// Auto Generated Code By excel2json
// Generate From Excel\Levelbattle.xlsx. SheetName: LevelbattleConfig

using System;
using Fort23.GameData;

namespace Excel2Json
{
	[Config(prefab = "LevelbattleConfig.json")]
	public partial class LevelbattleConfigHolder : ConfigHolder<LevelbattleConfig>
	{
	}


	[Serializable]
	public struct LevelbattleConfig : IConfig
	{
		public int GetID() {return ID;} 
		/// <summary>
		///战斗组ID
		/// </summary>
public int ID;


		/// <summary>
		///战斗场景
		/// </summary>
public string battleGround;


		/// <summary>
		///包含的组ID （就是第二页的ID)
		/// </summary>
public int[] Group;


		/// <summary>
		///奖励随机掉落组
		/// </summary>
public int[] awardDrop;


		/// <summary>
		///奖励道具类型
		/// </summary>
public int[] awardItem;


		/// <summary>
		///奖励道具数量
		/// </summary>
public int[] awardItemNum;


		/// <summary>
		///1.一次性奖励 2.循环奖励
		/// </summary>
public int awardType;


		/// <summary>
		///战后是否显示按钮等 （六边形地图中的战斗都填1，无论战斗失败影不影响关卡失败。纯战斗地图中的战斗填0）
		/// </summary>
public int isShow;


		/// <summary>
		///开场初始能量 %
		/// </summary>
public int startEnergy;


		/// <summary>
		///开场初始神器能量%
		/// </summary>
public int startGoldenRelicEnergy;


		/// <summary>
		///用时
		/// </summary>
public float combatTime;


		/// <summary>
		///玩法类型 1.正常 2.追逐 3.站桩 4.保卫水晶 5.至少完成x波 （406260） 6.至少坚持x秒 （406261）
		/// </summary>
public int combatType;


		/// <summary>
		///胜利条件描述 语言表ID
		/// </summary>
public int victoryConditionDes;


		/// <summary>
		///全局BUFF
		/// </summary>
public int[] GlobalBuff;


		/// <summary>
		///0,忽略词缀特效 1,使用词缀特效
		/// </summary>
public int isUseSpecialEffect;


		/// <summary>
		///怪物战斗组评分（实际）
		/// </summary>
public int MonsterGroupTruePower;


		/// <summary>
		///怪物战斗组评分（表现）
		/// </summary>
public int MonsterGroupPower;


		/// <summary>
		///击杀目标怪物ID
		/// </summary>
public int[] koMonster;


		/// <summary>
		///出现新怪物的文本
		/// </summary>
public string[] MonsterTips;


		/// <summary>
		///出现新怪物时，增加引导页签。<100是skill ID，>100是MonsterModel ID
		/// </summary>
public string[] NewMonster;


		/// <summary>
		///是否开启验证
		/// </summary>
public int EnableVerifcation;


		/// <summary>
		///胜利条件参数
		/// </summary>
public int combatTypeValue;


		/// <summary>
		///战斗开始怪物放技能充能%
		/// </summary>
public float MonsterStartCd;


		/// <summary>
		///开局怪的组ID,配置一开始的场景怪物，不受波数影响
		/// </summary>
public int[] openMonster;


		/// <summary>
		///每组间隔 （指上一组被击杀，几秒后出下一组怪）
		/// </summary>
public float gapTimeGroup;


	}

}
// End of Auto Generated Code
