <summary>
/// 鱼耐力值对进度条上涨的影响
/// </summary>
public System.Collections.Generic.List<float> FishStaminaToBarInc => _data.FishStaminaToBarInc;
/// <summary>
/// 鱼耐力值对进度条下降的影响
/// </summary>
public System.Collections.Generic.List<float> FishStaminaToBarDec => _data.FishStaminaToBarDec;
/// <summary>
/// 鱼耐力值对游动速度和动画速度的影响
/// </summary>
public System.Collections.Generic.List<float> FishStaminaToSwimSpeed => _data.FishStaminaToSwimSpeed;
/// <summary>
/// 鱼耐力值对颤抖幅度的影响
/// </summary>
public System.Collections.Generic.List<float> FishStaminaToShake => _data.FishStaminaToShake;
/// <summary>
/// 每秒张力对鱼的耐力值的影响
/// </summary>
public System.Collections.Generic.List<float> FishBarToStaminaParam => _data.FishBarToStaminaParam;
/// <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 => _data.FishComboToStaminaParam;
/// <summary>
/// 每秒鱼自然回复耐力值
/// </summary>
public System.Collections.Generic.List<float> FishAutoStaminaParam => _data.FishAutoStaminaParam;
/// <summary>
/// 鱼蓄力时,每秒额外增加的耐力值
/// </summary>
public System.Collections.Generic.List<float> FishChargeStaminaParam => _data.FishChargeStaminaParam;
/// <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 => _data.FishSkillStaminaParam;
/// <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 => _data.FishRestStaminaParam;
/// <summary>
/// 鱼释放技能时,表现状态下的进度条前进系数
/// </summary>
public System.Collections.Generic.List<float> FishSkillPerformIncParam => _data.FishSkillPerformIncParam;
/// <summary>
/// 鱼释放技能时,表现状态下的进度条后退系数
/// </summary>
public System.Collections.Generic.List<float> FishSkillPerformDecParam => _data.FishSkillPerformDecParam;
/// <summary>
/// 鱼的距离对连击区域大小的影响
/// </summary>
public System.Collections.Generic.List<float> FishDistanceToZoneScaleParam => _data.FishDistanceToZoneScaleParam;
/// <summary>
/// 鱼跃起高度对连击区域大小的影响
/// </summary>
public System.Collections.Generic.List<float> FishHeightToZoneScaleParam => _data.FishHeightToZoneScaleParam;
/// <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 => _data.FishAnimSpeedParam;
/// <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 => _data.FishBackNearRangeParam;
/// <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 => _data.FishBackFarRangeParam;
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();
}
}