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923 lines
25 KiB
923 lines
25 KiB
1 month ago
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//============================================
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//--4>:
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// Exported by ExcelConfigExport
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//
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// 此代码为工具根据配置自动生成, 请不要修改
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//
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//============================================
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using System;
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using Sog;
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using System.Collections.Generic;
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using Newtonsoft.Json.Linq;
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using System.IO;
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using System.Linq;
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public partial class CommParamDescMgr : IConfigManager
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{
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//Singleton
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private static CommParamDescMgr _instance;
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private static readonly object syslock = new object();
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public static CommParamDescMgr Instance { get { if (_instance == null) { lock (syslock) { if (_instance == null) { _instance = new CommParamDescMgr(); }}} return _instance; }}
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public class ItemData
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{
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public CommParamDesc Item;
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public int Line;
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public bool ReadAlready;
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}
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protected Dictionary<string, ItemData> m_ItemTable = new ();
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protected Dictionary<int, CommParamDesc> n_ItemTable = new ();
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//for server only, m_readKeyOnly must be false
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protected SortedList<string, CommParamDesc> m_ItemDescTable = new ();
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public SortedList<string, CommParamDesc> ItemTable { get {
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if (m_ItemDescTable.Count == 0) { foreach (var item in m_ItemTable) { m_ItemDescTable.Add(item.Key, item.Value.Item); }}
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return m_ItemDescTable; } }
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private TabBinFile m_tbf;
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//private TabTextFile m_tf;
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private int m_curAsynKey1;
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public override bool InitBin(string fileName, byte[] fileContent)
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{
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m_ErrorCount = 0;
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m_ItemTable.Clear();
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n_ItemTable.Clear();
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m_ItemDescTable.Clear();
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m_allRead = false;
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m_curAsynKey1 = 0;
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m_tbf = new TabBinFile(fileName, fileContent);
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while (m_tbf.Next())
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{
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ItemData itemData = new ItemData() { Item = new CommParamDesc() };
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var item = itemData.Item;
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if (m_readKeyOnly) {m_tbf.SetCurrentCol(0); }
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if (item.ReadItemBin(m_tbf, m_readKeyOnly) == false)
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{
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TraceLog.Error("Failed to InitBin TabManager:{0}, read line error, line: {1}", this.ToString(), m_tbf.CurrentLine);
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m_ErrorCount++;
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continue;
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}
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if (m_ItemTable.ContainsKey(item.GetKey1()))
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{
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TraceLog.Error("Failed to InitBin TabManager:{0}, multi key:{1}, line: {2}", this.ToString(), item.GetKey1(), m_tbf.CurrentLine);
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m_ErrorCount++;
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continue;
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}
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m_ItemTable.Add(item.GetKey1(), itemData);
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n_ItemTable.Add(item.InternalId, item);
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if (m_readKeyOnly)
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{
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itemData.Line = m_tbf.CurrentLine;
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}
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else
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{
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itemData.ReadAlready = true;
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}
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}
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if (!m_readKeyOnly)
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{
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m_tbf = null;
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}
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return true;
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}
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public CommParamDesc GetConfig(string key)
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{
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ItemData itemData;
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if (m_ItemTable.TryGetValue(key, out itemData) == false)
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{
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return null;
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}
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if(itemData.ReadAlready)
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{
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return itemData.Item;
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}
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if (m_tbf == null)
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{
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TraceLog.Error("Cfg1KeyMgrTemplate.GetConfig Failed fs null TabManager:{ 0}, read line error,", this.ToString());
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return null;
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}
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m_tbf.SetCurrentLine(itemData.Line);
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m_tbf.SetCurrentCol(0);
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itemData.ReadAlready = true;
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if (itemData.Item.ReadItemBin(m_tbf, false) == false)
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{
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TraceLog.Error("Cfg1KeyMgrTemplate.GetConfig Failed to init TabManager:{0}, read line error, line: {1}", this.ToString(), m_tbf.CurrentLine);
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return null;
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}
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return itemData.Item;
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}
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public CommParamDesc GetConfigByInternal(int internalId)
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{
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var desc = n_ItemTable.GetValueOrDefault(internalId, null);
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if (desc == null)
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{
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TraceLog.Error("Cfg1KeyMgrTemplate.Get by InternalId Failed fs null TabManager:{0}, internalId={1},read line error,", this.ToString(), internalId);
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}
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return desc;
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}
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/// <summary>
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/// 跨天时间(24小时制)
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/// </summary>
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public CommParamDesc CrossDaysTime => GetConfig("CrossDaysTime");
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/// <summary>
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/// 玩家迷雾解锁范围(半径)(米)
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/// </summary>
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public CommParamDesc MiniMapMistSize => GetConfig("MiniMapMistSize");
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/// <summary>
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/// 战斗胜利回城倒计时(秒)
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/// </summary>
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public CommParamDesc BackCityTime => GetConfig("BackCityTime");
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/// <summary>
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/// 玩家体力上限
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/// </summary>
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public CommParamDesc PwrMax => GetConfig("PwrMax");
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/// <summary>
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/// 每1点体力恢复时间(秒)
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/// </summary>
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public CommParamDesc PwrRecoverTime => GetConfig("PwrRecoverTime");
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/// <summary>
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/// 巅峰起始等级
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/// </summary>
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public CommParamDesc PeakLvStart => GetConfig("PeakLvStart");
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/// <summary>
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/// 每个巅峰等级提供天赋点数
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/// </summary>
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public CommParamDesc PeakLvPointNum => GetConfig("PeakLvPointNum");
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/// <summary>
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/// 装备背包容量
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/// </summary>
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public CommParamDesc EquipGridNum => GetConfig("EquipGridNum");
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/// <summary>
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/// 道具背包容量
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/// </summary>
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public CommParamDesc ItemGridNum => GetConfig("ItemGridNum");
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/// <summary>
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/// 分解获得道具id(对应装备品质1、2、3、4、5、6)
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/// </summary>
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public CommParamDesc BreakItemId => GetConfig("BreakItemId");
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/// <summary>
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/// 分解获得道具数量(对应装备品质1、2、3、4、5、6)
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/// </summary>
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public CommParamDesc BreakItemNum => GetConfig("BreakItemNum");
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/// <summary>
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/// 仓库个数
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/// </summary>
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public CommParamDesc WareRoomNum => GetConfig("WareRoomNum");
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/// <summary>
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/// 仓库栏位数
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/// </summary>
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public CommParamDesc WareRoomGridNum => GetConfig("WareRoomGridNum");
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/// <summary>
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/// 仓库解锁消耗道具数量(0为默认解锁)
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/// </summary>
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public CommParamDesc WareRoomCostNum => GetConfig("WareRoomCostNum");
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/// <summary>
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/// 仓库解锁消耗道具id
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/// </summary>
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public CommParamDesc WareRoomCostId => GetConfig("WareRoomCostId");
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/// <summary>
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/// 改名卡消耗钻石数量
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/// </summary>
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public CommParamDesc RenameCost => GetConfig("RenameCost");
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/// <summary>
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/// 关卡内同时存在N波怪物时,触发狂暴(配skillId,参数在技能里)
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/// </summary>
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public CommParamDesc MonAngryGA => GetConfig("MonAngryGA");
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/// <summary>
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/// 入口存在时间(秒)
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/// </summary>
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public CommParamDesc RwdChapterTime => GetConfig("RwdChapterTime");
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/// <summary>
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/// 新角色进入游戏时,默认穿戴的1号位,2号位武器id
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/// </summary>
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public CommParamDesc DefaultWeapon => GetConfig("DefaultWeapon");
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/// <summary>
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/// 首次速通奖励允许前后端时间误差(单位:秒)
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/// </summary>
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public CommParamDesc SpdRwdTimeErr => GetConfig("SpdRwdTimeErr");
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/// <summary>
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/// 掉落列表条目数量
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/// </summary>
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public CommParamDesc DropListNum => GetConfig("DropListNum");
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/// <summary>
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/// 战斗中换上新的枪时,拥有的子弹数量百分比X%(计算结果小数向上取整)
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/// </summary>
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public CommParamDesc NewGunBullet => GetConfig("NewGunBullet");
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/// <summary>
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/// 装备分解和兑换高品质,弹出确认弹窗
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/// </summary>
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public CommParamDesc AdvancedQuality => GetConfig("AdvancedQuality");
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/// <summary>
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/// 角色默认技能组
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/// </summary>
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public CommParamDesc RoleDefaultSki => GetConfig("RoleDefaultSki");
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/// <summary>
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/// 玩家默认解锁的皮肤id(默认穿戴第1个)
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/// </summary>
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public CommParamDesc DefaultSkin => GetConfig("DefaultSkin");
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/// <summary>
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/// 每日免费刷新次数
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/// </summary>
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public CommParamDesc ShopReFreeTime => GetConfig("ShopReFreeTime");
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/// <summary>
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/// 刷新消耗装备碎片id和数量
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/// </summary>
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public CommParamDesc ShopReCostFrag => GetConfig("ShopReCostFrag");
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/// <summary>
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/// 刷新消耗钻石id和数量
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/// </summary>
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public CommParamDesc ShopReCostDiam => GetConfig("ShopReCostDiam");
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/// <summary>
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/// 主线首个章节id
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/// </summary>
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public CommParamDesc MainLandFirstId => GetConfig("MainLandFirstId");
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/// <summary>
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/// 首次速通奖励刷在玩家半径X米范围的随机位置
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/// </summary>
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public CommParamDesc SpdRwdArea => GetConfig("SpdRwdArea");
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/// <summary>
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/// 速通奖励宝箱开盖时间点,消失时间点(从宝箱出现开始X毫秒)
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/// </summary>
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public CommParamDesc SpdRwdShow => GetConfig("SpdRwdShow");
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/// <summary>
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/// 速通奖励宝箱预制体资源
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/// </summary>
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public CommParamDesc SpdRwdShowPath => GetConfig("SpdRwdShowPath");
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/// <summary>
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/// 掉落物品质特效(对应品质0-6,0对应空)
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/// </summary>
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public CommParamDesc DropQualSFX => GetConfig("DropQualSFX");
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/// <summary>
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/// 掉落物品质拖尾特效(对应品质0-6,0对应空)
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/// </summary>
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public CommParamDesc DropQualSFXTail => GetConfig("DropQualSFXTail");
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/// <summary>
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/// 钻石买体力获得数量
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/// </summary>
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public CommParamDesc BuyPowerGet => GetConfig("BuyPowerGet");
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/// <summary>
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/// 钻石买体力消耗道具、id、数量(数量随购买次数递增,每日重置)
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/// </summary>
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public CommParamDesc BuyPowerCost => GetConfig("BuyPowerCost");
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/// <summary>
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/// 钻石买体力限购次数
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/// </summary>
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public CommParamDesc BuyPowerTimes => GetConfig("BuyPowerTimes");
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/// <summary>
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/// 所有战斗实体默认挂载的GA
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/// </summary>
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public CommParamDesc DefaultGA => GetConfig("DefaultGA");
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/// <summary>
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///
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/// </summary>
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public CommParamDesc LevelPenaltyGA => GetConfig("LevelPenaltyGA");
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/// <summary>
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/// 速通奖励满足条件时,延迟X毫秒后进入下一波
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/// </summary>
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public CommParamDesc SpdRwdShowDelay => GetConfig("SpdRwdShowDelay");
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/// <summary>
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/// 邮件数量上限
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/// </summary>
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public CommParamDesc MailCountMax => GetConfig("MailCountMax");
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/// <summary>
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/// 每日扫荡次数
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/// </summary>
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public CommParamDesc SweepTimes => GetConfig("SweepTimes");
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/// <summary>
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/// 月卡界面每日道具奖励
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/// </summary>
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public CommParamDesc MonthlyDayAward => GetConfig("MonthlyDayAward");
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/// <summary>
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/// 子弹格子图标
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/// </summary>
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public CommParamDesc BulletNumPic => GetConfig("BulletNumPic");
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/// <summary>
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/// 子弹格子数=实际战斗子弹量/参数N(小数部分算1个格子)【AR、LMG、SG、SR、RPG、SMG、CURE】
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/// </summary>
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public CommParamDesc BulletShowNum => GetConfig("BulletShowNum");
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/// <summary>
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///
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/// </summary>
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public CommParamDesc CombatK1SMG => GetConfig("Combat_K1_SMG");
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/// <summary>
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///
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/// </summary>
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public CommParamDesc CombatK1AR => GetConfig("Combat_K1_AR");
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/// <summary>
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///
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/// </summary>
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public CommParamDesc CombatK1LMG => GetConfig("Combat_K1_LMG");
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/// <summary>
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///
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/// </summary>
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public CommParamDesc CombatK1SG => GetConfig("Combat_K1_SG");
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/// <summary>
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///
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/// </summary>
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public CommParamDesc CombatK1SR => GetConfig("Combat_K1_SR");
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/// <summary>
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///
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/// </summary>
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public CommParamDesc CombatK1RPG => GetConfig("Combat_K1_RPG");
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/// <summary>
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///
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/// </summary>
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public CommParamDesc CombatK2 => GetConfig("Combat_K2");
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||
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/// <summary>
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///
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||
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/// </summary>
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public CommParamDesc CombatK3 => GetConfig("Combat_K3");
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/// <summary>
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///
|
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/// </summary>
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public CommParamDesc CombatK4 => GetConfig("Combat_K4");
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/// <summary>
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///
|
||
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/// </summary>
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||
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public CommParamDesc CombatK5 => GetConfig("Combat_K5");
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/// <summary>
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///
|
||
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/// </summary>
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||
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public CommParamDesc CombatK6 => GetConfig("Combat_K6");
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/// <summary>
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///
|
||
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/// </summary>
|
||
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public CommParamDesc CombatK7 => GetConfig("Combat_K7");
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||
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/// <summary>
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||
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///
|
||
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/// </summary>
|
||
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public CommParamDesc CombatK8 => GetConfig("Combat_K8");
|
||
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/// <summary>
|
||
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///
|
||
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/// </summary>
|
||
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public CommParamDesc CombatK9 => GetConfig("Combat_K9");
|
||
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||
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/// <summary>
|
||
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///
|
||
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/// </summary>
|
||
|
public CommParamDesc CombatB1 => GetConfig("Combat_B1");
|
||
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||
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/// <summary>
|
||
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///
|
||
|
/// </summary>
|
||
|
public CommParamDesc CombatB2 => GetConfig("Combat_B2");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc CombatB3 => GetConfig("Combat_B3");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 补签参数(消耗道具类型、id、数量,“数量随补签次数增加,0为免费”)
|
||
|
/// </summary>
|
||
|
public CommParamDesc LoopSign1001 => GetConfig("LoopSign1001");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 举报按钮的点击冷却时间(毫秒)
|
||
|
/// </summary>
|
||
|
public CommParamDesc BtnUiCd01 => GetConfig("BtnUiCd01");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 每个部位宝石槽位数量
|
||
|
/// </summary>
|
||
|
public CommParamDesc GemPositionNum => GetConfig("GemPositionNum");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 广告代币购买开关,开启后使用代币支付(0:关,1:开)
|
||
|
/// </summary>
|
||
|
public CommParamDesc AdTokenSwitch => GetConfig("AdTokenSwitch");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 宝石定向合成消耗(道具数量,道具Id)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GemMixCost => GetConfig("GemMixCost");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 宝石可进行自动合成的品质范围
|
||
|
/// </summary>
|
||
|
public CommParamDesc GemAMixQuality => GetConfig("GemAMixQuality");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 宝石可进行定向合成的品质范围
|
||
|
/// </summary>
|
||
|
public CommParamDesc GemCMixQuality => GetConfig("GemCMixQuality");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 奖励表id
|
||
|
/// </summary>
|
||
|
public CommParamDesc RwdChapterRwd => GetConfig("RwdChapterRwd");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 玩家解锁功能后,前N天(跨天)每日首次登录和首次战败弹出拍脸
|
||
|
/// </summary>
|
||
|
public CommParamDesc FirstBuyPopUp => GetConfig("FirstBuyPopUp");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 宝石自动合成消耗(道具数量,道具Id)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GemCMixCost => GetConfig("GemCMixCost");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 主界面生成机器人数量
|
||
|
/// </summary>
|
||
|
public CommParamDesc RobotMainNum => GetConfig("RobotMainNum");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 机器人生成时间间隔(秒)
|
||
|
/// </summary>
|
||
|
public CommParamDesc RobotRebornTime => GetConfig("RobotRebornTime");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 机器人存在时间(秒)(范围随机)
|
||
|
/// </summary>
|
||
|
public CommParamDesc RobotBeingTime => GetConfig("RobotBeingTime");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 机器人待机时间(秒)(范围随机)
|
||
|
/// </summary>
|
||
|
public CommParamDesc RobotStandbyTime => GetConfig("RobotStandbyTime");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 主界面机器人等级范围(下限;上限)
|
||
|
/// </summary>
|
||
|
public CommParamDesc RobotMainLevel => GetConfig("RobotMainLevel");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 主界面机器人活动范围(半径,中心点)
|
||
|
/// </summary>
|
||
|
public CommParamDesc RobotMainArea => GetConfig("RobotMainArea");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 主界面机器人武器
|
||
|
/// </summary>
|
||
|
public CommParamDesc RobotMainWeapon => GetConfig("RobotMainWeapon");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 主界面广告入口存在N秒
|
||
|
/// </summary>
|
||
|
public CommParamDesc MainAdShowTime => GetConfig("MainAdShowTime");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关怪物列表
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuideMonId => GetConfig("GuideMonId");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关怪物坐标(x1;y1;x2;y2...)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuideMonPos => GetConfig("GuideMonPos");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关装备id(RewardId,服务器用;类型/id/数量,客户端用)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuideGunId => GetConfig("GuideGunId");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关装备坐标(x1;y1)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuideGunPos => GetConfig("GuideGunPos");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关关卡Id(ChapterBattle表)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuideChapterId => GetConfig("GuideChapterId");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关玩家出生点坐标(x1;y1)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuidePlayerPos => GetConfig("GuidePlayerPos");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关结束,对应的最终引导id和经过的组id(前客户端用,后服务器用)(需完成该引导)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuideChapterEnd => GetConfig("GuideChapterEnd");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 主线入口引导动效(解锁关卡进度,结束关卡进度)
|
||
|
/// </summary>
|
||
|
public CommParamDesc ChapterGuideVFX => GetConfig("ChapterGuideVFX");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关x坐标大于N时触发战斗
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuideBattlePos => GetConfig("GuideBattlePos");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 通过X关之前常显示红点
|
||
|
/// </summary>
|
||
|
public CommParamDesc ShopReRedPoint => GetConfig("ShopReRedPoint");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 引导关,目标地点光标触发半径和坐标(x1;y1;x2;y2...)
|
||
|
/// </summary>
|
||
|
public CommParamDesc GuideCursorPos => GetConfig("GuideCursorPos");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 问卷奖励(客户端用)(type1,id1,value1,type2...)
|
||
|
/// </summary>
|
||
|
public CommParamDesc QuestRwdShow6001 => GetConfig("QuestRwdShow6001");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 跳转问卷星小程序id
|
||
|
/// </summary>
|
||
|
public CommParamDesc QuestJumpAPPID => GetConfig("QuestJumpAPPID");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 有大于等于X点未分配常显示红点
|
||
|
/// </summary>
|
||
|
public CommParamDesc TalentRedPoint => GetConfig("TalentRedPoint");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 有大于X点未分配常显示红点
|
||
|
/// </summary>
|
||
|
public CommParamDesc LevelUpRedPoint => GetConfig("LevelUpRedPoint");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 主线副本,每场战斗可看广告复活次数
|
||
|
/// </summary>
|
||
|
public CommParamDesc AdreviveCount => GetConfig("AdreviveCount");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc PickUpGoldSe => GetConfig("PickUpGoldSe");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc PickUpDiaSe => GetConfig("PickUpDiaSe");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc PickUpEquipSe => GetConfig("PickUpEquipSe");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc PickUpHPSe => GetConfig("PickUpHPSe");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc PickUpTokenSe => GetConfig("PickUpTokenSe");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 新角色进入游戏时,默认拥有抽卡券(道具类型,id,数量)
|
||
|
/// </summary>
|
||
|
public CommParamDesc BagDefaultItem => GetConfig("BagDefaultItem");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 首充礼包显示的礼包id
|
||
|
/// </summary>
|
||
|
public CommParamDesc FirstPackShow => GetConfig("FirstPackShow");
|
||
|
|
||
|
/// <summary>
|
||
|
/// Reward中的权重公式;最终权重=权重+幸运值/(幸运值+A)*B(万分比)
|
||
|
/// </summary>
|
||
|
public CommParamDesc LuckRwdInc => GetConfig("LuckRwdInc");
|
||
|
|
||
|
/// <summary>
|
||
|
/// EquipAttr中的权重公式;最终权重=权重+幸运值*A(万分比)
|
||
|
/// </summary>
|
||
|
public CommParamDesc LuckAttrInc => GetConfig("LuckAttrInc");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 提审-不触发的解锁弹窗引导,此处配置功能id
|
||
|
/// </summary>
|
||
|
public CommParamDesc AuditGuidance => GetConfig("AuditGuidance");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 显示的装备等级上限
|
||
|
/// </summary>
|
||
|
public CommParamDesc ShopReLevelMax => GetConfig("ShopReLevelMax");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 基础翅膀起始等级id、品阶id、星级id
|
||
|
/// </summary>
|
||
|
public CommParamDesc WingsDefaultInit => GetConfig("WingsDefaultInit");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 副本列表展示的道具奖励(id)
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlShowRwd => GetConfig("ContBttlShowRwd");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 消耗门票(道具id、数量)
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlCost => GetConfig("ContBttlCost");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 门票跨天自动恢复数量
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlRecover => GetConfig("ContBttlRecover");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 门票自动恢复上限(拥有的数量≥N则不再恢复)
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlReLimit => GetConfig("ContBttlReLimit");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 宝箱品质对应击杀敌人数量,大于该数量显示对应品质(白、蓝、紫、金、彩)
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlQuality => GetConfig("ContBttlQuality");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 玩法对应关卡id
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlId => GetConfig("ContBttlId");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 本层战斗结束时,延迟N秒进入下一层(万分比)
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlDelay => GetConfig("ContBttlDelay");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 宝箱品质对应的图标(白、蓝、紫、金、彩)
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlQBox => GetConfig("ContBttlQBox");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 玩家死亡时,显示在场景中的奖励数量上限
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlDropMax => GetConfig("ContBttlDropMax");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 每日连购,购买礼包X会获得礼包N1,N2,N3……,并扣除购买次数
|
||
|
/// </summary>
|
||
|
public CommParamDesc DailyPackBuyAll => GetConfig("DailyPackBuyAll");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 入侵者击杀玩家时放的表现技能
|
||
|
/// </summary>
|
||
|
public CommParamDesc ContBttlIntrudSk => GetConfig("ContBttlIntrudSk");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 每页天赋点数上限
|
||
|
/// </summary>
|
||
|
public CommParamDesc TalentPoint => GetConfig("TalentPoint");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 预设数量
|
||
|
/// </summary>
|
||
|
public CommParamDesc SchemeNum => GetConfig("SchemeNum");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 预设解锁消耗道具数量(0为默认解锁)
|
||
|
/// </summary>
|
||
|
public CommParamDesc SchemeCostNum => GetConfig("SchemeCostNum");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 预设解锁消耗道具id
|
||
|
/// </summary>
|
||
|
public CommParamDesc SchemeCostId => GetConfig("SchemeCostId");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 提审-资源条不显示跳转按钮,填道具id
|
||
|
/// </summary>
|
||
|
public CommParamDesc AuditItem => GetConfig("AuditItem");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 预设&战斗展示的天赋ID,栏位1
|
||
|
/// </summary>
|
||
|
public CommParamDesc SchemeTalent1 => GetConfig("SchemeTalent1");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 预设&战斗展示的天赋ID,栏位2
|
||
|
/// </summary>
|
||
|
public CommParamDesc SchemeTalent2 => GetConfig("SchemeTalent2");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 预设&战斗展示的天赋ID,栏位3
|
||
|
/// </summary>
|
||
|
public CommParamDesc SchemeTalent3 => GetConfig("SchemeTalent3");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc WaitPickParam => GetConfig("WaitPickParam");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 终身限购界面每日道具奖励
|
||
|
/// </summary>
|
||
|
public CommParamDesc ForeverPackAward => GetConfig("ForeverPackAward");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc CombatK1 => GetConfig("Combat_K1");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc CombatK10 => GetConfig("Combat_K10");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc CombatK11 => GetConfig("Combat_K11");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc CombatB4 => GetConfig("Combat_B4");
|
||
|
|
||
|
/// <summary>
|
||
|
///
|
||
|
/// </summary>
|
||
|
public CommParamDesc CombatB5 => GetConfig("Combat_B5");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 主界面机器人等级范围边界(下限;上限)
|
||
|
/// </summary>
|
||
|
public CommParamDesc RobotMainLvLimit => GetConfig("RobotMainLvLimit");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 被入侵者击败后保留的奖励类型
|
||
|
/// </summary>
|
||
|
public CommParamDesc KeepRewardType => GetConfig("KeepRewardType");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 被入侵者击败后保留的奖励ID
|
||
|
/// </summary>
|
||
|
public CommParamDesc KeepRewardId => GetConfig("KeepRewardId");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 被入侵者击败后保留的奖励数量比例
|
||
|
/// </summary>
|
||
|
public CommParamDesc KeepRewardRatio => GetConfig("KeepRewardRatio");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 那些天赋在计算天赋权重的时候进行计算
|
||
|
/// </summary>
|
||
|
public CommParamDesc TalentInclude => GetConfig("TalentInclude");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 每份补给发放道具
|
||
|
/// </summary>
|
||
|
public CommParamDesc PowerSupply => GetConfig("PowerSupply");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 每份补给含体力数量
|
||
|
/// </summary>
|
||
|
public CommParamDesc PowerSupplyAmount => GetConfig("PowerSupplyAmount");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 补给发放时间(24小时制)
|
||
|
/// </summary>
|
||
|
public CommParamDesc PowerSupplyTime => GetConfig("PowerSupplyTime");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 补给存储上限
|
||
|
/// </summary>
|
||
|
public CommParamDesc PowerSupplyLimit => GetConfig("PowerSupplyLimit");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 补给存储期限(天)
|
||
|
/// </summary>
|
||
|
public CommParamDesc PowerSupplyTimeLimit => GetConfig("PowerSupplyTimeLimit");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 活跃任务每日免费刷新次数
|
||
|
/// </summary>
|
||
|
public CommParamDesc CactivityQuestReFreeTime => GetConfig("CactivityQuestReFreeTime");
|
||
|
|
||
|
/// <summary>
|
||
|
/// 活跃任务刷新消耗道具和数量
|
||
|
/// </summary>
|
||
|
public CommParamDesc CactivityQuestReCost => GetConfig("CactivityQuestReCost");
|
||
|
}
|
||
|
|
||
|
public partial class CommParamDesc
|
||
|
{
|
||
|
|
||
|
|
||
|
public static readonly string _KEY_InternalId = "InternalId";
|
||
|
public static readonly string _KEY_id = "id";
|
||
|
public static readonly string _KEY_int_val = "int_val";
|
||
|
public static readonly string _KEY_str_val = "str_val";
|
||
|
public static readonly string _KEY_int_list = "int_list";
|
||
|
public static readonly string _KEY_str_list = "str_list";
|
||
|
|
||
|
|
||
|
/// <summary>
|
||
|
/// 内部ID
|
||
|
/// </summary>
|
||
|
public int InternalId { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// ID
|
||
|
/// </summary>
|
||
|
public string id { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// 整数数值
|
||
|
/// </summary>
|
||
|
public int int_val { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// 字符串数值
|
||
|
/// </summary>
|
||
|
public string str_val { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// 整数数组
|
||
|
/// </summary>
|
||
|
public int[] int_list { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// 字符串数组
|
||
|
/// </summary>
|
||
|
public string[] str_list { get; set; }
|
||
|
|
||
|
public Dictionary<string, Type> listDic = new Dictionary<string, Type>();
|
||
|
public CommParamDesc()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public string GetKey1() { return id; }
|
||
|
|
||
|
public bool ReadItemBin(TabBinFile txf, bool readKeyOnly)
|
||
|
{
|
||
|
InternalId = txf.GetintByIndex(_KEY_InternalId);
|
||
|
id = txf.GetstringByIndex(_KEY_id);
|
||
|
if(readKeyOnly) { return true; }
|
||
|
int_val = txf.GetintByIndex(_KEY_int_val);
|
||
|
str_val = txf.GetstringByIndex(_KEY_str_val);
|
||
|
int_list = txf.GetintArrayByIndex(_KEY_int_list);
|
||
|
str_list = txf.GetstringArrayByIndex(_KEY_str_list);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|