// Auto Generated Code By excel2json
// Generate From Excel\HeroModel.xlsx. SheetName: HeroModelConfig

using System;
using Fort23.GameData;

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


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


		/// <summary>
		///1火 2冰 3雷
		/// </summary>
public int HeroType;


		/// <summary>
		///神器组ID 
		/// </summary>
public int HeroDetailType;


		/// <summary>
		///是否为boss
		/// </summary>
public int isBoss;


		/// <summary>
		///名字语言表ID
		/// </summary>
public int HeroNameID;


		/// <summary>
		///称号语言表ID
		/// </summary>
public int HeroTitleID;


		/// <summary>
		///台词语言表ID
		/// </summary>
public int HeroLinesID;


		/// <summary>
		///性别 1=男性 2=女性 3=其他
		/// </summary>
public int Gender;


		/// <summary>
		///英雄稀有度 1=R 2=SR 3=SSR
		/// </summary>
public int Quality;


		/// <summary>
		///质量 默认100
		/// </summary>
public int mass;


		/// <summary>
		///定位 1=肉盾 2=输出 3=治疗 4=辅助
		/// </summary>
public int DutyType;


		/// <summary>
		///攻击形态 1=近战 2=抛射 4=坠落 8=平射
		/// </summary>
public int AttackMode;


		/// <summary>
		///伤害类型 1=普通 2=爆破 4=穿透
		/// </summary>
public int DamageType;


		/// <summary>
		///武器类型 1=短柄 2=长柄 3=盾牌 4=圣物 5=法器 6=弓箭 7=枪炮 
		/// </summary>
public int WeaponType;


		/// <summary>
		///默认武器Id
		/// </summary>
public int DefaultWeaponId;


		/// <summary>
		///大招id
		/// </summary>
public int SpaceSkillID;


		/// <summary>
		///英雄携带技能的GroupId
		/// </summary>
public int[] SkillIDs;


		/// <summary>
		///英雄携带的探索悬赏技能ID
		/// </summary>
public int[] ExploreSkillID;


		/// <summary>
		///英雄携带的打工技能ID
		/// </summary>
public int[] WorkSkillID;


		/// <summary>
		///默认装备ID 按照头盔、衣服和护腕顺序填满3个值
		/// </summary>
public int[] DefaultEquipId;


		/// <summary>
		///随身装备套装效果ID 只能加次级属性
		/// </summary>
public int[] DefaultEquipSuit;


		/// <summary>
		///随身装备套装效果值
		/// </summary>
public float[] DefaultEquipSuitValue;


		/// <summary>
		///模型名字
		/// </summary>
public string HeroModelName;


		/// <summary>
		///英雄UI Icon名字
		/// </summary>
public string HeroUIIconName;


		/// <summary>
		///英雄立绘名字
		/// </summary>
public string LiHuiName;


		/// <summary>
		///英雄体积半径
		/// </summary>
public float Radius;


		/// <summary>
		///对应碎片ID
		/// </summary>
public int HeroShardID;


		/// <summary>
		///最低级专属遗物ID
		/// </summary>
public int[] WeaponIDs;


		/// <summary>
		///修正攻击
		/// </summary>
public long Attack;


		/// <summary>
		///修正生命
		/// </summary>
public long HP;


		/// <summary>
		///修生防御
		/// </summary>
public long DEF;


		/// <summary>
		///移动速度
		/// </summary>
public float MoveSpeed;


		/// <summary>
		///暴击率%
		/// </summary>
public float Crit;


		/// <summary>
		///暴击伤害%
		/// </summary>
public float CritEfficiency;


		/// <summary>
		///技能充能速度
		/// </summary>
public float SkillChargeSpeed;


		/// <summary>
		///护盾值
		/// </summary>
public int Shield;


		/// <summary>
		///护盾恢复时间（秒）
		/// </summary>
public float ShieldTime;


		/// <summary>
		///英雄背景故事描述语言表ID
		/// </summary>
public int Describe;


		/// <summary>
		///分解（溢出）转化的道具ID
		/// </summary>
public int[] hsItemID;


		/// <summary>
		///转化道具数量
		/// </summary>
public int[] hsItemNum;


	}

}
// End of Auto Generated Code
