ソースを参照

添加大树怪

DESKTOP-FB72PO8\Administrator 11 時間 前
コミット
20ed7a2a04
100 ファイル変更7204 行追加2422 行削除
  1. 1 2
      Assets/Art/Character/Guaiwu/Woman/wm.fbx.meta
  2. 34 34
      Assets/Res/Config/AttributeConfig.json
  3. 3 3
      Assets/Res/Config/BigMapConfig.json
  4. 50 30
      Assets/Res/Config/BuffConfig.json
  5. 2 2
      Assets/Res/Config/ChanllegeResource.json
  6. 120 120
      Assets/Res/Config/ChanllegeTower.json
  7. 0 4
      Assets/Res/Config/ChanllegeTower.json.meta
  8. 25 25
      Assets/Res/Config/EventConditionConfig.json
  9. 260 260
      Assets/Res/Config/EventConfig.json
  10. 276 276
      Assets/Res/Config/EventLinkConfig.json
  11. 54 54
      Assets/Res/Config/EventNPC.json
  12. 19 19
      Assets/Res/Config/HeroModelConfig.json
  13. 162 162
      Assets/Res/Config/ItemConfig.json
  14. 536 0
      Assets/Res/Config/LanguageChineseConfig_skill.json
  15. 7 0
      Assets/Res/Config/LanguageChineseConfig_skill.json.meta
  16. 35 35
      Assets/Res/Config/PlacesConfig.json
  17. 231 231
      Assets/Res/Config/SentimentEffectConfig.json
  18. 134 134
      Assets/Res/Config/ShopItemConfig.json
  19. 2056 0
      Assets/Res/Config/SkillConfig.json
  20. 5 5
      Assets/Res/Config/TanxianConfig.json
  21. 2 2
      Assets/Res/Config/TowerConfig.json
  22. 60 60
      Assets/Res/Config/TowerInfoConfig.json
  23. 1 0
      Assets/Res/Config/multiSheetInfo.json
  24. 7 0
      Assets/Res/Config/multiSheetInfo.json.meta
  25. 99 36
      Assets/Scripts/GameData/ConfigComponent.cs
  26. 36 12
      Assets/Scripts/GameData/ExcelConfig/AttributeConfig.cs
  27. 48 16
      Assets/Scripts/GameData/ExcelConfig/BigMapConfig.cs
  28. 96 32
      Assets/Scripts/GameData/ExcelConfig/BuffConfig.cs
  29. 78 26
      Assets/Scripts/GameData/ExcelConfig/ChanllegeResource.cs
  30. 30 10
      Assets/Scripts/GameData/ExcelConfig/ChanllegeTower.cs
  31. 18 6
      Assets/Scripts/GameData/ExcelConfig/DaoyouGiftConfig.cs
  32. 36 12
      Assets/Scripts/GameData/ExcelConfig/DaoyouLevelupConfig.cs
  33. 102 34
      Assets/Scripts/GameData/ExcelConfig/DaoyouModelConfig.cs
  34. 36 12
      Assets/Scripts/GameData/ExcelConfig/DaoyouguajiResourcLevel.cs
  35. 18 6
      Assets/Scripts/GameData/ExcelConfig/DivineSenseConfig.cs
  36. 24 8
      Assets/Scripts/GameData/ExcelConfig/DropConfig.cs
  37. 24 8
      Assets/Scripts/GameData/ExcelConfig/DropCountConfig.cs
  38. 18 6
      Assets/Scripts/GameData/ExcelConfig/DropGroupConfig.cs
  39. 36 12
      Assets/Scripts/GameData/ExcelConfig/DropItemConfig.cs
  40. 48 16
      Assets/Scripts/GameData/ExcelConfig/EventConditionConfig.cs
  41. 114 38
      Assets/Scripts/GameData/ExcelConfig/EventConfig.cs
  42. 102 34
      Assets/Scripts/GameData/ExcelConfig/EventLinkConfig.cs
  43. 24 8
      Assets/Scripts/GameData/ExcelConfig/EventNPC.cs
  44. 60 20
      Assets/Scripts/GameData/ExcelConfig/FabaoConfig.cs
  45. 60 20
      Assets/Scripts/GameData/ExcelConfig/FabaoPowerupConfig.cs
  46. 108 36
      Assets/Scripts/GameData/ExcelConfig/GameConstantConfig.cs
  47. 18 6
      Assets/Scripts/GameData/ExcelConfig/GroupConfig.cs
  48. 108 36
      Assets/Scripts/GameData/ExcelConfig/HeroModelConfig.cs
  49. 162 54
      Assets/Scripts/GameData/ExcelConfig/HeroPowerUpConfig.cs
  50. 126 42
      Assets/Scripts/GameData/ExcelConfig/ItemConfig.cs
  51. 12 4
      Assets/Scripts/GameData/ExcelConfig/LanguageChineseConfig.cs
  52. 40 0
      Assets/Scripts/GameData/ExcelConfig/LanguageChineseConfig_skill.cs
  53. 11 0
      Assets/Scripts/GameData/ExcelConfig/LanguageChineseConfig_skill.cs.meta
  54. 12 4
      Assets/Scripts/GameData/ExcelConfig/LevelSupressConfig.cs
  55. 48 16
      Assets/Scripts/GameData/ExcelConfig/LevelbattleConfig.cs
  56. 12 4
      Assets/Scripts/GameData/ExcelConfig/MitigationParaConfig.cs
  57. 96 32
      Assets/Scripts/GameData/ExcelConfig/MonsterPowerUpConfig.cs
  58. 24 8
      Assets/Scripts/GameData/ExcelConfig/OpenBoxConfig.cs
  59. 78 26
      Assets/Scripts/GameData/ExcelConfig/PlacesConfig.cs
  60. 48 16
      Assets/Scripts/GameData/ExcelConfig/QiankundaiConfig.cs
  61. 48 16
      Assets/Scripts/GameData/ExcelConfig/ResourceLevelConfig.cs
  62. 30 10
      Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs
  63. 78 26
      Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs
  64. 48 16
      Assets/Scripts/GameData/ExcelConfig/ShopConfig.cs
  65. 12 4
      Assets/Scripts/GameData/ExcelConfig/ShopGroupConfig.cs
  66. 90 30
      Assets/Scripts/GameData/ExcelConfig/ShopItemConfig.cs
  67. 126 42
      Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs
  68. 18 6
      Assets/Scripts/GameData/ExcelConfig/SkillConstant.cs
  69. 36 12
      Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs
  70. 36 12
      Assets/Scripts/GameData/ExcelConfig/SkiptoConfig.cs
  71. 30 10
      Assets/Scripts/GameData/ExcelConfig/TanxianConfig.cs
  72. 24 8
      Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs
  73. 54 18
      Assets/Scripts/GameData/ExcelConfig/TowerInfoConfig.cs
  74. 30 10
      Assets/Scripts/GameData/ExcelConfig/WorldMapConfig.cs
  75. 30 10
      Assets/Scripts/GameData/ExcelConfig/XianTuLogConfig.cs
  76. 42 14
      Assets/Scripts/GameData/ExcelConfig/daolvSkill.cs
  77. 30 10
      Assets/Scripts/GameData/ExcelConfig/emotionConfig.cs
  78. 36 12
      Assets/Scripts/GameData/ExcelConfig/guajibuff.cs
  79. 34 2
      Assets/Scripts/GameData/ExcelConfigBasic/ConfigHolder.cs
  80. 48 28
      Assets/Scripts/GameData/Language/LanguageManager.cs
  81. 13 0
      Assets/Scripts/GameData/MultiSheetInfo.cs
  82. 3 0
      Assets/Scripts/GameData/MultiSheetInfo.cs.meta
  83. 26 0
      Assets/Scripts/GameData/MultiSheetInfoGroup.cs
  84. 3 0
      Assets/Scripts/GameData/MultiSheetInfoGroup.cs.meta
  85. 18 0
      Assets/Scripts/GameLogic/Combat/Buff/AddActionsType.cs
  86. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/AddActionsType.cs.meta
  87. 11 4
      Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs
  88. 27 3
      Assets/Scripts/GameLogic/Combat/Buff/BuffControl.cs
  89. 1 0
      Assets/Scripts/GameLogic/Combat/Buff/BuffStackInfo.cs
  90. 1 1
      Assets/Scripts/GameLogic/Combat/Buff/b_1001.cs
  91. 35 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1013.cs
  92. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1013.cs.meta
  93. 34 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1014.cs
  94. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1014.cs.meta
  95. 17 4
      Assets/Scripts/GameLogic/Combat/Buff/b_1018.cs
  96. 9 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1027.cs
  97. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1027.cs.meta
  98. 18 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1028.cs
  99. 3 0
      Assets/Scripts/GameLogic/Combat/Buff/b_1028.cs.meta
  100. 3 0
      Assets/Scripts/GameLogic/Combat/CombatEvent/BuffEventData.cs

+ 1 - 2
Assets/Art/Character/Guaiwu/Woman/wm.fbx.meta

@@ -88,8 +88,7 @@ ModelImporter:
     legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
     blendShapeNormalImportMode: 1
     normalSmoothingSource: 0
-  referencedClips:
-  - 6aedd104d4bcbc440bc2c53b918f6ae5
+  referencedClips: []
   importAnimation: 1
   humanDescription:
     serializedVersion: 3

+ 34 - 34
Assets/Res/Config/AttributeConfig.json

@@ -2,136 +2,136 @@
   "configList": [
     {
       "ID": 1,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": -1.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 2,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": -1.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 3,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": -1.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 4,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": -1.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 101,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 0.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 102,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 0.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 103,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 0.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 104,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 0.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 105,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 0.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 106,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 100.0,
       "MinValue": 10.0,
       "MaxValue": 200.0
     },
     {
       "ID": 107,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 100.0,
       "MinValue": 10.0,
       "MaxValue": 200.0
     },
     {
       "ID": 108,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 100.0,
       "MinValue": 10.0,
       "MaxValue": 200.0
     },
     {
       "ID": 109,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 100.0,
       "MinValue": 10.0,
       "MaxValue": 200.0
     },
     {
       "ID": 110,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 100.0,
       "MinValue": 10.0,
       "MaxValue": 200.0
     },
     {
       "ID": 111,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 0.0,
       "MinValue": 0.0,
       "MaxValue": -1.0
     },
     {
       "ID": 112,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 0.0,
       "MinValue": -100.0,
       "MaxValue": 50.0
     },
     {
       "ID": 113,
-      "name": null,
-      "des": null,
+      "name": 0,
+      "des": 0,
       "DefaultValue": 0.0,
       "MinValue": 0.0,
       "MaxValue": -1.0

+ 3 - 3
Assets/Res/Config/BigMapConfig.json

@@ -15,7 +15,7 @@
         0
       ],
       "extraUnlockConTyp": 0,
-      "extraUnlockConVal": null
+      "extraUnlockConVal": 0
     },
     {
       "ID": 2,
@@ -31,7 +31,7 @@
         0
       ],
       "extraUnlockConTyp": 0,
-      "extraUnlockConVal": null
+      "extraUnlockConVal": 0
     },
     {
       "ID": 3,
@@ -49,7 +49,7 @@
         0
       ],
       "extraUnlockConTyp": 0,
-      "extraUnlockConVal": null
+      "extraUnlockConVal": 0
     }
   ]
 }

+ 50 - 30
Assets/Res/Config/BuffConfig.json

@@ -36,7 +36,7 @@
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
-      "IsControlBuff": 0,
+      "IsControlBuff": 1,
       "IsHideIcon": 0,
       "scriptsName": "b_1002"
     },
@@ -117,7 +117,7 @@
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
-      "IsControlBuff": 0,
+      "IsControlBuff": 1,
       "IsHideIcon": 0,
       "scriptsName": "b_1006"
     },
@@ -157,7 +157,7 @@
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
-      "IsControlBuff": 0,
+      "IsControlBuff": 1,
       "IsHideIcon": 0,
       "scriptsName": "b_1008"
     },
@@ -245,7 +245,7 @@
     {
       "ID": 10131,
       "nameTest": "土沙",
-      "decTest": "每一层土沙降低敌人{0}防御",
+      "decTest": "每一层土沙降低敌人{0}%防御",
       "icon": "icon_b1013",
       "buffName": 500003,
       "buffEffectDes": 500044,
@@ -262,30 +262,10 @@
       "IsHideIcon": 0,
       "scriptsName": "b_1013"
     },
-    {
-      "ID": 10141,
-      "nameTest": "破甲",
-      "decTest": "敌人防御降低{0}%",
-      "icon": "icon_b1014",
-      "buffName": 500003,
-      "buffEffectDes": 500044,
-      "buffGroup": 1014,
-      "overlayCount": 10,
-      "effectValue": [
-        10.0
-      ],
-      "timeType": 2,
-      "buffTime": 9.0,
-      "buffType": 2,
-      "dispelType": 1,
-      "IsControlBuff": 0,
-      "IsHideIcon": 0,
-      "scriptsName": "b_1014"
-    },
     {
       "ID": 10151,
       "nameTest": "无敌",
-      "decTest": "无敌,不受控制",
+      "decTest": "无敌,不受到任何伤害,不受控制",
       "icon": "icon_b1015",
       "buffName": 500003,
       "buffEffectDes": 500044,
@@ -296,7 +276,7 @@
       ],
       "timeType": 2,
       "buffTime": 9.0,
-      "buffType": 2,
+      "buffType": 1,
       "dispelType": 1,
       "IsControlBuff": 0,
       "IsHideIcon": 0,
@@ -317,7 +297,7 @@
       ],
       "timeType": 2,
       "buffTime": 9.0,
-      "buffType": 2,
+      "buffType": 1,
       "dispelType": 1,
       "IsControlBuff": 0,
       "IsHideIcon": 0,
@@ -478,7 +458,7 @@
       ],
       "timeType": 2,
       "buffTime": 9.0,
-      "buffType": 2,
+      "buffType": 3,
       "dispelType": 1,
       "IsControlBuff": 0,
       "IsHideIcon": 0,
@@ -500,7 +480,7 @@
       "buffTime": 9.0,
       "buffType": 2,
       "dispelType": 1,
-      "IsControlBuff": 0,
+      "IsControlBuff": 1,
       "IsHideIcon": 0,
       "scriptsName": "b_1025"
     },
@@ -518,11 +498,51 @@
       ],
       "timeType": 2,
       "buffTime": 9.0,
-      "buffType": 2,
+      "buffType": 3,
       "dispelType": 1,
       "IsControlBuff": 0,
       "IsHideIcon": 0,
       "scriptsName": "b_1026"
+    },
+    {
+      "ID": 10271,
+      "nameTest": "阴水",
+      "decTest": "",
+      "icon": "icon_b1027",
+      "buffName": 500003,
+      "buffEffectDes": 500044,
+      "buffGroup": 1027,
+      "overlayCount": 99,
+      "effectValue": [
+        3.0
+      ],
+      "timeType": 2,
+      "buffTime": 9.0,
+      "buffType": 2,
+      "dispelType": 1,
+      "IsControlBuff": 0,
+      "IsHideIcon": 0,
+      "scriptsName": "b_1027"
+    },
+    {
+      "ID": 10281,
+      "nameTest": "冰冻值",
+      "decTest": "",
+      "icon": "icon_b1028",
+      "buffName": 500003,
+      "buffEffectDes": 500044,
+      "buffGroup": 1028,
+      "overlayCount": 99,
+      "effectValue": [
+        3.0
+      ],
+      "timeType": 2,
+      "buffTime": 9.0,
+      "buffType": 2,
+      "dispelType": 1,
+      "IsControlBuff": 0,
+      "IsHideIcon": 0,
+      "scriptsName": "b_1028"
     }
   ]
 }

+ 2 - 2
Assets/Res/Config/ChanllegeResource.json

@@ -2,7 +2,7 @@
   "configList": [
     {
       "ID": 1,
-      "name": null,
+      "name": 0,
       "type": 1945,
       "freetime": 3,
       "maxtime": 10,
@@ -25,7 +25,7 @@
     },
     {
       "ID": 2,
-      "name": null,
+      "name": 0,
       "type": 1946,
       "freetime": 3,
       "maxtime": 10,

+ 120 - 120
Assets/Res/Config/ChanllegeTower.json

@@ -2,303 +2,303 @@
   "configList": [
     {
       "ID": 1,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 2,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 3,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 4,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 5,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 6,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 7,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 8,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 9,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 10,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 11,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 12,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 13,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 14,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 15,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 16,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 17,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 18,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 19,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 20,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 21,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 22,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 23,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 24,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 25,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 26,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 27,
-      "NeedLevel": null,
-      "LevelbattleID": null
+      "NeedLevel": 0,
+      "LevelbattleID": 0
     },
     {
       "ID": 28,
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-      "NeedLevel": null,
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-      "NeedLevel": null,
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-      "NeedLevel": null,
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-      "NeedLevel": null,
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-      "NeedLevel": null,
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   ]
 }

+ 0 - 4
Assets/Res/Config/ChanllegeTower.json.meta

@@ -1,9 +1,5 @@
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+ 25 - 25
Assets/Res/Config/EventConditionConfig.json

@@ -3,7 +3,7 @@
     {
       "ID": 1,
       "message": 2078,
-      "Operation": null,
+      "Operation": 0,
       "ConditionType": 1,
       "ConditionPara": [
         1001
@@ -19,7 +19,7 @@
     {
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-      "Operation": null,
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       "ConditionType": 3,
       "ConditionPara": [
         11
@@ -35,7 +35,7 @@
     {
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@@ -54,7 +54,7 @@
     {
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@@ -70,7 +70,7 @@
     {
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       "finishCount": 1,
       "SkiptoIds": [
@@ -83,7 +83,7 @@
     {
       "ID": 6,
       "message": 2094,
-      "Operation": null,
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       "ConditionType": 9,
       "finishCount": 6,
       "SkiptoIds": [
@@ -96,7 +96,7 @@
     {
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       "message": 2843,
-      "Operation": null,
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       "ConditionType": 5,
       "ConditionPara": [
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@@ -112,7 +112,7 @@
     {
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       "ConditionType": 3,
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         21
@@ -128,7 +128,7 @@
     {
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       "message": 2845,
-      "Operation": null,
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       "ConditionType": 5,
       "ConditionPara": [
         1003
@@ -147,7 +147,7 @@
     {
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       "message": 2846,
-      "Operation": null,
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       "ConditionType": 5,
       "ConditionPara": [
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@@ -166,7 +166,7 @@
     {
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       "message": 2847,
-      "Operation": null,
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       "ConditionType": 6,
       "ConditionPara": [
         20003
@@ -185,7 +185,7 @@
     {
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       "message": 2848,
-      "Operation": null,
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       "ConditionType": 5,
       "ConditionPara": [
         1005
@@ -204,7 +204,7 @@
     {
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-      "Operation": null,
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@@ -223,7 +223,7 @@
     {
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-      "Operation": null,
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         31
@@ -239,7 +239,7 @@
     {
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@@ -258,7 +258,7 @@
     {
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@@ -277,7 +277,7 @@
     {
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         1301
@@ -296,7 +296,7 @@
     {
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-      "Operation": null,
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       "ConditionPara": [
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@@ -315,7 +315,7 @@
     {
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       "message": 2855,
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         1001
@@ -331,7 +331,7 @@
     {
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@@ -347,7 +347,7 @@
     {
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@@ -363,7 +363,7 @@
     {
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@@ -379,7 +379,7 @@
     {
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@@ -395,7 +395,7 @@
     {
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         81
@@ -411,7 +411,7 @@
     {
       "ID": 26,
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-      "Operation": null,
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       "ConditionType": 3,
       "ConditionPara": [
         91

ファイルの差分が大きいため隠しています
+ 260 - 260
Assets/Res/Config/EventConfig.json


ファイルの差分が大きいため隠しています
+ 276 - 276
Assets/Res/Config/EventLinkConfig.json


+ 54 - 54
Assets/Res/Config/EventNPC.json

@@ -2,159 +2,159 @@
   "configList": [
     {
       "ID": 1,
-      "name": null,
-      "ID_1": null,
-      "DaoyouID": null
+      "name": 0,
+      "ID_1": 0,
+      "DaoyouID": 0
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     {
       "ID": 2,
-      "name": null,
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+      "ID_1": 0,
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     },
     {
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-      "name": null,
-      "ID_1": null,
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+      "ID_1": 0,
       "DaoyouID": 2
     },
     {
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+      "ID_1": 0,
       "DaoyouID": 3
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     {
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-      "name": null,
-      "ID_1": null,
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+      "ID_1": 0,
       "DaoyouID": 4
     },
     {
       "ID": 6,
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-      "ID_1": null,
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+      "ID_1": 0,
       "DaoyouID": 5
     },
     {
       "ID": 7,
-      "name": null,
-      "ID_1": null,
+      "name": 0,
+      "ID_1": 0,
       "DaoyouID": 6
     },
     {
       "ID": 8,
-      "name": null,
-      "ID_1": null,
+      "name": 0,
+      "ID_1": 0,
       "DaoyouID": 7
     },
     {
       "ID": 9,
-      "name": null,
-      "ID_1": null,
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+      "ID_1": 0,
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     },
     {
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-      "name": null,
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     {
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     {
       "ID": 100,
       "name": 3000,
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       "name": 3001,
-      "ID_1": null,
-      "DaoyouID": null
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       "name": 3002,
-      "ID_1": null,
-      "DaoyouID": null
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+      "DaoyouID": 0
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       "ID": 103,
       "name": 3003,
-      "ID_1": null,
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       "name": 3004,
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+      "DaoyouID": 0
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     {
       "ID": 105,
       "name": 3005,
-      "ID_1": null,
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     },
     {
       "ID": 106,
       "name": 3006,
-      "ID_1": null,
-      "DaoyouID": null
+      "ID_1": 0,
+      "DaoyouID": 0
     },
     {
       "ID": 107,
       "name": 3007,
-      "ID_1": null,
-      "DaoyouID": null
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+      "DaoyouID": 0
     },
     {
       "ID": 108,
       "name": 3008,
-      "ID_1": null,
-      "DaoyouID": null
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+      "DaoyouID": 0
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     {
       "ID": 109,
       "name": 3009,
-      "ID_1": null,
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+      "DaoyouID": 0
     },
     {
       "ID": 110,
       "name": 3010,
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     {
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       "name": 3034,
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     {
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       "name": 3067,
-      "ID_1": null,
-      "DaoyouID": null
+      "ID_1": 0,
+      "DaoyouID": 0
     }
   ]
 }

+ 19 - 19
Assets/Res/Config/HeroModelConfig.json

@@ -56,7 +56,7 @@
         -1,
         -1
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 1001,
@@ -114,7 +114,7 @@
         50,
         80
       ],
-      "heroStory": null
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     },
     {
       "ID": 1002,
@@ -172,7 +172,7 @@
         50,
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       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 1003,
@@ -230,7 +230,7 @@
         50,
         80
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 1004,
@@ -288,7 +288,7 @@
         50,
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       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 1005,
@@ -346,7 +346,7 @@
         50,
         80
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 5001,
@@ -404,7 +404,7 @@
         50,
         80
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 5002,
@@ -462,7 +462,7 @@
         50,
         80
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 5003,
@@ -520,7 +520,7 @@
         50,
         80
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 5004,
@@ -578,7 +578,7 @@
         50,
         80
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 5005,
@@ -636,7 +636,7 @@
         50,
         80
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 5006,
@@ -694,7 +694,7 @@
         50,
         80
       ],
-      "heroStory": null
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     {
       "ID": 5007,
@@ -752,7 +752,7 @@
         50,
         80
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 9001,
@@ -810,7 +810,7 @@
         1,
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       ],
-      "heroStory": null
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     {
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@@ -868,7 +868,7 @@
         1,
         -1
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 9003,
@@ -926,7 +926,7 @@
         1,
         -1
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 9004,
@@ -984,7 +984,7 @@
         1,
         -1
       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 9005,
@@ -1042,7 +1042,7 @@
         1,
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       ],
-      "heroStory": null
+      "heroStory": 0
     },
     {
       "ID": 9006,
@@ -1100,7 +1100,7 @@
         1,
         -1
       ],
-      "heroStory": null
+      "heroStory": 0
     }
   ]
 }

ファイルの差分が大きいため隠しています
+ 162 - 162
Assets/Res/Config/ItemConfig.json


+ 536 - 0
Assets/Res/Config/LanguageChineseConfig_skill.json

@@ -0,0 +1,536 @@
+{
+  "configList": [
+    {
+      "ID": 1020090,
+      "txt": "青莲净体诀"
+    },
+    {
+      "ID": 1020091,
+      "txt": "青莲净体诀"
+    },
+    {
+      "ID": 1020092,
+      "txt": "青莲净体诀"
+    },
+    {
+      "ID": 1020093,
+      "txt": "青莲净体诀"
+    },
+    {
+      "ID": 1020094,
+      "txt": "青莲净体诀"
+    },
+    {
+      "ID": 1020095,
+      "txt": "青莲净体诀"
+    },
+    {
+      "ID": 1120090,
+      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%最大生命"
+    },
+    {
+      "ID": 1120091,
+      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%最大生命"
+    },
+    {
+      "ID": 1120092,
+      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%最大生命"
+    },
+    {
+      "ID": 1120093,
+      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%最大生命"
+    },
+    {
+      "ID": 1120094,
+      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%最大生命"
+    },
+    {
+      "ID": 1120095,
+      "txt": "前方槽位功法在命中目标时会获得青莲之气,青莲气体达到{0}层时清除自己{1}个随机debuff,并恢复{2}%最大生命\n"
+    },
+    {
+      "ID": 1020100,
+      "txt": "碧霄回春术"
+    },
+    {
+      "ID": 1020101,
+      "txt": "碧霄回春术"
+    },
+    {
+      "ID": 1020102,
+      "txt": "碧霄回春术"
+    },
+    {
+      "ID": 1020103,
+      "txt": "碧霄回春术"
+    },
+    {
+      "ID": 1020104,
+      "txt": "碧霄回春术"
+    },
+    {
+      "ID": 1020105,
+      "txt": "碧霄回春术"
+    },
+    {
+      "ID": 1120100,
+      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大生命值"
+    },
+    {
+      "ID": 1120101,
+      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大生命值"
+    },
+    {
+      "ID": 1120102,
+      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大生命值"
+    },
+    {
+      "ID": 1120103,
+      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大生命值"
+    },
+    {
+      "ID": 1120104,
+      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大生命值"
+    },
+    {
+      "ID": 1120105,
+      "txt": "功法在经过木系区域时会触发生机,为角色治疗{0}%最大生命值\n在生命值低于{1}%时恢复量提升{2}%"
+    },
+    {
+      "ID": 1020110,
+      "txt": "血祭神通"
+    },
+    {
+      "ID": 1020111,
+      "txt": "血祭神通"
+    },
+    {
+      "ID": 1020112,
+      "txt": "血祭神通"
+    },
+    {
+      "ID": 1020113,
+      "txt": "血祭神通"
+    },
+    {
+      "ID": 1020114,
+      "txt": "血祭神通"
+    },
+    {
+      "ID": 1020115,
+      "txt": "血祭神通"
+    },
+    {
+      "ID": 1120110,
+      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+    },
+    {
+      "ID": 1120111,
+      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+    },
+    {
+      "ID": 1120112,
+      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+    },
+    {
+      "ID": 1120113,
+      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+    },
+    {
+      "ID": 1120114,
+      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+    },
+    {
+      "ID": 1120115,
+      "txt": "所有流血状态照成的伤害会转换成充能值,2圈后对全体敌人造成{0}%充能值的伤害"
+    },
+    {
+      "ID": 1020120,
+      "txt": "金煞决"
+    },
+    {
+      "ID": 1020121,
+      "txt": "金煞决"
+    },
+    {
+      "ID": 1020122,
+      "txt": "金煞决"
+    },
+    {
+      "ID": 1020123,
+      "txt": "金煞决"
+    },
+    {
+      "ID": 1020124,
+      "txt": "金煞决"
+    },
+    {
+      "ID": 1020125,
+      "txt": "金煞决"
+    },
+    {
+      "ID": 1120120,
+      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+    },
+    {
+      "ID": 1120121,
+      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+    },
+    {
+      "ID": 1120122,
+      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+    },
+    {
+      "ID": 1120123,
+      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+    },
+    {
+      "ID": 1120124,
+      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+    },
+    {
+      "ID": 1120125,
+      "txt": "前方功法对敌人照成伤害时额施加一层流血"
+    },
+    {
+      "ID": 1020130,
+      "txt": "毒瘴领域"
+    },
+    {
+      "ID": 1020131,
+      "txt": "毒瘴领域"
+    },
+    {
+      "ID": 1020132,
+      "txt": "毒瘴领域"
+    },
+    {
+      "ID": 1020133,
+      "txt": "毒瘴领域"
+    },
+    {
+      "ID": 1020134,
+      "txt": "毒瘴领域"
+    },
+    {
+      "ID": 1020135,
+      "txt": "毒瘴领域"
+    },
+    {
+      "ID": 1120130,
+      "txt": "前方功法击中目标时额外施加一层毒,对流血中的敌人再额外施加一层"
+    },
+    {
+      "ID": 1120131,
+      "txt": "前方功法击中目标时额外施加一层毒,对流血中的敌人再额外施加一层"
+    },
+    {
+      "ID": 1120132,
+      "txt": "前方功法击中目标时额外施加一层毒,对流血中的敌人再额外施加一层"
+    },
+    {
+      "ID": 1120133,
+      "txt": "前方功法击中目标时额外施加一层毒,对流血中的敌人再额外施加一层"
+    },
+    {
+      "ID": 1120134,
+      "txt": "前方功法击中目标时额外施加一层毒,对流血中的敌人再额外施加一层"
+    },
+    {
+      "ID": 1120135,
+      "txt": "前方功法击中目标时额外施加一层毒,对流血中的敌人再额外施加一层"
+    },
+    {
+      "ID": 1020140,
+      "txt": "毒爆"
+    },
+    {
+      "ID": 1020141,
+      "txt": "毒爆"
+    },
+    {
+      "ID": 1020142,
+      "txt": "毒爆"
+    },
+    {
+      "ID": 1020143,
+      "txt": "毒爆"
+    },
+    {
+      "ID": 1020144,
+      "txt": "毒爆"
+    },
+    {
+      "ID": 1020145,
+      "txt": "毒爆"
+    },
+    {
+      "ID": 1120140,
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+    },
+    {
+      "ID": 1120141,
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+    },
+    {
+      "ID": 1120142,
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+    },
+    {
+      "ID": 1120143,
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+    },
+    {
+      "ID": 1120144,
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+    },
+    {
+      "ID": 1120145,
+      "txt": "后方功法击中目标后,如果目标升上有{0}层毒时对目标额外照成{1}%伤害的伤害,并对周围的敌人照成该伤害的{2}伤害"
+    },
+    {
+      "ID": 1020150,
+      "txt": "异常转移"
+    },
+    {
+      "ID": 1020151,
+      "txt": "异常转移"
+    },
+    {
+      "ID": 1020152,
+      "txt": "异常转移"
+    },
+    {
+      "ID": 1020153,
+      "txt": "异常转移"
+    },
+    {
+      "ID": 1020154,
+      "txt": "异常转移"
+    },
+    {
+      "ID": 1020155,
+      "txt": "异常转移"
+    },
+    {
+      "ID": 1120150,
+      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+    },
+    {
+      "ID": 1120151,
+      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+    },
+    {
+      "ID": 1120152,
+      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+    },
+    {
+      "ID": 1120153,
+      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+    },
+    {
+      "ID": 1120154,
+      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+    },
+    {
+      "ID": 1120155,
+      "txt": "对目标造成的异常状态有{0}%概率转移到下一个目标,不会来回转移"
+    },
+    {
+      "ID": 1020160,
+      "txt": "阴水"
+    },
+    {
+      "ID": 1020161,
+      "txt": "阴水"
+    },
+    {
+      "ID": 1020162,
+      "txt": "阴水"
+    },
+    {
+      "ID": 1020163,
+      "txt": "阴水"
+    },
+    {
+      "ID": 1020164,
+      "txt": "阴水"
+    },
+    {
+      "ID": 1020165,
+      "txt": "阴水"
+    },
+    {
+      "ID": 1120160,
+      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+    },
+    {
+      "ID": 1120161,
+      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+    },
+    {
+      "ID": 1120162,
+      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+    },
+    {
+      "ID": 1120163,
+      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+    },
+    {
+      "ID": 1120164,
+      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+    },
+    {
+      "ID": 1120165,
+      "txt": "前方功法会让目标扎染上阴水。如果目标身上有寒气则会将阴水转换为冰冻值(冰冻值到达一定程度会冰冻敌人)"
+    },
+    {
+      "ID": 1020170,
+      "txt": "灵油"
+    },
+    {
+      "ID": 1020171,
+      "txt": "灵油"
+    },
+    {
+      "ID": 1020172,
+      "txt": "灵油"
+    },
+    {
+      "ID": 1020173,
+      "txt": "灵油"
+    },
+    {
+      "ID": 1020174,
+      "txt": "灵油"
+    },
+    {
+      "ID": 1020175,
+      "txt": "灵油"
+    },
+    {
+      "ID": 1020176,
+      "txt": "1"
+    },
+    {
+      "ID": 1120170,
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+    },
+    {
+      "ID": 1120171,
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+    },
+    {
+      "ID": 1120172,
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+    },
+    {
+      "ID": 1120173,
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+    },
+    {
+      "ID": 1120174,
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+    },
+    {
+      "ID": 1120175,
+      "txt": "前方功法附加上灵气汇聚而成的可燃物质,火属性伤害提升{0}%并额外施加一层灼烧"
+    },
+    {
+      "ID": 1020180,
+      "txt": "厚土护体"
+    },
+    {
+      "ID": 1020181,
+      "txt": "厚土护体"
+    },
+    {
+      "ID": 1020182,
+      "txt": "厚土护体"
+    },
+    {
+      "ID": 1020183,
+      "txt": "厚土护体"
+    },
+    {
+      "ID": 1020184,
+      "txt": "厚土护体"
+    },
+    {
+      "ID": 1020185,
+      "txt": "厚土护体"
+    },
+    {
+      "ID": 1120180,
+      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+    },
+    {
+      "ID": 1120181,
+      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+    },
+    {
+      "ID": 1120182,
+      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+    },
+    {
+      "ID": 1120183,
+      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+    },
+    {
+      "ID": 1120184,
+      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+    },
+    {
+      "ID": 1120185,
+      "txt": "每使用一个土系功法时获得{0}点土系值,达到100时获得{1}%防御。持续{2}秒,每对敌人施加一次细尘额外获得{3}点"
+    },
+    {
+      "ID": 1020190,
+      "txt": "金沙"
+    },
+    {
+      "ID": 1020191,
+      "txt": "金沙"
+    },
+    {
+      "ID": 1020192,
+      "txt": "金沙"
+    },
+    {
+      "ID": 1020193,
+      "txt": "金沙"
+    },
+    {
+      "ID": 1020194,
+      "txt": "金沙"
+    },
+    {
+      "ID": 1020195,
+      "txt": "金沙"
+    },
+    {
+      "ID": 1120190,
+      "txt": "前方功法命中目标时额外施加1层细尘。并将细尘的的\n品质提升为金沙,效果提升{0}%"
+    },
+    {
+      "ID": 1120191,
+      "txt": "前方功法命中目标时额外施加1层细尘。并将细尘的的\n品质提升为金沙,效果提升{0}%"
+    },
+    {
+      "ID": 1120192,
+      "txt": "前方功法命中目标时额外施加1层细尘。并将细尘的的\n品质提升为金沙,效果提升{0}%"
+    },
+    {
+      "ID": 1120193,
+      "txt": "前方功法命中目标时额外施加1层细尘。并将细尘的的\n品质提升为金沙,效果提升{0}%"
+    },
+    {
+      "ID": 1120194,
+      "txt": "前方功法命中目标时额外施加1层细尘。并将细尘的的\n品质提升为金沙,效果提升{0}%"
+    },
+    {
+      "ID": 1120195,
+      "txt": "前方功法命中目标时额外施加1层细尘。并将细尘的的\n品质提升为金沙,效果提升{0}%"
+    }
+  ]
+}

+ 7 - 0
Assets/Res/Config/LanguageChineseConfig_skill.json.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: B31M4y3+AX0S06Bi3djrCm0ykk+CEaOQ+XPDsBPulNC89AKt3z6gxPkgEVO5
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 35 - 35
Assets/Res/Config/PlacesConfig.json

@@ -3,10 +3,10 @@
     {
       "ID": 1,
       "placeName": 1924,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 1,
       "to3DPrefab": "a",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 130,
       "MainTaskID": [
         10001,
@@ -35,10 +35,10 @@
     {
       "ID": 2,
       "placeName": 1925,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 1,
       "to3DPrefab": "b",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 100,
       "MainTaskID": [
         10012,
@@ -52,15 +52,15 @@
         10020,
         10021
       ],
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 3,
       "placeName": 1926,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 1,
       "to3DPrefab": "c",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 40,
       "MainTaskID": [
         10022,
@@ -68,97 +68,97 @@
         10024,
         10025
       ],
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 4,
       "placeName": 1927,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 1,
       "to3DPrefab": "h",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 5,
       "placeName": 1928,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 2,
       "to3DPrefab": "j",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 6,
       "placeName": 1929,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 2,
       "to3DPrefab": "j",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 7,
       "placeName": 1930,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 2,
       "to3DPrefab": "j",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 8,
       "placeName": 1931,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 3,
       "to3DPrefab": "j",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 9,
       "placeName": 1932,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 3,
       "to3DPrefab": "j",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 10,
       "placeName": 1933,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 3,
       "to3DPrefab": "j",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 11,
       "placeName": 1934,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 3,
       "to3DPrefab": "j",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     },
     {
       "ID": 12,
       "placeName": 1935,
-      "placePrefabName": null,
+      "placePrefabName": 0,
       "bigMapID": 3,
       "to3DPrefab": "j",
-      "placeDesc": null,
+      "placeDesc": 0,
       "TotalScore": 0,
-      "DivineSenseGeneralProbability": null
+      "DivineSenseGeneralProbability": 0
     }
   ]
 }

ファイルの差分が大きいため隠しています
+ 231 - 231
Assets/Res/Config/SentimentEffectConfig.json


+ 134 - 134
Assets/Res/Config/ShopItemConfig.json

@@ -16,8 +16,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -39,8 +39,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -62,8 +62,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -85,8 +85,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -108,8 +108,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -131,8 +131,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -154,8 +154,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -177,8 +177,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -200,8 +200,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -223,8 +223,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -246,8 +246,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -269,8 +269,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -292,8 +292,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -315,8 +315,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -338,8 +338,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -361,8 +361,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -384,8 +384,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -407,8 +407,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -430,8 +430,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -453,8 +453,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -476,8 +476,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -499,8 +499,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -522,8 +522,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 1,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coin"
@@ -545,8 +545,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -568,8 +568,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -591,8 +591,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -614,8 +614,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -637,8 +637,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -660,8 +660,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -683,8 +683,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -706,8 +706,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -729,8 +729,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -752,8 +752,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -775,8 +775,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 2,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Coins_s"
@@ -798,8 +798,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -821,8 +821,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -844,8 +844,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -867,8 +867,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -890,8 +890,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -913,8 +913,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -936,8 +936,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -959,8 +959,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -982,8 +982,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1005,8 +1005,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1028,8 +1028,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1051,8 +1051,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1074,8 +1074,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1097,8 +1097,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1120,8 +1120,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1143,8 +1143,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1166,8 +1166,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1189,8 +1189,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1212,8 +1212,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1235,8 +1235,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1258,8 +1258,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1281,8 +1281,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1304,8 +1304,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1327,8 +1327,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1350,8 +1350,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1373,8 +1373,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1396,8 +1396,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1419,8 +1419,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1442,8 +1442,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1465,8 +1465,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1488,8 +1488,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1511,8 +1511,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"
@@ -1534,8 +1534,8 @@
       "maxBuyCount": -1,
       "shopItemGroup": 3,
       "continueTime": -1,
-      "shopName": null,
-      "shopDesc": null,
+      "shopName": 0,
+      "shopDesc": 0,
       "shopShowTemplate": 3,
       "shopShowTemplateParm": [
         "icon_Gem_Star_Blue"

ファイルの差分が大きいため隠しています
+ 2056 - 0
Assets/Res/Config/SkillConfig.json


+ 5 - 5
Assets/Res/Config/TanxianConfig.json

@@ -5,35 +5,35 @@
       "EventID": 11,
       "icon": "",
       "weight": 10,
-      "des": null
+      "des": 0
     },
     {
       "ID": 2,
       "EventID": 12,
       "icon": "",
       "weight": 20,
-      "des": null
+      "des": 0
     },
     {
       "ID": 3,
       "EventID": 13,
       "icon": "",
       "weight": 30,
-      "des": null
+      "des": 0
     },
     {
       "ID": 4,
       "EventID": 14,
       "icon": "",
       "weight": 40,
-      "des": null
+      "des": 0
     },
     {
       "ID": 5,
       "EventID": 15,
       "icon": "",
       "weight": 50,
-      "des": null
+      "des": 0
     }
   ]
 }

+ 2 - 2
Assets/Res/Config/TowerConfig.json

@@ -2,8 +2,8 @@
   "configList": [
     {
       "ID": 1,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerinfoIdGroup": 1
     }
   ]

+ 60 - 60
Assets/Res/Config/TowerInfoConfig.json

@@ -4,8 +4,8 @@
       "ID": 1,
       "groupId": 1,
       "level": 1,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2001
@@ -13,14 +13,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 2,
       "groupId": 1,
       "level": 2,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2002
@@ -28,14 +28,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 3,
       "groupId": 1,
       "level": 3,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2003
@@ -43,14 +43,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 4,
       "groupId": 1,
       "level": 4,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2004
@@ -58,14 +58,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 5,
       "groupId": 1,
       "level": 5,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2005
@@ -73,14 +73,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 6,
       "groupId": 1,
       "level": 6,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2006
@@ -88,14 +88,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 7,
       "groupId": 1,
       "level": 7,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2007
@@ -103,14 +103,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 8,
       "groupId": 1,
       "level": 8,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2008
@@ -118,14 +118,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 9,
       "groupId": 1,
       "level": 9,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2009
@@ -133,14 +133,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 10,
       "groupId": 1,
       "level": 10,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2010
@@ -148,14 +148,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 11,
       "groupId": 1,
       "level": 11,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2011
@@ -163,14 +163,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 12,
       "groupId": 1,
       "level": 12,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2012
@@ -178,14 +178,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 13,
       "groupId": 1,
       "level": 13,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2013
@@ -193,14 +193,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 14,
       "groupId": 1,
       "level": 14,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2014
@@ -208,14 +208,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 15,
       "groupId": 1,
       "level": 15,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2015
@@ -223,14 +223,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 16,
       "groupId": 1,
       "level": 16,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2016
@@ -238,14 +238,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 17,
       "groupId": 1,
       "level": 17,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2017
@@ -253,14 +253,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 18,
       "groupId": 1,
       "level": 18,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2018
@@ -268,14 +268,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 19,
       "groupId": 1,
       "level": 19,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2019
@@ -283,14 +283,14 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     },
     {
       "ID": 20,
       "groupId": 1,
       "level": 20,
-      "name": null,
-      "massge": null,
+      "name": 0,
+      "massge": 0,
       "towerType": 1,
       "typeValue": [
         2020
@@ -298,7 +298,7 @@
       "reward": [
         1002
       ],
-      "unlockValue": null
+      "unlockValue": 0
     }
   ]
 }

+ 1 - 0
Assets/Res/Config/multiSheetInfo.json

@@ -0,0 +1 @@
+{"MultiSheetInfos":[{"key":"LanguageChineseConfig","childrenName":["LanguageChineseConfig_skill"]}]}

+ 7 - 0
Assets/Res/Config/multiSheetInfo.json.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: Cn0XvC+kWn8gxCZYHOMSRNqwZSrFizhUcLTZsPejICoPXdIB5nDgUmo9feCE
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 99 - 36
Assets/Scripts/GameData/ConfigComponent.cs

@@ -6,7 +6,6 @@ using System.Threading;
 using Excel2Json;
 using Fort23.Core;
 using Fort23.GameData;
-
 using Utility;
 #if !COMBAT_SERVER
 using UnityEditor;
@@ -21,8 +20,7 @@ namespace Fort23.UTool
     /// </summary>
     public class ConfigComponent : Singleton<ConfigComponent>
     {
-     
-
+        private MultiSheetInfoGroup multiSheetInfoGroup;
         private Dictionary<Type, ConfigHolder> _allConfigHolders = new Dictionary<Type, ConfigHolder>();
 
 #if COMBAT_SERVER
@@ -47,9 +45,9 @@ namespace Fort23.UTool
 #endif
 #if !COMBAT_SERVER
 #if UNITY_EDITOR
-        
 
-    /// <summary>
+
+        /// <summary>
         /// 预先加载所有配置文件
         /// </summary>
         /// <param name="isLogin">登录的时候只加载指定列表里面的数据,这样可以减少加载时间</param>
@@ -110,7 +108,15 @@ namespace Fort23.UTool
                 }
             }
 
-           
+            TextAsset multiSheetInfo =
+                AssetDatabase.LoadAssetAtPath<TextAsset>(@"Assets\Res\Config\multiSheetInfo.json");
+            if (multiSheetInfo != null)
+            {
+                MultiSheetInfoGroup multiSheetInfoGroup =
+                    JsonManager.FromJson<MultiSheetInfoGroup>(multiSheetInfo.text);
+                LogTool.Log("加载多表配置" + multiSheetInfoGroup.MultiSheetInfos.Count);
+            }
+
             LogTool.Log("所有配置文件初始化完成");
         }
 #endif
@@ -130,6 +136,17 @@ namespace Fort23.UTool
                 return;
             }
 
+            AssetHandle multiSheetInfoTask =
+                await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>("multiSheetInfo.json");
+
+            if (multiSheetInfoTask != null)
+            {
+                TextAsset textAsset = multiSheetInfoTask.AssetObject<TextAsset>();
+                multiSheetInfoGroup = JsonManager.FromJson<MultiSheetInfoGroup>(textAsset.text);
+                LogTool.Log("加载多表配置" + multiSheetInfoGroup.MultiSheetInfos.Count);
+            }
+
+
             CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
             foreach (Type type in gameDataAssembly.GetTypes())
             {
@@ -139,47 +156,74 @@ namespace Fort23.UTool
                     continue;
                 }
 
-             
 
                 try
                 {
-                    ConfigAttribute configAttribute = type.GetCustomAttribute(typeof(ConfigAttribute)) as ConfigAttribute;
+                    ConfigAttribute configAttribute =
+                        type.GetCustomAttribute(typeof(ConfigAttribute)) as ConfigAttribute;
                     if (configAttribute != null)
                     {
-                       
-                        CTask<AssetHandle> cTask = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(configAttribute.prefab, callBack: delegate(AssetHandle json)
-                        {
-                            if (json == null)
-                            {
-                                LogTool.Error("加载配置表错误"+configAttribute.prefab);
-                                return;
-                            }
-
-                            configHolder = JsonHelper.FromJson(json.AssetObject<TextAsset>().text, type) as ConfigHolder;
-                            json.Release();
-                            // TODO 验证服预留
-
-                            try
+                        CTask<AssetHandle> cTask = AssetBundleLoadManager.Instance.LoadAssetAsyncTask<TextAsset>(
+                            configAttribute.prefab, callBack: delegate(AssetHandle json)
                             {
-                                if (configHolder != null)
+                                if (json == null)
                                 {
-                                    configHolder.Init();
+                                    LogTool.Error("加载配置表错误" + configAttribute.prefab);
+                                    return;
+                                }
 
-                                    _allConfigHolders[configHolder.ConfigType] = configHolder;
+                                bool isRoot = false;
+                                string[] prefab = configAttribute.prefab.Split("_");
+                                string rootName = prefab[0].Split(".")[0];
+                                if (prefab.Length > 1)
+                                {
+                                    MultiSheetInfo multiSheetInfo =
+                                        multiSheetInfoGroup.GetMultiSheetInfo(prefab[0]);
+                                    if (multiSheetInfo != null)
+                                    {
+                                        multiSheetInfo.childrenAssetHandle.Add(json);
+                                        return;
+                                    }
                                 }
                                 else
                                 {
+                                    MultiSheetInfo multiSheetInfo =
+                                        multiSheetInfoGroup.GetMultiSheetInfo(rootName);
+                                    if (multiSheetInfo != null)
+                                    {
+                                        isRoot = true;
+                                    }
+                                }
+
+                                configHolder =
+                                    JsonHelper.FromJson(json.AssetObject<TextAsset>().text, type) as ConfigHolder;
+                                json.Release();
+                                // TODO 验证服预留
+
+                                try
+                                {
+                                    if (configHolder != null)
+                                    {
+                                        configHolder.Init();
+                                        _allConfigHolders[configHolder.ConfigType] = configHolder;
+                                        if (isRoot)
+                                        {
+                                            multiSheetInfoGroup.rootType.Add(rootName, configHolder);
+                                        }
+                                    }
+                                    else
+                                    {
+                                        LogTool.Error($"JSON转{type.Name}失败!");
+                                    }
+                                }
+                                catch (Exception e)
+                                {
+                                    LogTool.Error(e);
                                     LogTool.Error($"JSON转{type.Name}失败!");
                                 }
-                            }
-                            catch (Exception e)
-                            {
-                                LogTool.Error(e);
-                                LogTool.Error($"JSON转{type.Name}失败!");
-                            }
-                        
+
 #if !COMBAT_SERVER
-                        });
+                            });
                         cTaskAwaitBuffer.AddTask(cTask);
 #endif
                     }
@@ -190,19 +234,39 @@ namespace Fort23.UTool
                 }
                 catch (Exception e)
                 {
-                    LogTool.Error("导表错误"+type);
+                    LogTool.Error("导表错误" + type);
                     LogTool.Exception(e);
                 }
             }
 
             await cTaskAwaitBuffer.WaitAll();
+            for (int i = 0; i < multiSheetInfoGroup.MultiSheetInfos.Count; i++)
+            {
+                MultiSheetInfo multiSheetInfo = multiSheetInfoGroup.MultiSheetInfos[i];
+                ConfigHolder rootConfig = multiSheetInfoGroup.rootType[multiSheetInfo.key];
+                for (int j = 0; j < multiSheetInfo.childrenAssetHandle.Count; j++)
+                {
+                    AssetHandle assetHandle = multiSheetInfo.childrenAssetHandle[j];
+                    ConfigHolder childConfig =
+                        JsonHelper.FromJson(assetHandle.AssetObject<TextAsset>().text, rootConfig.GetType()) as
+                            ConfigHolder;
+                    childConfig.Init();
+                    rootConfig.AddChild(childConfig);
+                    assetHandle.Release();
+                }
+
+                multiSheetInfo.childrenAssetHandle.Clear();
+            }
+
+            multiSheetInfoGroup.rootType.Clear();
+            multiSheetInfoGroup.MultiSheetInfos.Clear();
+
             // tasks.Dispose();
             LogTool.Log("所有配置文件初始化完成");
         }
 #endif
         public T Get<T>(int ID) where T : struct, IConfig
         {
-            
             ConfigHolder configHolder;
             if (!_allConfigHolders.TryGetValue(typeof(T), out configHolder))
             {
@@ -215,7 +279,6 @@ namespace Fort23.UTool
         }
 
 
-
         public T[] GetAll<T>() where T : struct, IConfig
         {
             ConfigHolder configHolder;

+ 36 - 12
Assets/Scripts/GameData/ExcelConfig/AttributeConfig.cs

@@ -17,38 +17,62 @@ namespace Excel2Json
 		/// <summary>
 		///该属性在游戏中的ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///中文名称
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///中文说明
 		/// </summary>
-public int des;
-
+#if !COMBAT_SERVER
+		public int des;
+#else
+		public int des{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///默认值 -1为无默认值or由其他系统决定
 		/// </summary>
-public float DefaultValue;
-
+#if !COMBAT_SERVER
+		public float DefaultValue;
+#else
+		public float DefaultValue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///最小值
 		/// </summary>
-public float MinValue;
-
+#if !COMBAT_SERVER
+		public float MinValue;
+#else
+		public float MinValue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///最大值 -1为没有最大值,即无限大
 		/// </summary>
-public float MaxValue;
-
+#if !COMBAT_SERVER
+		public float MaxValue;
+#else
+		public float MaxValue{ set; get; }
+#endif
+		
 
 	}
 

+ 48 - 16
Assets/Scripts/GameData/ExcelConfig/BigMapConfig.cs

@@ -17,50 +17,82 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///大地图预制件 (不配就做成固定)
 		/// </summary>
-public string mapPrefabName;
-
+#if !COMBAT_SERVER
+		public string mapPrefabName;
+#else
+		public string mapPrefabName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///大地图名称(语言表)
 		/// </summary>
-public int mapName;
-
+#if !COMBAT_SERVER
+		public int mapName;
+#else
+		public int mapName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///大地图介绍
 		/// </summary>
-public int mapDesc;
-
+#if !COMBAT_SERVER
+		public int mapDesc;
+#else
+		public int mapDesc{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///包含的地点
 		/// </summary>
-public int[] places;
-
+#if !COMBAT_SERVER
+		public int[] places;
+#else
+		public int[] places{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///解锁表ulockFunction
 		/// </summary>
-public int[] ulockFunction;
-
+#if !COMBAT_SERVER
+		public int[] ulockFunction;
+#else
+		public int[] ulockFunction{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///0. 无 1. 事件解锁
 		/// </summary>
-public int extraUnlockConTyp;
-
+#if !COMBAT_SERVER
+		public int extraUnlockConTyp;
+#else
+		public int extraUnlockConTyp{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///根据extraUnlockConTyp填
 		/// </summary>
-public int extraUnlockConVal;
-
+#if !COMBAT_SERVER
+		public int extraUnlockConVal;
+#else
+		public int extraUnlockConVal{ set; get; }
+#endif
+		
 
 	}
 

+ 96 - 32
Assets/Scripts/GameData/ExcelConfig/BuffConfig.cs

@@ -17,98 +17,162 @@ namespace Excel2Json
 		/// <summary>
 		///ID (id段不再区分debuff和buff)
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///测试用的名字
 		/// </summary>
-public string nameTest;
-
+#if !COMBAT_SERVER
+		public string nameTest;
+#else
+		public string nameTest{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///测试用的描述
 		/// </summary>
-public string decTest;
-
+#if !COMBAT_SERVER
+		public string decTest;
+#else
+		public string decTest{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///图标
 		/// </summary>
-public string icon;
-
+#if !COMBAT_SERVER
+		public string icon;
+#else
+		public string icon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///buff名称
 		/// </summary>
-public int buffName;
-
+#if !COMBAT_SERVER
+		public int buffName;
+#else
+		public int buffName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///buff描述
 		/// </summary>
-public int buffEffectDes;
-
+#if !COMBAT_SERVER
+		public int buffEffectDes;
+#else
+		public int buffEffectDes{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///buff组 详细见buff组说明
 		/// </summary>
-public int buffGroup;
-
+#if !COMBAT_SERVER
+		public int buffGroup;
+#else
+		public int buffGroup{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///叠加个数(超过后不在有新效果)
 		/// </summary>
-public int overlayCount;
-
+#if !COMBAT_SERVER
+		public int overlayCount;
+#else
+		public int overlayCount{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///效果值
 		/// </summary>
-public float[] effectValue;
-
+#if !COMBAT_SERVER
+		public float[] effectValue;
+#else
+		public float[] effectValue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///计时类型 1.堆叠计时 2.独自计时
 		/// </summary>
-public int timeType;
-
+#if !COMBAT_SERVER
+		public int timeType;
+#else
+		public int timeType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///默认持续时间 -1是永久(技能里可以修改这个值)
 		/// </summary>
-public float buffTime;
-
+#if !COMBAT_SERVER
+		public float buffTime;
+#else
+		public float buffTime{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1=增益 2=减益 3=状态
 		/// </summary>
-public int buffType;
-
+#if !COMBAT_SERVER
+		public int buffType;
+#else
+		public int buffType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///驱散类型 1=能驱散 2=不能驱散
 		/// </summary>
-public int dispelType;
-
+#if !COMBAT_SERVER
+		public int dispelType;
+#else
+		public int dispelType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///是否是控制buff 1=是 0=不是
 		/// </summary>
-public int IsControlBuff;
-
+#if !COMBAT_SERVER
+		public int IsControlBuff;
+#else
+		public int IsControlBuff{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///是否隐藏图标 1=是 0=不是
 		/// </summary>
-public int IsHideIcon;
-
+#if !COMBAT_SERVER
+		public int IsHideIcon;
+#else
+		public int IsHideIcon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///脚本名字
 		/// </summary>
-public string scriptsName;
-
+#if !COMBAT_SERVER
+		public string scriptsName;
+#else
+		public string scriptsName{ set; get; }
+#endif
+		
 
 	}
 

+ 78 - 26
Assets/Scripts/GameData/ExcelConfig/ChanllegeResource.cs

@@ -17,80 +17,132 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名称
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///大类 1=论道 2=探险
 		/// </summary>
-public int type;
-
+#if !COMBAT_SERVER
+		public int type;
+#else
+		public int type{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///每日免费次数
 		/// </summary>
-public int freetime;
-
+#if !COMBAT_SERVER
+		public int freetime;
+#else
+		public int freetime{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///每日最大次数
 		/// </summary>
-public int maxtime;
-
+#if !COMBAT_SERVER
+		public int maxtime;
+#else
+		public int maxtime{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///额外消耗道具
 		/// </summary>
-public int[] NeedItem;
-
+#if !COMBAT_SERVER
+		public int[] NeedItem;
+#else
+		public int[] NeedItem{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///额外消耗数量
 		/// </summary>
-public int[] itemNum;
-
+#if !COMBAT_SERVER
+		public int[] itemNum;
+#else
+		public int[] itemNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///奖励预览道具
 		/// </summary>
-public int[] prizeid;
-
+#if !COMBAT_SERVER
+		public int[] prizeid;
+#else
+		public int[] prizeid{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///奖励预览数量
 		/// </summary>
-public int[] prizeNum;
-
+#if !COMBAT_SERVER
+		public int[] prizeNum;
+#else
+		public int[] prizeNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊参数类型
 		/// </summary>
-public int paraType;
-
+#if !COMBAT_SERVER
+		public int paraType;
+#else
+		public int paraType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊参数值1
 		/// </summary>
-public int[] para1;
-
+#if !COMBAT_SERVER
+		public int[] para1;
+#else
+		public int[] para1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊参数值2
 		/// </summary>
-public int[] para2;
-
+#if !COMBAT_SERVER
+		public int[] para2;
+#else
+		public int[] para2{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊参数值3
 		/// </summary>
-public int[] para3;
-
+#if !COMBAT_SERVER
+		public int[] para3;
+#else
+		public int[] para3{ set; get; }
+#endif
+		
 
 	}
 

+ 30 - 10
Assets/Scripts/GameData/ExcelConfig/ChanllegeTower.cs

@@ -17,32 +17,52 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///准入修为等级 
 		/// </summary>
-public int NeedLevel;
-
+#if !COMBAT_SERVER
+		public int NeedLevel;
+#else
+		public int NeedLevel{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///战斗组ID 
 		/// </summary>
-public int LevelbattleID;
-
+#if !COMBAT_SERVER
+		public int LevelbattleID;
+#else
+		public int LevelbattleID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///奖励预览道具
 		/// </summary>
-public int[] prizeid;
-
+#if !COMBAT_SERVER
+		public int[] prizeid;
+#else
+		public int[] prizeid{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///奖励预览数量
 		/// </summary>
-public int[] prizeNum;
-
+#if !COMBAT_SERVER
+		public int[] prizeNum;
+#else
+		public int[] prizeNum{ set; get; }
+#endif
+		
 
 	}
 

+ 18 - 6
Assets/Scripts/GameData/ExcelConfig/DaoyouGiftConfig.cs

@@ -17,20 +17,32 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具ID
 		/// </summary>
-public int ItemID;
-
+#if !COMBAT_SERVER
+		public int ItemID;
+#else
+		public int ItemID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///默认增加的好感度值
 		/// </summary>
-public int emotionValue;
-
+#if !COMBAT_SERVER
+		public int emotionValue;
+#else
+		public int emotionValue{ set; get; }
+#endif
+		
 
 	}
 

+ 36 - 12
Assets/Scripts/GameData/ExcelConfig/DaoyouLevelupConfig.cs

@@ -17,38 +17,62 @@ namespace Excel2Json
 		/// <summary>
 		///LV
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名称
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///升级所需经验
 		/// </summary>
-public int exp;
-
+#if !COMBAT_SERVER
+		public int exp;
+#else
+		public int exp{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具奖励ID
 		/// </summary>
-public int[] prizeID;
-
+#if !COMBAT_SERVER
+		public int[] prizeID;
+#else
+		public int[] prizeID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具奖励数量
 		/// </summary>
-public int[] prizeNum;
-
+#if !COMBAT_SERVER
+		public int[] prizeNum;
+#else
+		public int[] prizeNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///挂机增益成长率 100=100%
 		/// </summary>
-public int guajiGrowup;
-
+#if !COMBAT_SERVER
+		public int guajiGrowup;
+#else
+		public int guajiGrowup{ set; get; }
+#endif
+		
 
 	}
 

+ 102 - 34
Assets/Scripts/GameData/ExcelConfig/DaoyouModelConfig.cs

@@ -17,104 +17,172 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名称
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道友品质
 		/// </summary>
-public int quality;
-
+#if !COMBAT_SERVER
+		public int quality;
+#else
+		public int quality{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///半身像
 		/// </summary>
-public string bodyIcon;
-
+#if !COMBAT_SERVER
+		public string bodyIcon;
+#else
+		public string bodyIcon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///头像
 		/// </summary>
-public string headIcon;
-
+#if !COMBAT_SERVER
+		public string headIcon;
+#else
+		public string headIcon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///潜力 80=80% 等级差
 		/// </summary>
-public int growupRate;
-
+#if !COMBAT_SERVER
+		public int growupRate;
+#else
+		public int growupRate{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///介绍
 		/// </summary>
-public int[] des;
-
+#if !COMBAT_SERVER
+		public int[] des;
+#else
+		public int[] des{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///介绍解锁相熟等级
 		/// </summary>
-public int[] desUnlockLv;
-
+#if !COMBAT_SERVER
+		public int[] desUnlockLv;
+#else
+		public int[] desUnlockLv{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///喜好的礼物ID
 		/// </summary>
-public int[] PreferGiftID;
-
+#if !COMBAT_SERVER
+		public int[] PreferGiftID;
+#else
+		public int[] PreferGiftID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///默认显示的礼物ID
 		/// </summary>
-public int[] shownPreferGiftID;
-
+#if !COMBAT_SERVER
+		public int[] shownPreferGiftID;
+#else
+		public int[] shownPreferGiftID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///挂机增益类型
 		/// </summary>
-public int[] guajiBuffID;
-
+#if !COMBAT_SERVER
+		public int[] guajiBuffID;
+#else
+		public int[] guajiBuffID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///成为道侣后提供的技能ID
 		/// </summary>
-public int[] daolvSkillID;
-
+#if !COMBAT_SERVER
+		public int[] daolvSkillID;
+#else
+		public int[] daolvSkillID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///触发道侣任务的好感度等级
 		/// </summary>
-public int EmotionLvforQuest;
-
+#if !COMBAT_SERVER
+		public int EmotionLvforQuest;
+#else
+		public int EmotionLvforQuest{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道侣任务ID
 		/// </summary>
-public int QuestID;
-
+#if !COMBAT_SERVER
+		public int QuestID;
+#else
+		public int QuestID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊奖励好感度等级
 		/// </summary>
-public int[] EmotionLvforspecialGift;
-
+#if !COMBAT_SERVER
+		public int[] EmotionLvforspecialGift;
+#else
+		public int[] EmotionLvforspecialGift{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊奖励ID
 		/// </summary>
-public int[] specialGiftID;
-
+#if !COMBAT_SERVER
+		public int[] specialGiftID;
+#else
+		public int[] specialGiftID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊奖励数量
 		/// </summary>
-public int[] specialGiftNum;
-
+#if !COMBAT_SERVER
+		public int[] specialGiftNum;
+#else
+		public int[] specialGiftNum{ set; get; }
+#endif
+		
 
 	}
 

+ 36 - 12
Assets/Scripts/GameData/ExcelConfig/DaoyouguajiResourcLevel.cs

@@ -17,38 +17,62 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///玩家修为产出
 		/// </summary>
-public int para1;
-
+#if !COMBAT_SERVER
+		public int para1;
+#else
+		public int para1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///铜钱产出
 		/// </summary>
-public int para2;
-
+#if !COMBAT_SERVER
+		public int para2;
+#else
+		public int para2{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法灵气
 		/// </summary>
-public int para3;
-
+#if !COMBAT_SERVER
+		public int para3;
+#else
+		public int para3{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝灵韵
 		/// </summary>
-public int para4;
-
+#if !COMBAT_SERVER
+		public int para4;
+#else
+		public int para4{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///赠与概率
 		/// </summary>
-public int para5;
-
+#if !COMBAT_SERVER
+		public int para5;
+#else
+		public int para5{ set; get; }
+#endif
+		
 
 	}
 

+ 18 - 6
Assets/Scripts/GameData/ExcelConfig/DivineSenseConfig.cs

@@ -17,20 +17,32 @@ namespace Excel2Json
 		/// <summary>
 		///等级
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///权重
 		/// </summary>
-public float[] QualityBonusChance;
-
+#if !COMBAT_SERVER
+		public float[] QualityBonusChance;
+#else
+		public float[] QualityBonusChance{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///经验
 		/// </summary>
-public int exp;
-
+#if !COMBAT_SERVER
+		public int exp;
+#else
+		public int exp{ set; get; }
+#endif
+		
 
 	}
 

+ 24 - 8
Assets/Scripts/GameData/ExcelConfig/DropConfig.cs

@@ -17,26 +17,42 @@ namespace Excel2Json
 		/// <summary>
 		///掉落ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落组ID
 		/// </summary>
-public int[] dropGroupID;
-
+#if !COMBAT_SERVER
+		public int[] dropGroupID;
+#else
+		public int[] dropGroupID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落方式 1.每个掉落组根据掉落概率掉落 2.所有掉落组根据掉落权重掉落 3.直接掉落道具
 		/// </summary>
-public int dropType;
-
+#if !COMBAT_SERVER
+		public int dropType;
+#else
+		public int dropType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///显示ID 通过工厂表决定显示
 		/// </summary>
-public int[] showItemId;
-
+#if !COMBAT_SERVER
+		public int[] showItemId;
+#else
+		public int[] showItemId{ set; get; }
+#endif
+		
 
 	}
 

+ 24 - 8
Assets/Scripts/GameData/ExcelConfig/DropCountConfig.cs

@@ -17,26 +17,42 @@ namespace Excel2Json
 		/// <summary>
 		///
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///
 		/// </summary>
-public int groupID;
-
+#if !COMBAT_SERVER
+		public int groupID;
+#else
+		public int groupID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///最高比例
 		/// </summary>
-public int proportion;
-
+#if !COMBAT_SERVER
+		public int proportion;
+#else
+		public int proportion{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///权重
 		/// </summary>
-public int weight;
-
+#if !COMBAT_SERVER
+		public int weight;
+#else
+		public int weight{ set; get; }
+#endif
+		
 
 	}
 

+ 18 - 6
Assets/Scripts/GameData/ExcelConfig/DropGroupConfig.cs

@@ -17,20 +17,32 @@ namespace Excel2Json
 		/// <summary>
 		///掉落组ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落概率\权重 1000为100%
 		/// </summary>
-public int dropRate;
-
+#if !COMBAT_SERVER
+		public int dropRate;
+#else
+		public int dropRate{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///
 		/// </summary>
-public int[] dropItemID;
-
+#if !COMBAT_SERVER
+		public int[] dropItemID;
+#else
+		public int[] dropItemID{ set; get; }
+#endif
+		
 
 	}
 

+ 36 - 12
Assets/Scripts/GameData/ExcelConfig/DropItemConfig.cs

@@ -17,38 +17,62 @@ namespace Excel2Json
 		/// <summary>
 		///ID号
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具类型 1=道具 2=装备稀有度 3=装备等级 4=完整装备(品质和等级随机) 5=完整装备,品质固定(等级随机)
 		/// </summary>
-public int dropItemType;
-
+#if !COMBAT_SERVER
+		public int dropItemType;
+#else
+		public int dropItemType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具ID
 		/// </summary>
-public int[] itemID;
-
+#if !COMBAT_SERVER
+		public int[] itemID;
+#else
+		public int[] itemID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落最小数量
 		/// </summary>
-public int dropMinV;
-
+#if !COMBAT_SERVER
+		public int dropMinV;
+#else
+		public int dropMinV{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落最大数量
 		/// </summary>
-public int dropMaxV;
-
+#if !COMBAT_SERVER
+		public int dropMaxV;
+#else
+		public int dropMaxV{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落数量使用哪种分布方式 对应DropCountConfig的GroupID 默认-1,平均分布
 		/// </summary>
-public int dropCountGoupID;
-
+#if !COMBAT_SERVER
+		public int dropCountGoupID;
+#else
+		public int dropCountGoupID{ set; get; }
+#endif
+		
 
 	}
 

+ 48 - 16
Assets/Scripts/GameData/ExcelConfig/EventConditionConfig.cs

@@ -17,50 +17,82 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///描述
 		/// </summary>
-public int message;
-
+#if !COMBAT_SERVER
+		public int message;
+#else
+		public int message{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///与0 或1
 		/// </summary>
-public int Operation;
-
+#if !COMBAT_SERVER
+		public int Operation;
+#else
+		public int Operation{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///条件判断类型
 		/// </summary>
-public int ConditionType;
-
+#if !COMBAT_SERVER
+		public int ConditionType;
+#else
+		public int ConditionType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///条件判断值
 		/// </summary>
-public int[] ConditionPara;
-
+#if !COMBAT_SERVER
+		public int[] ConditionPara;
+#else
+		public int[] ConditionPara{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///条件完成次数or数量
 		/// </summary>
-public int finishCount;
-
+#if !COMBAT_SERVER
+		public int finishCount;
+#else
+		public int finishCount{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///关联的事件Id
 		/// </summary>
-public int[] RelatedEvents;
-
+#if !COMBAT_SERVER
+		public int[] RelatedEvents;
+#else
+		public int[] RelatedEvents{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///跳转Id
 		/// </summary>
-public int[] SkiptoIds;
-
+#if !COMBAT_SERVER
+		public int[] SkiptoIds;
+#else
+		public int[] SkiptoIds{ set; get; }
+#endif
+		
 
 	}
 

+ 114 - 38
Assets/Scripts/GameData/ExcelConfig/EventConfig.cs

@@ -17,116 +17,192 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件包含的ID
 		/// </summary>
-public int[] EventLinksId;
-
+#if !COMBAT_SERVER
+		public int[] EventLinksId;
+#else
+		public int[] EventLinksId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件类型: 1.通用事件 2.挂机事件 4.主线任务 5.仙山探险 6.支线事件 99.无标记 
 		/// </summary>
-public int EventTriggerType;
-
+#if !COMBAT_SERVER
+		public int EventTriggerType;
+#else
+		public int EventTriggerType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///tag 1主线2支线 3通用 4地图通用 5道友6任务 7资源
 		/// </summary>
-public int EventTag;
-
+#if !COMBAT_SERVER
+		public int EventTag;
+#else
+		public int EventTag{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1.正常触发 2.直接结算
 		/// </summary>
-public int EventType;
-
+#if !COMBAT_SERVER
+		public int EventType;
+#else
+		public int EventType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///增加进度值
 		/// </summary>
-public int Score;
-
+#if !COMBAT_SERVER
+		public int Score;
+#else
+		public int Score{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件品质
 		/// </summary>
-public int EventQuality;
-
+#if !COMBAT_SERVER
+		public int EventQuality;
+#else
+		public int EventQuality{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///产出tag 在辅助表查询
 		/// </summary>
-public int[] PrizeType;
-
+#if !COMBAT_SERVER
+		public int[] PrizeType;
+#else
+		public int[] PrizeType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件结局奖励
 		/// </summary>
-public int[] PrizeIDs;
-
+#if !COMBAT_SERVER
+		public int[] PrizeIDs;
+#else
+		public int[] PrizeIDs{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件结局奖励数量
 		/// </summary>
-public int[] PrizeNums;
-
+#if !COMBAT_SERVER
+		public int[] PrizeNums;
+#else
+		public int[] PrizeNums{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///刷新的概率 (100=100%)
 		/// </summary>
-public int RefreshProbability;
-
+#if !COMBAT_SERVER
+		public int RefreshProbability;
+#else
+		public int RefreshProbability{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///最大刷新数量
 		/// </summary>
-public int RefreshCount;
-
+#if !COMBAT_SERVER
+		public int RefreshCount;
+#else
+		public int RefreshCount{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///属于哪张地图
 		/// </summary>
-public int placeID;
-
+#if !COMBAT_SERVER
+		public int placeID;
+#else
+		public int placeID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///仙途日志ID
 		/// </summary>
-public int XiantuID;
-
+#if !COMBAT_SERVER
+		public int XiantuID;
+#else
+		public int XiantuID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///触发条件类型 只能配处于什么状态和数值,不能配变化的数值
 		/// </summary>
-public int EventConditionId;
-
+#if !COMBAT_SERVER
+		public int EventConditionId;
+#else
+		public int EventConditionId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///触发效果值
 		/// </summary>
-public int[] EventValue;
-
+#if !COMBAT_SERVER
+		public int[] EventValue;
+#else
+		public int[] EventValue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///触发判定数量or次数
 		/// </summary>
-public int EventCount;
-
+#if !COMBAT_SERVER
+		public int EventCount;
+#else
+		public int EventCount{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///任务标题
 		/// </summary>
-public int EventName;
-
+#if !COMBAT_SERVER
+		public int EventName;
+#else
+		public int EventName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///任务详情界面的总描述
 		/// </summary>
-public int Description;
-
+#if !COMBAT_SERVER
+		public int Description;
+#else
+		public int Description{ set; get; }
+#endif
+		
 
 	}
 

+ 102 - 34
Assets/Scripts/GameData/ExcelConfig/EventLinkConfig.cs

@@ -17,104 +17,172 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///任务列表中的简洁描述
 		/// </summary>
-public int conciseEventMessage;
-
+#if !COMBAT_SERVER
+		public int conciseEventMessage;
+#else
+		public int conciseEventMessage{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///无任务目标时的补充文本
 		/// </summary>
-public int EventConditionMessage;
-
+#if !COMBAT_SERVER
+		public int EventConditionMessage;
+#else
+		public int EventConditionMessage{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///前置表现 1飞行
 		/// </summary>
-public int PreShow;
-
+#if !COMBAT_SERVER
+		public int PreShow;
+#else
+		public int PreShow{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///前置表现参数 
 		/// </summary>
-public int PreShowPar;
-
+#if !COMBAT_SERVER
+		public int PreShowPar;
+#else
+		public int PreShowPar{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///对话NPCID
 		/// </summary>
-public int NPCID;
-
+#if !COMBAT_SERVER
+		public int NPCID;
+#else
+		public int NPCID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///对话
 		/// </summary>
-public int[] LanID;
-
+#if !COMBAT_SERVER
+		public int[] LanID;
+#else
+		public int[] LanID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///对话框类型
 		/// </summary>
-public int DialogueType;
-
+#if !COMBAT_SERVER
+		public int DialogueType;
+#else
+		public int DialogueType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///属于哪个事件
 		/// </summary>
-public int EventID;
-
+#if !COMBAT_SERVER
+		public int EventID;
+#else
+		public int EventID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///条件判断类型
 		/// </summary>
-public int[] ConditionId;
-
+#if !COMBAT_SERVER
+		public int[] ConditionId;
+#else
+		public int[] ConditionId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///步骤类型 1=提供选项 2=进入战斗 5=自动退出 3=获得奖励 4=扣除道具
 		/// </summary>
-public int optionType;
-
+#if !COMBAT_SERVER
+		public int optionType;
+#else
+		public int optionType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件常量1 1=步骤IDs 2=战斗ID
 		/// </summary>
-public int[] optionPara1;
-
+#if !COMBAT_SERVER
+		public int[] optionPara1;
+#else
+		public int[] optionPara1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件常量2 1=事件文本
 		/// </summary>
-public int[] optionPara2;
-
+#if !COMBAT_SERVER
+		public int[] optionPara2;
+#else
+		public int[] optionPara2{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件结局奖励
 		/// </summary>
-public int[] PrizeIDs;
-
+#if !COMBAT_SERVER
+		public int[] PrizeIDs;
+#else
+		public int[] PrizeIDs{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件结局奖励数量
 		/// </summary>
-public int[] PrizeNums;
-
+#if !COMBAT_SERVER
+		public int[] PrizeNums;
+#else
+		public int[] PrizeNums{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件结束类型 1:跳转步骤 2:根据战斗结果跳转 3.触发新事件
 		/// </summary>
-public int ResultType;
-
+#if !COMBAT_SERVER
+		public int ResultType;
+#else
+		public int ResultType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件结局后提供的选项 1.EventLinkId 2.胜利id;失败id 3.EventConfigId
 		/// </summary>
-public int[] ResultOptions;
-
+#if !COMBAT_SERVER
+		public int[] ResultOptions;
+#else
+		public int[] ResultOptions{ set; get; }
+#endif
+		
 
 	}
 

+ 24 - 8
Assets/Scripts/GameData/ExcelConfig/EventNPC.cs

@@ -17,26 +17,42 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名字
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///半身像icon
 		/// </summary>
-public int ID_1;
-
+#if !COMBAT_SERVER
+		public int ID_1;
+#else
+		public int ID_1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道友ID
 		/// </summary>
-public int DaoyouID;
-
+#if !COMBAT_SERVER
+		public int DaoyouID;
+#else
+		public int DaoyouID{ set; get; }
+#endif
+		
 
 	}
 

+ 60 - 20
Assets/Scripts/GameData/ExcelConfig/FabaoConfig.cs

@@ -17,62 +17,102 @@ namespace Excel2Json
 		/// <summary>
 		///
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝对应道具ID
 		/// </summary>
-public int ItemID;
-
+#if !COMBAT_SERVER
+		public int ItemID;
+#else
+		public int ItemID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝名称
 		/// </summary>
-public string name;
-
+#if !COMBAT_SERVER
+		public string name;
+#else
+		public string name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝类型 1攻击型 2防御型
 		/// </summary>
-public int Type;
-
+#if !COMBAT_SERVER
+		public int Type;
+#else
+		public int Type{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝类型 1=金 2=木 4=水 8=火 16=土
 		/// </summary>
-public int magicAttribute;
-
+#if !COMBAT_SERVER
+		public int magicAttribute;
+#else
+		public int magicAttribute{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///模型名称
 		/// </summary>
-public string model;
-
+#if !COMBAT_SERVER
+		public string model;
+#else
+		public string model{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝对应碎片道具ID
 		/// </summary>
-public int fragmentID;
-
+#if !COMBAT_SERVER
+		public int fragmentID;
+#else
+		public int fragmentID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝基础属性类型
 		/// </summary>
-public int[] ShuxingIDs;
-
+#if !COMBAT_SERVER
+		public int[] ShuxingIDs;
+#else
+		public int[] ShuxingIDs{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝基础属性倍率
 		/// </summary>
-public int[] ShuxingPara;
-
+#if !COMBAT_SERVER
+		public int[] ShuxingPara;
+#else
+		public int[] ShuxingPara{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝技能ID组
 		/// </summary>
-public int SkillGroupID;
-
+#if !COMBAT_SERVER
+		public int SkillGroupID;
+#else
+		public int SkillGroupID{ set; get; }
+#endif
+		
 
 	}
 

+ 60 - 20
Assets/Scripts/GameData/ExcelConfig/FabaoPowerupConfig.cs

@@ -17,62 +17,102 @@ namespace Excel2Json
 		/// <summary>
 		///ID序列
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝的基础强度成长
 		/// </summary>
-public int Power;
-
+#if !COMBAT_SERVER
+		public int Power;
+#else
+		public int Power{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝的生命标准成长1
 		/// </summary>
-public float HP;
-
+#if !COMBAT_SERVER
+		public float HP;
+#else
+		public float HP{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝的防御标准成长2
 		/// </summary>
-public float DEF;
-
+#if !COMBAT_SERVER
+		public float DEF;
+#else
+		public float DEF{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝的攻击标准成长3
 		/// </summary>
-public float ATK;
-
+#if !COMBAT_SERVER
+		public float ATK;
+#else
+		public float ATK{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///升级所需修为等级
 		/// </summary>
-public int NeedLv;
-
+#if !COMBAT_SERVER
+		public int NeedLv;
+#else
+		public int NeedLv{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///强化所需道具ID
 		/// </summary>
-public int[] PowerupItemIDs;
-
+#if !COMBAT_SERVER
+		public int[] PowerupItemIDs;
+#else
+		public int[] PowerupItemIDs{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///强化所需道具数量
 		/// </summary>
-public int[] PowerupItemCosts;
-
+#if !COMBAT_SERVER
+		public int[] PowerupItemCosts;
+#else
+		public int[] PowerupItemCosts{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///突破所需对应碎片数量
 		/// </summary>
-public int[] PromotePieceNum;
-
+#if !COMBAT_SERVER
+		public int[] PromotePieceNum;
+#else
+		public int[] PromotePieceNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///对应的技能等级
 		/// </summary>
-public int SkillLevel;
-
+#if !COMBAT_SERVER
+		public int SkillLevel;
+#else
+		public int SkillLevel{ set; get; }
+#endif
+		
 
 	}
 

+ 108 - 36
Assets/Scripts/GameData/ExcelConfig/GameConstantConfig.cs

@@ -17,110 +17,182 @@ namespace Excel2Json
 		/// <summary>
 		///
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///刷新时间点(utc+8时间)
 		/// </summary>
-public int refreshTime;
-
+#if !COMBAT_SERVER
+		public int refreshTime;
+#else
+		public int refreshTime{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///英雄初始暴击几率 5=5%
 		/// </summary>
-public int HeroInitialCriRate;
-
+#if !COMBAT_SERVER
+		public int HeroInitialCriRate;
+#else
+		public int HeroInitialCriRate{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///英雄初始暴击伤害百分比 150=150%
 		/// </summary>
-public int HeroInitialCriDamage;
-
+#if !COMBAT_SERVER
+		public int HeroInitialCriDamage;
+#else
+		public int HeroInitialCriDamage{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///稀有度属性倍率 100=100% r;sr;ssr 依次递增
 		/// </summary>
-public int[] heroRarityAttributeFactor;
-
+#if !COMBAT_SERVER
+		public int[] heroRarityAttributeFactor;
+#else
+		public int[] heroRarityAttributeFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///怪物稀有度属性倍率 100=100% 小兵;精英1;精英2;BOSS;精英3
 		/// </summary>
-public int[] monsterRarityAttributeFactor;
-
+#if !COMBAT_SERVER
+		public int[] monsterRarityAttributeFactor;
+#else
+		public int[] monsterRarityAttributeFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///最大星级
 		/// </summary>
-public int maxStar;
-
+#if !COMBAT_SERVER
+		public int maxStar;
+#else
+		public int maxStar{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///最大等级
 		/// </summary>
-public int maxLv;
-
+#if !COMBAT_SERVER
+		public int maxLv;
+#else
+		public int maxLv{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///装备稀有度属性倍率 100=100% 1:白色 2:绿色 3:蓝色 4:紫色 5:橙色 6:暗金 7:远古
 		/// </summary>
-public int[] equipmentRarityAttributeFactor;
-
+#if !COMBAT_SERVER
+		public int[] equipmentRarityAttributeFactor;
+#else
+		public int[] equipmentRarityAttributeFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///每多少神识探测事件数量
 		/// </summary>
-public int DetectEventCount;
-
+#if !COMBAT_SERVER
+		public int DetectEventCount;
+#else
+		public int DetectEventCount{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///角色每有一个功法槽位,圈速增加的基础毫秒数 怪物每有一个功法,全速增加的基础毫秒秒数
 		/// </summary>
-public float BasicCDperSkill;
-
+#if !COMBAT_SERVER
+		public float BasicCDperSkill;
+#else
+		public float BasicCDperSkill{ set; get; }
+#endif
+		
 
 		/// <summary>
 		/// 道友挂机出现间隔(秒)
 		/// </summary>
-public int Daoyoushowuptime;
-
+#if !COMBAT_SERVER
+		public int Daoyoushowuptime;
+#else
+		public int Daoyoushowuptime{ set; get; }
+#endif
+		
 
 		/// <summary>
 		/// 道友挂机时常范围(秒)
 		/// </summary>
-public int[] DaoyouguajiDuration;
-
+#if !COMBAT_SERVER
+		public int[] DaoyouguajiDuration;
+#else
+		public int[] DaoyouguajiDuration{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///刷新关联事件概率 (100=100%)
 		/// </summary>
-public int RefreshRelevanceEventProbability;
-
+#if !COMBAT_SERVER
+		public int RefreshRelevanceEventProbability;
+#else
+		public int RefreshRelevanceEventProbability{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///神识恢复速率 每{0}秒恢复{1}点
 		/// </summary>
-public float[] shenshiRecoverSpeed;
-
+#if !COMBAT_SERVER
+		public float[] shenshiRecoverSpeed;
+#else
+		public float[] shenshiRecoverSpeed{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///挂机事件结束后下个挂机事件出现的时间间隔(最小和最大秒)
 		/// </summary>
-public int[] GuajiCD;
-
+#if !COMBAT_SERVER
+		public int[] GuajiCD;
+#else
+		public int[] GuajiCD{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///乾坤袋最大追溯时间(秒)
 		/// </summary>
-public int qiankundaiMaxTime;
-
+#if !COMBAT_SERVER
+		public int qiankundaiMaxTime;
+#else
+		public int qiankundaiMaxTime{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///神识恢复速率 每天前{0}点神识恢复速率为{1}点/秒,之后恢复速率为{2}点/秒
 		/// </summary>
-public float[] shenshiPointRecSPD;
-
+#if !COMBAT_SERVER
+		public float[] shenshiPointRecSPD;
+#else
+		public float[] shenshiPointRecSPD{ set; get; }
+#endif
+		
 
 	}
 

+ 18 - 6
Assets/Scripts/GameData/ExcelConfig/GroupConfig.cs

@@ -17,20 +17,32 @@ namespace Excel2Json
 		/// <summary>
 		///组ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///具体怪物等级 -1代表跟随玩家等级 -1后面可填动态修正等级
 		/// </summary>
-public int[] GroupMonsterLevel;
-
+#if !COMBAT_SERVER
+		public int[] GroupMonsterLevel;
+#else
+		public int[] GroupMonsterLevel{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///每组具体怪
 		/// </summary>
-public int[] GroupMonster;
-
+#if !COMBAT_SERVER
+		public int[] GroupMonster;
+#else
+		public int[] GroupMonster{ set; get; }
+#endif
+		
 
 	}
 

+ 108 - 36
Assets/Scripts/GameData/ExcelConfig/HeroModelConfig.cs

@@ -17,110 +17,182 @@ namespace Excel2Json
 		/// <summary>
 		///modelID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///称号
 		/// </summary>
-public int nickName;
-
+#if !COMBAT_SERVER
+		public int nickName;
+#else
+		public int nickName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名字
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///头像素材名
 		/// </summary>
-public string headicon;
-
+#if !COMBAT_SERVER
+		public string headicon;
+#else
+		public string headicon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///模型名称
 		/// </summary>
-public string model;
-
+#if !COMBAT_SERVER
+		public string model;
+#else
+		public string model{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///
 		/// </summary>
-public bool isUseGpu;
-
+#if !COMBAT_SERVER
+		public bool isUseGpu;
+#else
+		public bool isUseGpu{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1. 英雄 2. 小怪 3. 精英 4. BOSS
 		/// </summary>
-public int heroType;
-
+#if !COMBAT_SERVER
+		public int heroType;
+#else
+		public int heroType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///攻击力
 		/// </summary>
-public int attack;
-
+#if !COMBAT_SERVER
+		public int attack;
+#else
+		public int attack{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///生命值
 		/// </summary>
-public int hp;
-
+#if !COMBAT_SERVER
+		public int hp;
+#else
+		public int hp{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///防御力
 		/// </summary>
-public int def;
-
+#if !COMBAT_SERVER
+		public int def;
+#else
+		public int def{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///护盾
 		/// </summary>
-public int shield;
-
+#if !COMBAT_SERVER
+		public int shield;
+#else
+		public int shield{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///攻击速度 X秒/圈
 		/// </summary>
-public float speed_atk;
-
+#if !COMBAT_SERVER
+		public float speed_atk;
+#else
+		public float speed_atk{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///灵根初值 金-水-木-火-土
 		/// </summary>
-public int[] Linggen;
-
+#if !COMBAT_SERVER
+		public int[] Linggen;
+#else
+		public int[] Linggen{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法序列 主动≤4 被动≤3
 		/// </summary>
-public int[] skillID;
-
+#if !COMBAT_SERVER
+		public int[] skillID;
+#else
+		public int[] skillID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法最低出现等级
 		/// </summary>
-public int[] skillActiveLv;
-
+#if !COMBAT_SERVER
+		public int[] skillActiveLv;
+#else
+		public int[] skillActiveLv{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///角色自带的法宝(最多4个)
 		/// </summary>
-public int[] fa_bao_id;
-
+#if !COMBAT_SERVER
+		public int[] fa_bao_id;
+#else
+		public int[] fa_bao_id{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝最低出现等级
 		/// </summary>
-public int[] fabaoActiveLv;
-
+#if !COMBAT_SERVER
+		public int[] fabaoActiveLv;
+#else
+		public int[] fabaoActiveLv{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///英雄故事文本
 		/// </summary>
-public int heroStory;
-
+#if !COMBAT_SERVER
+		public int heroStory;
+#else
+		public int heroStory{ set; get; }
+#endif
+		
 
 	}
 

+ 162 - 54
Assets/Scripts/GameData/ExcelConfig/HeroPowerUpConfig.cs

@@ -17,164 +17,272 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///玩家修为境界(等级)
 		/// </summary>
-public int HeroLevel;
-
+#if !COMBAT_SERVER
+		public int HeroLevel;
+#else
+		public int HeroLevel{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///大境界ID
 		/// </summary>
-public int jingjie1;
-
+#if !COMBAT_SERVER
+		public int jingjie1;
+#else
+		public int jingjie1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///中境界ID
 		/// </summary>
-public int jingjie2;
-
+#if !COMBAT_SERVER
+		public int jingjie2;
+#else
+		public int jingjie2{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///小境界ID
 		/// </summary>
-public int jingjie3;
-
+#if !COMBAT_SERVER
+		public int jingjie3;
+#else
+		public int jingjie3{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///境界语言表ID
 		/// </summary>
-public int[] jingjieLanIDs;
-
+#if !COMBAT_SERVER
+		public int[] jingjieLanIDs;
+#else
+		public int[] jingjieLanIDs{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///升级所需修为值 (-1代表最大等级)
 		/// </summary>
-public int levelUpExp;
-
+#if !COMBAT_SERVER
+		public int levelUpExp;
+#else
+		public int levelUpExp{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///渡劫必须战斗ID
 		/// </summary>
-public int DujieLevelbattleID;
-
+#if !COMBAT_SERVER
+		public int DujieLevelbattleID;
+#else
+		public int DujieLevelbattleID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///战斗增加渡劫几率
 		/// </summary>
-public int DujieRateviaBattle;
-
+#if !COMBAT_SERVER
+		public int DujieRateviaBattle;
+#else
+		public int DujieRateviaBattle{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///渡劫必需道具ID
 		/// </summary>
-public int[] DujieMustItemIDs;
-
+#if !COMBAT_SERVER
+		public int[] DujieMustItemIDs;
+#else
+		public int[] DujieMustItemIDs{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///渡劫必需道具数量
 		/// </summary>
-public int[] DujieMustItemValues;
-
+#if !COMBAT_SERVER
+		public int[] DujieMustItemValues;
+#else
+		public int[] DujieMustItemValues{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///渡劫选有道具IDs
 		/// </summary>
-public int[] DujieItemIDs;
-
+#if !COMBAT_SERVER
+		public int[] DujieItemIDs;
+#else
+		public int[] DujieItemIDs{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///渡劫选有道具数量
 		/// </summary>
-public int[] DujieItemValues;
-
+#if !COMBAT_SERVER
+		public int[] DujieItemValues;
+#else
+		public int[] DujieItemValues{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///雷劫伤害 要填下限和上限
 		/// </summary>
-public int[] LeijieDamages;
-
+#if !COMBAT_SERVER
+		public int[] LeijieDamages;
+#else
+		public int[] LeijieDamages{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///生命倍率
 		/// </summary>
-public float HPFactor;
-
+#if !COMBAT_SERVER
+		public float HPFactor;
+#else
+		public float HPFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///攻击倍率
 		/// </summary>
-public float ATKFactor;
-
+#if !COMBAT_SERVER
+		public float ATKFactor;
+#else
+		public float ATKFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///防御倍率
 		/// </summary>
-public float DEFFactor;
-
+#if !COMBAT_SERVER
+		public float DEFFactor;
+#else
+		public float DEFFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///护盾倍率
 		/// </summary>
-public float HudunFactor;
-
+#if !COMBAT_SERVER
+		public float HudunFactor;
+#else
+		public float HudunFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///防御系数K
 		/// </summary>
-public int defK;
-
+#if !COMBAT_SERVER
+		public int defK;
+#else
+		public int defK{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///神识上限
 		/// </summary>
-public int ShenshiMax;
-
+#if !COMBAT_SERVER
+		public int ShenshiMax;
+#else
+		public int ShenshiMax{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///每秒获得的修为值
 		/// </summary>
-public float AutoXiuwei;
-
+#if !COMBAT_SERVER
+		public float AutoXiuwei;
+#else
+		public float AutoXiuwei{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///雷劫失败扣除的当前等级修为百分比
 		/// </summary>
-public int FailureExpReduce;
-
+#if !COMBAT_SERVER
+		public int FailureExpReduce;
+#else
+		public int FailureExpReduce{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///主动功法可配置上限
 		/// </summary>
-public int MaxActiveGongfaNum;
-
+#if !COMBAT_SERVER
+		public int MaxActiveGongfaNum;
+#else
+		public int MaxActiveGongfaNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///被动功法可配置上限
 		/// </summary>
-public int MaxPassiveGongfaNum;
-
+#if !COMBAT_SERVER
+		public int MaxPassiveGongfaNum;
+#else
+		public int MaxPassiveGongfaNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝可配置上限
 		/// </summary>
-public int MaxFabaoNum;
-
+#if !COMBAT_SERVER
+		public int MaxFabaoNum;
+#else
+		public int MaxFabaoNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法力倍率
 		/// </summary>
-public float MPFactor;
-
+#if !COMBAT_SERVER
+		public float MPFactor;
+#else
+		public float MPFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///允许出现的最大挂机道友数量
 		/// </summary>
-public int DaoyouCount;
-
+#if !COMBAT_SERVER
+		public int DaoyouCount;
+#else
+		public int DaoyouCount{ set; get; }
+#endif
+		
 
 	}
 

+ 126 - 42
Assets/Scripts/GameData/ExcelConfig/ItemConfig.cs

@@ -17,128 +17,212 @@ namespace Excel2Json
 		/// <summary>
 		///ID1
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具名称 
 		/// </summary>
-public int itemName;
-
+#if !COMBAT_SERVER
+		public int itemName;
+#else
+		public int itemName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功能说明
 		/// </summary>
-public int itemDesc;
-
+#if !COMBAT_SERVER
+		public int itemDesc;
+#else
+		public int itemDesc{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具图标
 		/// </summary>
-public string icon;
-
+#if !COMBAT_SERVER
+		public string icon;
+#else
+		public string icon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具分类 见ID分段
 		/// </summary>
-public int itemTag;
-
+#if !COMBAT_SERVER
+		public int itemTag;
+#else
+		public int itemTag{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///品质 1.[物品]白 2.[物品]绿 3.[物品]蓝 4.[物品]紫 5.[物品]橙 6.[物品]红
 		/// </summary>
-public int quality;
-
+#if !COMBAT_SERVER
+		public int quality;
+#else
+		public int quality{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///堆叠数量 0.无限
 		/// </summary>
-public int stack;
-
+#if !COMBAT_SERVER
+		public int stack;
+#else
+		public int stack{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///是否出售
 		/// </summary>
-public bool isSell;
-
+#if !COMBAT_SERVER
+		public bool isSell;
+#else
+		public bool isSell{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///按需配置 装备(职业;位置)
 		/// </summary>
-public int[] itemParam;
-
+#if !COMBAT_SERVER
+		public int[] itemParam;
+#else
+		public int[] itemParam{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///出售金额
 		/// </summary>
-public int rewardsNum;
-
+#if !COMBAT_SERVER
+		public int rewardsNum;
+#else
+		public int rewardsNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///进入背包时,是否可见
 		/// </summary>
-public int isVisible;
-
+#if !COMBAT_SERVER
+		public int isVisible;
+#else
+		public int isVisible{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///是否可用
 		/// </summary>
-public bool isUse;
-
+#if !COMBAT_SERVER
+		public bool isUse;
+#else
+		public bool isUse{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///使用限制 0. 无 1. 共鸣等级
 		/// </summary>
-public int useLimit;
-
+#if !COMBAT_SERVER
+		public int useLimit;
+#else
+		public int useLimit{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///消耗道具数量
 		/// </summary>
-public int costItemNum;
-
+#if !COMBAT_SERVER
+		public int costItemNum;
+#else
+		public int costItemNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///获得道具ID
 		/// </summary>
-public int[] rewardsItems;
-
+#if !COMBAT_SERVER
+		public int[] rewardsItems;
+#else
+		public int[] rewardsItems{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///获得道具的数量
 		/// </summary>
-public int[] rewardsItemNums;
-
+#if !COMBAT_SERVER
+		public int[] rewardsItemNums;
+#else
+		public int[] rewardsItemNums{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///堆叠数量 0.无限
 		/// </summary>
-public int stack_1;
-
+#if !COMBAT_SERVER
+		public int stack_1;
+#else
+		public int stack_1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊功能ID 详情见说明页
 		/// </summary>
-public int associateID;
-
+#if !COMBAT_SERVER
+		public int associateID;
+#else
+		public int associateID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///特殊功能参数 详情见说明页
 		/// </summary>
-public int[] associateVlaue;
-
+#if !COMBAT_SERVER
+		public int[] associateVlaue;
+#else
+		public int[] associateVlaue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///背包内排序
 		/// </summary>
-public int sort;
-
+#if !COMBAT_SERVER
+		public int sort;
+#else
+		public int sort{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///包装文本
 		/// </summary>
-public int itemDesc2;
-
+#if !COMBAT_SERVER
+		public int itemDesc2;
+#else
+		public int itemDesc2{ set; get; }
+#endif
+		
 
 	}
 

+ 12 - 4
Assets/Scripts/GameData/ExcelConfig/LanguageChineseConfig.cs

@@ -17,14 +17,22 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///文本内容
 		/// </summary>
-public string txt;
-
+#if !COMBAT_SERVER
+		public string txt;
+#else
+		public string txt{ set; get; }
+#endif
+		
 
 	}
 

+ 40 - 0
Assets/Scripts/GameData/ExcelConfig/LanguageChineseConfig_skill.cs

@@ -0,0 +1,40 @@
+// Auto Generated Code By excel2json
+// Generate From Excel\Language_skill.xlsx. SheetName: LanguageChineseConfig_skill
+
+using System;
+using Fort23.GameData;
+
+namespace Excel2Json
+{
+	[Config(prefab = "LanguageChineseConfig_skill.json")]
+	public partial class LanguageChineseConfig_skillHolder : ConfigHolder<LanguageChineseConfig_skill>
	{
+	}
+
+
+	[Serializable]
+	public struct LanguageChineseConfig_skill : IConfig
	{
+		public int GetID() {return ID;} 
+		/// <summary>
+		///ID
+		/// </summary>
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
+
+		/// <summary>
+		///文本内容
+		/// </summary>
+#if !COMBAT_SERVER
+		public string txt;
+#else
+		public string txt{ set; get; }
+#endif
+		
+
+	}
+
+}
+// End of Auto Generated Code

+ 11 - 0
Assets/Scripts/GameData/ExcelConfig/LanguageChineseConfig_skill.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: XXoWvCqqUXOhNuqbjvZhdkoYtf5CzZsfzypm4pxDSFMjnnpvwUYbZH3r1m/+
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 12 - 4
Assets/Scripts/GameData/ExcelConfig/LevelSupressConfig.cs

@@ -17,14 +17,22 @@ namespace Excel2Json
 		/// <summary>
 		///双方修为差
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///破盾速度 20:护盾受到的伤害提升20% 999:护盾瞬间被破除
 		/// </summary>
-public int HudunReduceSpeed;
-
+#if !COMBAT_SERVER
+		public int HudunReduceSpeed;
+#else
+		public int HudunReduceSpeed{ set; get; }
+#endif
+		
 
 	}
 

+ 48 - 16
Assets/Scripts/GameData/ExcelConfig/LevelbattleConfig.cs

@@ -17,50 +17,82 @@ namespace Excel2Json
 		/// <summary>
 		///战斗组ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///包含的组ID (就是第二页的ID)
 		/// </summary>
-public int[] Group;
-
+#if !COMBAT_SERVER
+		public int[] Group;
+#else
+		public int[] Group{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///奖励随机掉落组
 		/// </summary>
-public int[] awardDrop;
-
+#if !COMBAT_SERVER
+		public int[] awardDrop;
+#else
+		public int[] awardDrop{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///奖励道具数量
 		/// </summary>
-public int[] awardNum;
-
+#if !COMBAT_SERVER
+		public int[] awardNum;
+#else
+		public int[] awardNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///用时(秒)
 		/// </summary>
-public float combatTime;
-
+#if !COMBAT_SERVER
+		public float combatTime;
+#else
+		public float combatTime{ set; get; }
+#endif
+		
 
 		/// <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;
-
+#if !COMBAT_SERVER
+		public int combatType;
+#else
+		public int combatType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///怪物战斗组修为(实际)
 		/// </summary>
-public int MonsterGroupTruePower;
-
+#if !COMBAT_SERVER
+		public int MonsterGroupTruePower;
+#else
+		public int MonsterGroupTruePower{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///怪物战斗组修为(表现)
 		/// </summary>
-public int MonsterGroupPower;
-
+#if !COMBAT_SERVER
+		public int MonsterGroupPower;
+#else
+		public int MonsterGroupPower{ set; get; }
+#endif
+		
 
 	}
 

+ 12 - 4
Assets/Scripts/GameData/ExcelConfig/MitigationParaConfig.cs

@@ -17,14 +17,22 @@ namespace Excel2Json
 		/// <summary>
 		///
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///修正百分比 100=100%
 		/// </summary>
-public float mitigationPara;
-
+#if !COMBAT_SERVER
+		public float mitigationPara;
+#else
+		public float mitigationPara{ set; get; }
+#endif
+		
 
 	}
 

+ 96 - 32
Assets/Scripts/GameData/ExcelConfig/MonsterPowerUpConfig.cs

@@ -17,98 +17,162 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///玩家修为境界(等级)
 		/// </summary>
-public int HeroLevel;
-
+#if !COMBAT_SERVER
+		public int HeroLevel;
+#else
+		public int HeroLevel{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///大境界ID
 		/// </summary>
-public int jingjie1;
-
+#if !COMBAT_SERVER
+		public int jingjie1;
+#else
+		public int jingjie1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///中境界ID
 		/// </summary>
-public int jingjie2;
-
+#if !COMBAT_SERVER
+		public int jingjie2;
+#else
+		public int jingjie2{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///小境界ID
 		/// </summary>
-public int jingjie3;
-
+#if !COMBAT_SERVER
+		public int jingjie3;
+#else
+		public int jingjie3{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///生命倍率
 		/// </summary>
-public float HPFactor;
-
+#if !COMBAT_SERVER
+		public float HPFactor;
+#else
+		public float HPFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///攻击倍率
 		/// </summary>
-public float ATKFactor;
-
+#if !COMBAT_SERVER
+		public float ATKFactor;
+#else
+		public float ATKFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///防御倍率
 		/// </summary>
-public float DEFFactor;
-
+#if !COMBAT_SERVER
+		public float DEFFactor;
+#else
+		public float DEFFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///护盾倍率
 		/// </summary>
-public float HudunFactor;
-
+#if !COMBAT_SERVER
+		public float HudunFactor;
+#else
+		public float HudunFactor{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///防御系数K
 		/// </summary>
-public int defK;
-
+#if !COMBAT_SERVER
+		public int defK;
+#else
+		public int defK{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法等级
 		/// </summary>
-public int GongfaLv;
-
+#if !COMBAT_SERVER
+		public int GongfaLv;
+#else
+		public int GongfaLv{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法星级
 		/// </summary>
-public int GongfaStar;
-
+#if !COMBAT_SERVER
+		public int GongfaStar;
+#else
+		public int GongfaStar{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝等级
 		/// </summary>
-public int FabaoLv;
-
+#if !COMBAT_SERVER
+		public int FabaoLv;
+#else
+		public int FabaoLv{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法宝星级
 		/// </summary>
-public int FabaoStar;
-
+#if !COMBAT_SERVER
+		public int FabaoStar;
+#else
+		public int FabaoStar{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///灵根成长率 100=100%
 		/// </summary>
-public float LinggenUp;
-
+#if !COMBAT_SERVER
+		public float LinggenUp;
+#else
+		public float LinggenUp{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///法力倍率
 		/// </summary>
-public float MPFactor;
-
+#if !COMBAT_SERVER
+		public float MPFactor;
+#else
+		public float MPFactor{ set; get; }
+#endif
+		
 
 	}
 

+ 24 - 8
Assets/Scripts/GameData/ExcelConfig/OpenBoxConfig.cs

@@ -17,26 +17,42 @@ namespace Excel2Json
 		/// <summary>
 		///ID (id段不再区分debuff和buff)
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///单次消耗
 		/// </summary>
-public int oneConsume;
-
+#if !COMBAT_SERVER
+		public int oneConsume;
+#else
+		public int oneConsume{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///10次消耗
 		/// </summary>
-public int tenConsume;
-
+#if !COMBAT_SERVER
+		public int tenConsume;
+#else
+		public int tenConsume{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///奖励池子
 		/// </summary>
-public int reward;
-
+#if !COMBAT_SERVER
+		public int reward;
+#else
+		public int reward{ set; get; }
+#endif
+		
 
 	}
 

+ 78 - 26
Assets/Scripts/GameData/ExcelConfig/PlacesConfig.cs

@@ -17,80 +17,132 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///地点名称(语言表ID)
 		/// </summary>
-public int placeName;
-
+#if !COMBAT_SERVER
+		public int placeName;
+#else
+		public int placeName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///区域预制件 (不配就做成固定)
 		/// </summary>
-public int placePrefabName;
-
+#if !COMBAT_SERVER
+		public int placePrefabName;
+#else
+		public int placePrefabName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///属于哪个大地图
 		/// </summary>
-public int bigMapID;
-
+#if !COMBAT_SERVER
+		public int bigMapID;
+#else
+		public int bigMapID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///3D世界
 		/// </summary>
-public string to3DPrefab;
-
+#if !COMBAT_SERVER
+		public string to3DPrefab;
+#else
+		public string to3DPrefab{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///3D世界
 		/// </summary>
-public int placeDesc;
-
+#if !COMBAT_SERVER
+		public int placeDesc;
+#else
+		public int placeDesc{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///总进度值
 		/// </summary>
-public int TotalScore;
-
+#if !COMBAT_SERVER
+		public int TotalScore;
+#else
+		public int TotalScore{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///主线事件ID
 		/// </summary>
-public int[] MainTaskID;
-
+#if !COMBAT_SERVER
+		public int[] MainTaskID;
+#else
+		public int[] MainTaskID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///支线事件ID 
 		/// </summary>
-public int[] ZhixianID;
-
+#if !COMBAT_SERVER
+		public int[] ZhixianID;
+#else
+		public int[] ZhixianID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///触发支线的进度百分比
 		/// </summary>
-public int[] ZhixianActivatedPercentage;
-
+#if !COMBAT_SERVER
+		public int[] ZhixianActivatedPercentage;
+#else
+		public int[] ZhixianActivatedPercentage{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///刷该地图特定无限次事件的概率 40=40%
 		/// </summary>
-public int DivineSenseGeneralProbability;
-
+#if !COMBAT_SERVER
+		public int DivineSenseGeneralProbability;
+#else
+		public int DivineSenseGeneralProbability{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///该地图特定的无限次事件
 		/// </summary>
-public int[] SpecialTaskID;
-
+#if !COMBAT_SERVER
+		public int[] SpecialTaskID;
+#else
+		public int[] SpecialTaskID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///挂机包含的特殊事件列表
 		/// </summary>
-public int[] GuajiEvent;
-
+#if !COMBAT_SERVER
+		public int[] GuajiEvent;
+#else
+		public int[] GuajiEvent{ set; get; }
+#endif
+		
 
 	}
 

+ 48 - 16
Assets/Scripts/GameData/ExcelConfig/QiankundaiConfig.cs

@@ -17,50 +17,82 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///可掉落的指定境界区间 10;100=[10,100]
 		/// </summary>
-public int[] dropLevel;
-
+#if !COMBAT_SERVER
+		public int[] dropLevel;
+#else
+		public int[] dropLevel{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落间隔类型 1=固定间隔掉落 2=每日刷新时间掉落
 		/// </summary>
-public int dropType;
-
+#if !COMBAT_SERVER
+		public int dropType;
+#else
+		public int dropType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///根据dropType 1:填固定的间隔秒数
 		/// </summary>
-public float dropTypePara;
-
+#if !COMBAT_SERVER
+		public float dropTypePara;
+#else
+		public float dropTypePara{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///固定时间区间内 1=每小时 2=每日 3=每周
 		/// </summary>
-public int dropPara1;
-
+#if !COMBAT_SERVER
+		public int dropPara1;
+#else
+		public int dropPara1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///固定时间内最多掉落多少次 -1=无限次
 		/// </summary>
-public int dropPara2;
-
+#if !COMBAT_SERVER
+		public int dropPara2;
+#else
+		public int dropPara2{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落ID
 		/// </summary>
-public int[] ChoukaID;
-
+#if !COMBAT_SERVER
+		public int[] ChoukaID;
+#else
+		public int[] ChoukaID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///掉落数量 优先读chouka表的数量
 		/// </summary>
-public int[] DropCount;
-
+#if !COMBAT_SERVER
+		public int[] DropCount;
+#else
+		public int[] DropCount{ set; get; }
+#endif
+		
 
 	}
 

+ 48 - 16
Assets/Scripts/GameData/ExcelConfig/ResourceLevelConfig.cs

@@ -17,50 +17,82 @@ namespace Excel2Json
 		/// <summary>
 		///
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///等级
 		/// </summary>
-public int Level;
-
+#if !COMBAT_SERVER
+		public int Level;
+#else
+		public int Level{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1001 铜钱
 		/// </summary>
-public float value1;
-
+#if !COMBAT_SERVER
+		public float value1;
+#else
+		public float value1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1002 银锭
 		/// </summary>
-public float value2;
-
+#if !COMBAT_SERVER
+		public float value2;
+#else
+		public float value2{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1003 修为
 		/// </summary>
-public float value3;
-
+#if !COMBAT_SERVER
+		public float value3;
+#else
+		public float value3{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1004 金锭
 		/// </summary>
-public float value4;
-
+#if !COMBAT_SERVER
+		public float value4;
+#else
+		public float value4{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1005 功法灵气
 		/// </summary>
-public float value5;
-
+#if !COMBAT_SERVER
+		public float value5;
+#else
+		public float value5{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1006 法宝灵韵
 		/// </summary>
-public float value6;
-
+#if !COMBAT_SERVER
+		public float value6;
+#else
+		public float value6{ set; get; }
+#endif
+		
 
 	}
 

+ 30 - 10
Assets/Scripts/GameData/ExcelConfig/SentimentConfig.cs

@@ -17,32 +17,52 @@ namespace Excel2Json
 		/// <summary>
 		///modelID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名称
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///图片
 		/// </summary>
-public string icon;
-
+#if !COMBAT_SERVER
+		public string icon;
+#else
+		public string icon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///核心感悟点
 		/// </summary>
-public int mainSentimentEffect;
-
+#if !COMBAT_SERVER
+		public int mainSentimentEffect;
+#else
+		public int mainSentimentEffect{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///支线感悟点
 		/// </summary>
-public int[] sentimentEffect;
-
+#if !COMBAT_SERVER
+		public int[] sentimentEffect;
+#else
+		public int[] sentimentEffect{ set; get; }
+#endif
+		
 
 	}
 

+ 78 - 26
Assets/Scripts/GameData/ExcelConfig/SentimentEffectConfig.cs

@@ -17,80 +17,132 @@ namespace Excel2Json
 		/// <summary>
 		///modelID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///id组
 		/// </summary>
-public int groupId;
-
+#if !COMBAT_SERVER
+		public int groupId;
+#else
+		public int groupId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///等级
 		/// </summary>
-public int level;
-
+#if !COMBAT_SERVER
+		public int level;
+#else
+		public int level{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名字
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///图标
 		/// </summary>
-public string icon;
-
+#if !COMBAT_SERVER
+		public string icon;
+#else
+		public string icon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///描述
 		/// </summary>
-public int massge;
-
+#if !COMBAT_SERVER
+		public int massge;
+#else
+		public int massge{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///位置
 		/// </summary>
-public int pos;
-
+#if !COMBAT_SERVER
+		public int pos;
+#else
+		public int pos{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///前置条件 (-1是主属性)
 		/// </summary>
-public int lastSentimentEffectId;
-
+#if !COMBAT_SERVER
+		public int lastSentimentEffectId;
+#else
+		public int lastSentimentEffectId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///解锁等级
 		/// </summary>
-public int unlockLevel;
-
+#if !COMBAT_SERVER
+		public int unlockLevel;
+#else
+		public int unlockLevel{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///见条件类型表
 		/// </summary>
-public int effectType;
-
+#if !COMBAT_SERVER
+		public int effectType;
+#else
+		public int effectType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///效果值
 		/// </summary>
-public int[] effectVale;
-
+#if !COMBAT_SERVER
+		public int[] effectVale;
+#else
+		public int[] effectVale{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///消耗
 		/// </summary>
-public int upConstItemId;
-
+#if !COMBAT_SERVER
+		public int upConstItemId;
+#else
+		public int upConstItemId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///消耗数量
 		/// </summary>
-public int upConstCount;
-
+#if !COMBAT_SERVER
+		public int upConstCount;
+#else
+		public int upConstCount{ set; get; }
+#endif
+		
 
 	}
 

+ 48 - 16
Assets/Scripts/GameData/ExcelConfig/ShopConfig.cs

@@ -17,50 +17,82 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///页签所属商店
 		/// </summary>
-public int shopGroup;
-
+#if !COMBAT_SERVER
+		public int shopGroup;
+#else
+		public int shopGroup{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///每个页面的商品shopitemID组
 		/// </summary>
-public int shopItemGroup;
-
+#if !COMBAT_SERVER
+		public int shopItemGroup;
+#else
+		public int shopItemGroup{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///页签排序 (小的在前面)
 		/// </summary>
-public int pageSortNum;
-
+#if !COMBAT_SERVER
+		public int pageSortNum;
+#else
+		public int pageSortNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///刷新类型 0=不刷新 1=每日自动刷新 2=每周自动刷新 3=每月自动刷新 4=按开启时间固定间隔自动刷新 
 		/// </summary>
-public int RefreshType;
-
+#if !COMBAT_SERVER
+		public int RefreshType;
+#else
+		public int RefreshType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///刷新消耗道具ID (此列不为-1时,可以手动刷新)
 		/// </summary>
-public int refreshCostItemId;
-
+#if !COMBAT_SERVER
+		public int refreshCostItemId;
+#else
+		public int refreshCostItemId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///刷新消耗道具数量 (刷新次数增加消耗会改变,0表示免费)
 		/// </summary>
-public int[] refreshCost;
-
+#if !COMBAT_SERVER
+		public int[] refreshCost;
+#else
+		public int[] refreshCost{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///周期内刷新次数上限(如果有手动刷新,必须要填次数)
 		/// </summary>
-public int refreshLimit;
-
+#if !COMBAT_SERVER
+		public int refreshLimit;
+#else
+		public int refreshLimit{ set; get; }
+#endif
+		
 
 	}
 

+ 12 - 4
Assets/Scripts/GameData/ExcelConfig/ShopGroupConfig.cs

@@ -17,14 +17,22 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///商店名 (顶部名字)
 		/// </summary>
-public int shopName;
-
+#if !COMBAT_SERVER
+		public int shopName;
+#else
+		public int shopName{ set; get; }
+#endif
+		
 
 	}
 

+ 90 - 30
Assets/Scripts/GameData/ExcelConfig/ShopItemConfig.cs

@@ -17,92 +17,152 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///分发ID (appstore等分发礼包时使用)
 		/// </summary>
-public string giftID;
-
+#if !COMBAT_SERVER
+		public string giftID;
+#else
+		public string giftID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///包含道具ID
 		/// </summary>
-public int[] itemId;
-
+#if !COMBAT_SERVER
+		public int[] itemId;
+#else
+		public int[] itemId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///道具数量
 		/// </summary>
-public int[] itemCount;
-
+#if !COMBAT_SERVER
+		public int[] itemCount;
+#else
+		public int[] itemCount{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///消耗道具ID  0 = 免费 1032 = 广告
 		/// </summary>
-public int costItemId;
-
+#if !COMBAT_SERVER
+		public int costItemId;
+#else
+		public int costItemId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///现价 (玩家购买价)
 		/// </summary>
-public int price;
-
+#if !COMBAT_SERVER
+		public int price;
+#else
+		public int price{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///原价
 		/// </summary>
-public int oldPrice;
-
+#if !COMBAT_SERVER
+		public int oldPrice;
+#else
+		public int oldPrice{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///可买次数 (当期) -1=不限制
 		/// </summary>
-public int buyCount;
-
+#if !COMBAT_SERVER
+		public int buyCount;
+#else
+		public int buyCount{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///最大购买次数 (全局) -1=不限制
 		/// </summary>
-public int maxBuyCount;
-
+#if !COMBAT_SERVER
+		public int maxBuyCount;
+#else
+		public int maxBuyCount{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///商品所属分页 (shopConfig中ID)
 		/// </summary>
-public int shopItemGroup;
-
+#if !COMBAT_SERVER
+		public int shopItemGroup;
+#else
+		public int shopItemGroup{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///持续时间(分钟) (-1永久)
 		/// </summary>
-public int continueTime;
-
+#if !COMBAT_SERVER
+		public int continueTime;
+#else
+		public int continueTime{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///品名
 		/// </summary>
-public int shopName;
-
+#if !COMBAT_SERVER
+		public int shopName;
+#else
+		public int shopName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///商品介绍
 		/// </summary>
-public int shopDesc;
-
+#if !COMBAT_SERVER
+		public int shopDesc;
+#else
+		public int shopDesc{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///商品表现的模板
 		/// </summary>
-public int shopShowTemplate;
-
+#if !COMBAT_SERVER
+		public int shopShowTemplate;
+#else
+		public int shopShowTemplate{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///商品表现的模板de参数
 		/// </summary>
-public string[] shopShowTemplateParm;
-
+#if !COMBAT_SERVER
+		public string[] shopShowTemplateParm;
+#else
+		public string[] shopShowTemplateParm{ set; get; }
+#endif
+		
 
 	}
 

+ 126 - 42
Assets/Scripts/GameData/ExcelConfig/SkillConfig.cs

@@ -17,128 +17,212 @@ namespace Excel2Json
 		/// <summary>
 		///技能ID IDGroup+技能等级
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///对应的碎片ID
 		/// </summary>
-public int PieceID;
-
+#if !COMBAT_SERVER
+		public int PieceID;
+#else
+		public int PieceID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法强度 基于标准强度的百分比 50=50%
 		/// </summary>
-public float power;
-
+#if !COMBAT_SERVER
+		public float power;
+#else
+		public float power{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名称语言表ID
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///描述语言表ID
 		/// </summary>
-public int dec;
-
+#if !COMBAT_SERVER
+		public int dec;
+#else
+		public int dec{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///技能属性 1=金 2=水 4=木 8=火 16=土
 		/// </summary>
-public int attribute;
-
+#if !COMBAT_SERVER
+		public int attribute;
+#else
+		public int attribute{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///图标
 		/// </summary>
-public string icon;
-
+#if !COMBAT_SERVER
+		public string icon;
+#else
+		public string icon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///脚本名称
 		/// </summary>
-public string scriptName;
-
+#if !COMBAT_SERVER
+		public string scriptName;
+#else
+		public string scriptName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///技能组
 		/// </summary>
-public int IDGroup;
-
+#if !COMBAT_SERVER
+		public int IDGroup;
+#else
+		public int IDGroup{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///技能的timeline表现,没得就不填,这个可以程序填
 		/// </summary>
-public string timelineName;
-
+#if !COMBAT_SERVER
+		public string timelineName;
+#else
+		public string timelineName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法:多少圈释放1次 法宝:CD多少秒
 		/// </summary>
-public float cd;
-
+#if !COMBAT_SERVER
+		public float cd;
+#else
+		public float cd{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法上阵后,大道增加的CD 大道的默认CD
 		/// </summary>
-public float addcd;
-
+#if !COMBAT_SERVER
+		public float addcd;
+#else
+		public float addcd{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///技能类型: 1=主动功法 2=被动功法 3=法宝技能 4=大道 
 		/// </summary>
-public int SkillType;
-
+#if !COMBAT_SERVER
+		public int SkillType;
+#else
+		public int SkillType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///星级
 		/// </summary>
-public int level;
-
+#if !COMBAT_SERVER
+		public int level;
+#else
+		public int level{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///效果值
 		/// </summary>
-public float[] effectValue;
-
+#if !COMBAT_SERVER
+		public float[] effectValue;
+#else
+		public float[] effectValue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///允许被加强的效果下表
 		/// </summary>
-public int[] intensifierIndex;
-
+#if !COMBAT_SERVER
+		public int[] intensifierIndex;
+#else
+		public int[] intensifierIndex{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///属性ID表内对应 101=生命百分比 102=攻击百分比 103=防御百分比 106~110=金木水火土灵根 
 		/// </summary>
-public int[] addPropertyType;
-
+#if !COMBAT_SERVER
+		public int[] addPropertyType;
+#else
+		public int[] addPropertyType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///具体效果值
 		/// </summary>
-public float[] addPropertyValue;
-
+#if !COMBAT_SERVER
+		public float[] addPropertyValue;
+#else
+		public float[] addPropertyValue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///升星简短描述
 		/// </summary>
-public int PromoteLan;
-
+#if !COMBAT_SERVER
+		public int PromoteLan;
+#else
+		public int PromoteLan{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///升星简短描述参数
 		/// </summary>
-public float[] PromoteLanPara;
-
+#if !COMBAT_SERVER
+		public float[] PromoteLanPara;
+#else
+		public float[] PromoteLanPara{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///哪边的法宝被影响 0=无 1=前方 -1=后方
 		/// </summary>
-public float[] PromoteLanPara_1;
-
+#if !COMBAT_SERVER
+		public float[] PromoteLanPara_1;
+#else
+		public float[] PromoteLanPara_1{ set; get; }
+#endif
+		
 
 	}
 

+ 18 - 6
Assets/Scripts/GameData/ExcelConfig/SkillConstant.cs

@@ -17,20 +17,32 @@ namespace Excel2Json
 		/// <summary>
 		///
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///重复功法自动转碎片的数量
 		/// </summary>
-public int[] SkilltoPieceNum;
-
+#if !COMBAT_SERVER
+		public int[] SkilltoPieceNum;
+#else
+		public int[] SkilltoPieceNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法升到对应星级所需碎片数量
 		/// </summary>
-public int[] SkillPromoteNeedPieceNum;
-
+#if !COMBAT_SERVER
+		public int[] SkillPromoteNeedPieceNum;
+#else
+		public int[] SkillPromoteNeedPieceNum{ set; get; }
+#endif
+		
 
 	}
 

+ 36 - 12
Assets/Scripts/GameData/ExcelConfig/SkillPowerupConfig.cs

@@ -17,38 +17,62 @@ namespace Excel2Json
 		/// <summary>
 		///等级
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法对拼标准强度
 		/// </summary>
-public float MainPower;
-
+#if !COMBAT_SERVER
+		public float MainPower;
+#else
+		public float MainPower{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///标准强度百分比
 		/// </summary>
-public float SkillPower1;
-
+#if !COMBAT_SERVER
+		public float SkillPower1;
+#else
+		public float SkillPower1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///功法升级所需道具
 		/// </summary>
-public int[] LevelupItem;
-
+#if !COMBAT_SERVER
+		public int[] LevelupItem;
+#else
+		public int[] LevelupItem{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///攻击升级所需道具数量
 		/// </summary>
-public int[] LevelupItemNum;
-
+#if !COMBAT_SERVER
+		public int[] LevelupItemNum;
+#else
+		public int[] LevelupItemNum{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///升级所需境界
 		/// </summary>
-public int PlayerLevelLimit;
-
+#if !COMBAT_SERVER
+		public int PlayerLevelLimit;
+#else
+		public int PlayerLevelLimit{ set; get; }
+#endif
+		
 
 	}
 

+ 36 - 12
Assets/Scripts/GameData/ExcelConfig/SkiptoConfig.cs

@@ -17,38 +17,62 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///跳转类型
 		/// </summary>
-public int SkipType;
-
+#if !COMBAT_SERVER
+		public int SkipType;
+#else
+		public int SkipType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///跳转ID 填写方法见附页
 		/// </summary>
-public int SkipID;
-
+#if !COMBAT_SERVER
+		public int SkipID;
+#else
+		public int SkipID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///跳转参数 填写方法见附页
 		/// </summary>
-public int[] SkipArguments;
-
+#if !COMBAT_SERVER
+		public int[] SkipArguments;
+#else
+		public int[] SkipArguments{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///跳转来源语言表ID1
 		/// </summary>
-public int SkipTxt1;
-
+#if !COMBAT_SERVER
+		public int SkipTxt1;
+#else
+		public int SkipTxt1{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///跳转来源语言表ID2
 		/// </summary>
-public int SkipTxt2;
-
+#if !COMBAT_SERVER
+		public int SkipTxt2;
+#else
+		public int SkipTxt2{ set; get; }
+#endif
+		
 
 	}
 

+ 30 - 10
Assets/Scripts/GameData/ExcelConfig/TanxianConfig.cs

@@ -17,32 +17,52 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件的ID
 		/// </summary>
-public int EventID;
-
+#if !COMBAT_SERVER
+		public int EventID;
+#else
+		public int EventID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///事件icon
 		/// </summary>
-public string icon;
-
+#if !COMBAT_SERVER
+		public string icon;
+#else
+		public string icon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///出现权重
 		/// </summary>
-public int weight;
-
+#if !COMBAT_SERVER
+		public int weight;
+#else
+		public int weight{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///完成后的成就描述
 		/// </summary>
-public int des;
-
+#if !COMBAT_SERVER
+		public int des;
+#else
+		public int des{ set; get; }
+#endif
+		
 
 	}
 

+ 24 - 8
Assets/Scripts/GameData/ExcelConfig/TowerConfig.cs

@@ -17,26 +17,42 @@ namespace Excel2Json
 		/// <summary>
 		///modelID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///塔名称
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///
 		/// </summary>
-public int massge;
-
+#if !COMBAT_SERVER
+		public int massge;
+#else
+		public int massge{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///塔的详情效果Id组
 		/// </summary>
-public int towerinfoIdGroup;
-
+#if !COMBAT_SERVER
+		public int towerinfoIdGroup;
+#else
+		public int towerinfoIdGroup{ set; get; }
+#endif
+		
 
 	}
 

+ 54 - 18
Assets/Scripts/GameData/ExcelConfig/TowerInfoConfig.cs

@@ -17,56 +17,92 @@ namespace Excel2Json
 		/// <summary>
 		///modelID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///id组
 		/// </summary>
-public int groupId;
-
+#if !COMBAT_SERVER
+		public int groupId;
+#else
+		public int groupId{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///层
 		/// </summary>
-public int level;
-
+#if !COMBAT_SERVER
+		public int level;
+#else
+		public int level{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///
 		/// </summary>
-public int massge;
-
+#if !COMBAT_SERVER
+		public int massge;
+#else
+		public int massge{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1=战斗(levelbattleId) 2=剧情(剧情事件ID)
 		/// </summary>
-public int towerType;
-
+#if !COMBAT_SERVER
+		public int towerType;
+#else
+		public int towerType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///
 		/// </summary>
-public int[] typeValue;
-
+#if !COMBAT_SERVER
+		public int[] typeValue;
+#else
+		public int[] typeValue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///奖励
 		/// </summary>
-public int[] reward;
-
+#if !COMBAT_SERVER
+		public int[] reward;
+#else
+		public int[] reward{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///解锁值
 		/// </summary>
-public int unlockValue;
-
+#if !COMBAT_SERVER
+		public int unlockValue;
+#else
+		public int unlockValue{ set; get; }
+#endif
+		
 
 	}
 

+ 30 - 10
Assets/Scripts/GameData/ExcelConfig/WorldMapConfig.cs

@@ -17,32 +17,52 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///世界名称 (语言表)
 		/// </summary>
-public int worldName;
-
+#if !COMBAT_SERVER
+		public int worldName;
+#else
+		public int worldName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///世界介绍  多个
 		/// </summary>
-public int[] mpDesc;
-
+#if !COMBAT_SERVER
+		public int[] mpDesc;
+#else
+		public int[] mpDesc{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///带地图预制件名称
 		/// </summary>
-public string bigMapPrefabName;
-
+#if !COMBAT_SERVER
+		public string bigMapPrefabName;
+#else
+		public string bigMapPrefabName{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///包含的大地图
 		/// </summary>
-public int[] bigMapId;
-
+#if !COMBAT_SERVER
+		public int[] bigMapId;
+#else
+		public int[] bigMapId{ set; get; }
+#endif
+		
 
 	}
 

+ 30 - 10
Assets/Scripts/GameData/ExcelConfig/XianTuLogConfig.cs

@@ -17,32 +17,52 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///1主线 2事件
 		/// </summary>
-public int EventType;
-
+#if !COMBAT_SERVER
+		public int EventType;
+#else
+		public int EventType{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名称
 		/// </summary>
-public int Title;
-
+#if !COMBAT_SERVER
+		public int Title;
+#else
+		public int Title{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///描述
 		/// </summary>
-public int Desc;
-
+#if !COMBAT_SERVER
+		public int Desc;
+#else
+		public int Desc{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///属于哪个章节
 		/// </summary>
-public int BigMapID;
-
+#if !COMBAT_SERVER
+		public int BigMapID;
+#else
+		public int BigMapID{ set; get; }
+#endif
+		
 
 	}
 

+ 42 - 14
Assets/Scripts/GameData/ExcelConfig/daolvSkill.cs

@@ -17,44 +17,72 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///对应AttributeConfig中的ID
 		/// </summary>
-public int AttrID;
-
+#if !COMBAT_SERVER
+		public int AttrID;
+#else
+		public int AttrID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///等级
 		/// </summary>
-public int lv;
-
+#if !COMBAT_SERVER
+		public int lv;
+#else
+		public int lv{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名称
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///描述
 		/// </summary>
-public int des;
-
+#if !COMBAT_SERVER
+		public int des;
+#else
+		public int des{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///参数
 		/// </summary>
-public int[] para;
-
+#if !COMBAT_SERVER
+		public int[] para;
+#else
+		public int[] para{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///类型 1=唯一 2=叠加
 		/// </summary>
-public int type;
-
+#if !COMBAT_SERVER
+		public int type;
+#else
+		public int type{ set; get; }
+#endif
+		
 
 	}
 

+ 30 - 10
Assets/Scripts/GameData/ExcelConfig/emotionConfig.cs

@@ -17,32 +17,52 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///类型 1=好心情 2=平衡心情 3=坏心情
 		/// </summary>
-public int type;
-
+#if !COMBAT_SERVER
+		public int type;
+#else
+		public int type{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///icon
 		/// </summary>
-public string icon;
-
+#if !COMBAT_SERVER
+		public string icon;
+#else
+		public string icon{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///描述ID
 		/// </summary>
-public int des;
-
+#if !COMBAT_SERVER
+		public int des;
+#else
+		public int des{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///心情影响好感度的范围 100=10%
 		/// </summary>
-public int[] hanganUpRate;
-
+#if !COMBAT_SERVER
+		public int[] hanganUpRate;
+#else
+		public int[] hanganUpRate{ set; get; }
+#endif
+		
 
 	}
 

+ 36 - 12
Assets/Scripts/GameData/ExcelConfig/guajibuff.cs

@@ -17,38 +17,62 @@ namespace Excel2Json
 		/// <summary>
 		///ID
 		/// </summary>
-public int ID;
-
+#if !COMBAT_SERVER
+		public int ID;
+#else
+		public int ID{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///名称
 		/// </summary>
-public int name;
-
+#if !COMBAT_SERVER
+		public int name;
+#else
+		public int name{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///品质
 		/// </summary>
-public int Quality;
-
+#if !COMBAT_SERVER
+		public int Quality;
+#else
+		public int Quality{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///产出比例 100=100%
 		/// </summary>
-public int GivingRate;
-
+#if !COMBAT_SERVER
+		public int GivingRate;
+#else
+		public int GivingRate{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///对应的para值
 		/// </summary>
-public int paraValue;
-
+#if !COMBAT_SERVER
+		public int paraValue;
+#else
+		public int paraValue{ set; get; }
+#endif
+		
 
 		/// <summary>
 		///描述
 		/// </summary>
-public int des;
-
+#if !COMBAT_SERVER
+		public int des;
+#else
+		public int des{ set; get; }
+#endif
+		
 
 	}
 

+ 34 - 2
Assets/Scripts/GameData/ExcelConfigBasic/ConfigHolder.cs

@@ -8,12 +8,16 @@ namespace Fort23.GameData
 {
     public abstract class ConfigHolder
     {
+        public bool IsChild { get; set; }
         public abstract Type ConfigType { get; }
         public abstract IConfig GetFirst();
         public abstract List<IConfig> GetAll();
         public abstract IConfig TryGet(int type);
         public abstract void SetConfig(List<IConfig> config);
 
+        public abstract void AddChild(ConfigHolder child);
+
+        // public abstract void Add
         public virtual void Init()
         {
         }
@@ -29,15 +33,25 @@ namespace Fort23.GameData
         public List<T> configList;
         private Dictionary<int, IConfig> _dictionary;
 
+        private List<ConfigHolder> _children;
+
+
         public override void Init()
         {
             _dictionary = new Dictionary<int, IConfig>();
+            _children = new List<ConfigHolder>();
             foreach (var config in configList)
             {
                 _dictionary.Add(config.GetID(), config);
             }
         }
 
+        public override void AddChild(ConfigHolder child)
+        {
+            child.IsChild = true;
+            _children.Add(child);
+        }
+
         public override void SetConfig(List<IConfig> config)
         {
             if (configList != null)
@@ -48,7 +62,7 @@ namespace Fort23.GameData
             configList = new List<T>();
             for (int i = 0; i < config.Count; i++)
             {
-                configList.Add((T) config[i]);
+                configList.Add((T)config[i]);
             }
         }
 
@@ -68,8 +82,21 @@ namespace Fort23.GameData
             IConfig t;
             if (!_dictionary.TryGetValue(ID, out t))
             {
+                for (int i = 0; i < _children.Count; i++)
+                {
+                    IConfig config = _children[i].TryGet(ID);
+                    if (config != null)
+                    {
+                        return config;
+                    }
+                }
+
+                if (!IsChild)
+                {
+                    LogTool.Log($"在表{typeof(T)}中没有找到ID:{ID}————{_dictionary.Count}");
+                }
+
 
-                LogTool.Log($"在表{typeof(T)}中没有找到ID:{ID}————{_dictionary.Count}");
                 return null;
             }
 
@@ -79,6 +106,11 @@ namespace Fort23.GameData
         public override List<IConfig> GetAll()
         {
             List<IConfig> configs = _dictionary.Values.ToList();
+            for (int i = 0; i < _children.Count; i++)
+            {
+                configs.AddRange(_children[i].GetAll());
+            }
+
             return configs;
         }
 

+ 48 - 28
Assets/Scripts/GameData/Language/LanguageManager.cs

@@ -9,7 +9,7 @@ using Utility;
 
 namespace Core.Language
 {
-     public class LanguageManager : Singleton<LanguageManager>, ITextTool
+    public class LanguageManager : Singleton<LanguageManager>, ITextTool
     {
         public enum LanguageType
         {
@@ -31,7 +31,7 @@ namespace Core.Language
         private FontSettingConfig fontSettingConfig;
 
         //private LanguageChineseConfig textConfig;
-        private Map<int, LanguageChineseConfig> allLangugeInfo = new Map<int, LanguageChineseConfig>();
+        // private Map<int, LanguageChineseConfig> allLangugeInfo = new Map<int, LanguageChineseConfig>();
         // public Map<int, StartGameLanguageChineseConfig> allLoginLangugeInfo = new Map<int, StartGameLanguageChineseConfig>();
 
         public Map<string, Font> fonts = new Map<string, Font>();
@@ -44,7 +44,7 @@ namespace Core.Language
         {
             Debug.Log("开始FontSettingConfig");
             AssetHandle assetBundle =
-                await  AssetBundleLoadManager.Instance.LoadAssetAsyncTask<FontSettingConfig>("FontSettingConfig.asset");
+                await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<FontSettingConfig>("FontSettingConfig.asset");
             fontSettingConfig = assetBundle.AssetObject<FontSettingConfig>();
             if (fontSettingConfig != null)
             {
@@ -81,12 +81,12 @@ namespace Core.Language
             LanguageChineseConfigHolder configDataHolder = JsonManager.FromJson<LanguageChineseConfigHolder>(ta.text);
             assetBundle.Release();
             configDataHolder.Init();
-            allLangugeInfo.Clear();
-            List<LanguageChineseConfig> configList = configDataHolder.configList;
-            for (int i = 0; i < configList.Count; i++)
-            {
-                allLangugeInfo.Add(configList[i].ID, configList[i]);
-            }
+            // allLangugeInfo.Clear();
+            // List<LanguageChineseConfig> configList = configDataHolder.GetAll();
+            // for (int i = 0; i < configList.Count; i++)
+            // {
+            //     allLangugeInfo.Add(configList[i].ID, configList[i]);
+            // }
 
             // configJson = "StartGame" + languageType + ".json";
             // assetBundle =
@@ -187,8 +187,9 @@ namespace Core.Language
         {
             //return "-ok";
 
-            LanguageChineseConfig icd = new LanguageChineseConfig();
-            if (allLangugeInfo.TryGetValue(id, out icd))
+            LanguageChineseConfig icd = GetText(id);
+            // LanguageChineseConfig icd = new LanguageChineseConfig();
+            if (icd.ID > 0)
             {
                 return icd.txt.Replace("\\n", "\n");
             }
@@ -197,14 +198,19 @@ namespace Core.Language
             return "无" + id;
         }
 
-     
+        private LanguageChineseConfig GetText(int id)
+        {
+            LanguageChineseConfig icd = ConfigComponent.Instance.Get<LanguageChineseConfig>(id);
+            return icd;
+        }
+
 
         public string Text(int id, params object[] data)
         {
             //return "-ok";
 
-            LanguageChineseConfig icd = new LanguageChineseConfig();
-            if (allLangugeInfo.TryGetValue(id, out icd))
+            LanguageChineseConfig icd = GetText(id);
+            if (icd.ID > 0)
             {
                 string d = icd.txt;
                 d = StringForString(d, data);
@@ -217,8 +223,9 @@ namespace Core.Language
         public string Text2(int id, string[] data)
         {
             //return "-ok";
-            LanguageChineseConfig icd = new LanguageChineseConfig();
-            if (allLangugeInfo.TryGetValue(id, out icd))
+            LanguageChineseConfig icd = GetText(id);
+            if (icd.ID > 0)
+
             {
                 string d = icd.txt;
                 d = StringForString(d, data);
@@ -231,8 +238,8 @@ namespace Core.Language
         public string Text2(int id, float[] data)
         {
             //return "-ok";
-            LanguageChineseConfig icd = new LanguageChineseConfig();
-            if (allLangugeInfo.TryGetValue(id, out icd))
+            LanguageChineseConfig icd = GetText(id);
+            if (icd.ID>0)
             {
                 string d = icd.txt;
                 d = StringForString(d, data);
@@ -246,8 +253,8 @@ namespace Core.Language
         {
             //return "-ok";
 
-            LanguageChineseConfig icd = new LanguageChineseConfig();
-            if (allLangugeInfo.TryGetValue(id, out icd))
+            LanguageChineseConfig icd = GetText(id);
+            if (icd.ID>0)
             {
                 string d = icd.txt;
                 d = StringForString(d, data);
@@ -269,20 +276,33 @@ namespace Core.Language
                         case 1: return string.Format(message, par.GetValue(0));
                         case 2: return string.Format(message, par.GetValue(0), par.GetValue(1));
                         case 3: return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2));
-                        case 4: return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2), par.GetValue(3));
-                        case 5: return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2), par.GetValue(3), par.GetValue(4));
-                        case 6: return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2), par.GetValue(3), par.GetValue(4), par.GetValue(5));
-                        case 7: return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2), par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6));
-                        case 8: return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2), par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6), par.GetValue(7));
+                        case 4:
+                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2),
+                                par.GetValue(3));
+                        case 5:
+                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2),
+                                par.GetValue(3), par.GetValue(4));
+                        case 6:
+                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2),
+                                par.GetValue(3), par.GetValue(4), par.GetValue(5));
+                        case 7:
+                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2),
+                                par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6));
+                        case 8:
+                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2),
+                                par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6), par.GetValue(7));
                         case 9:
-                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2), par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6), par.GetValue(7),
+                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2),
+                                par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6), par.GetValue(7),
                                 par.GetValue(8));
                         case 10:
-                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2), par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6), par.GetValue(7),
+                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2),
+                                par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6), par.GetValue(7),
                                 par.GetValue(8),
                                 par.GetValue(9));
                         case 11:
-                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2), par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6), par.GetValue(7),
+                            return string.Format(message, par.GetValue(0), par.GetValue(1), par.GetValue(2),
+                                par.GetValue(3), par.GetValue(4), par.GetValue(5), par.GetValue(6), par.GetValue(7),
                                 par.GetValue(8),
                                 par.GetValue(9), par.GetValue(10));
                     }

+ 13 - 0
Assets/Scripts/GameData/MultiSheetInfo.cs

@@ -0,0 +1,13 @@
+using System.Collections.Generic;
+using Fort23.GameData;
+
+namespace Fort23.UTool
+{
+    [System.Serializable]
+    public class MultiSheetInfo
+    {
+        public string key;
+        public List<string> childrenName=new List<string>();
+        public List<AssetHandle> childrenAssetHandle=new List<AssetHandle>();
+    }
+}

+ 3 - 0
Assets/Scripts/GameData/MultiSheetInfo.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: c5c4d8b2fb404c88997e0224f86abc7f
+timeCreated: 1753150931

+ 26 - 0
Assets/Scripts/GameData/MultiSheetInfoGroup.cs

@@ -0,0 +1,26 @@
+using System;
+using System.Collections.Generic;
+using Fort23.GameData;
+
+namespace Fort23.UTool
+{
+    public class MultiSheetInfoGroup
+    {
+        public List<MultiSheetInfo> MultiSheetInfos = new List<MultiSheetInfo>();
+
+        public Dictionary<string,ConfigHolder> rootType = new Dictionary<string, ConfigHolder>();
+        public MultiSheetInfo GetMultiSheetInfo(string key)
+        {
+            for (int i = 0; i < MultiSheetInfos.Count; i++)
+            {
+                if (MultiSheetInfos[i].key.Equals(key))
+                {
+                    return MultiSheetInfos[i];
+                }
+            }
+
+            return null;
+        }
+       
+    }
+}

+ 3 - 0
Assets/Scripts/GameData/MultiSheetInfoGroup.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 48b5a6d978e3450995b395065e9f044d
+timeCreated: 1753150949

+ 18 - 0
Assets/Scripts/GameLogic/Combat/Buff/AddActionsType.cs

@@ -0,0 +1,18 @@
+using System;
+
+namespace GameLogic.Combat.Buff
+{
+    [Flags]
+    public enum AddActionsType
+    {
+        /// <summary>
+        /// 直接添加
+        /// </summary>
+        Direct = 1,
+
+        /// <summary>
+        /// 间接添加
+        /// </summary>
+        JianJie = 2,
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/AddActionsType.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 3b7b96ce5d244d58a73e67e89fcdf65a
+timeCreated: 1753081307

+ 11 - 4
Assets/Scripts/GameLogic/Combat/Buff/BuffBasic.cs

@@ -19,6 +19,7 @@ namespace GameLogic.Combat.Buff
         {
             get { return combatHeroEntity; }
         }
+
         protected CombatHeroEntity combatHeroEntity;
         public BuffInfo buffInf;
         protected CombatHeroEntity source;
@@ -48,8 +49,9 @@ namespace GameLogic.Combat.Buff
             AddBuffCount(source, buffInfo);
         }
 
-        public void AddBuffCount(CombatHeroEntity source, BuffInfo buffInfo)
+        public int AddBuffCount(CombatHeroEntity source, BuffInfo buffInfo)
         {
+            int ac = 0;
             if (buffInfo.BuffConfig.timeType == 1)
             {
                 _currTime = 0;
@@ -65,9 +67,11 @@ namespace GameLogic.Combat.Buff
 
                 if (c <= 0)
                 {
-                    return;
+                    return 0;
                 }
 
+                CObjectPool.Instance.Recycle(buffInfo);
+                ac = c;
                 _count += c;
             }
             else
@@ -84,9 +88,10 @@ namespace GameLogic.Combat.Buff
 
                 if (c <= 0)
                 {
-                    return;
+                    return 0;
                 }
 
+                ac = c;
                 buffInfo.count = c;
                 _count += c;
                 BuffStackInfo buffStackInfo = CObjectPool.Instance.Fetch<BuffStackInfo>();
@@ -98,6 +103,7 @@ namespace GameLogic.Combat.Buff
 
 
             UpdateEffect();
+            return ac;
         }
 
         protected virtual void ProInit()
@@ -245,8 +251,9 @@ namespace GameLogic.Combat.Buff
 
             ProUpdate(t);
         }
+
         public void DelectBuff()
-        { 
+        {
             combatHeroEntity.BuffControl.RemoveBuff(this);
         }
 

+ 27 - 3
Assets/Scripts/GameLogic/Combat/Buff/BuffControl.cs

@@ -6,7 +6,6 @@ using Fort23.Core;
 namespace GameLogic.Combat.Buff
 {
     public class BuffControl : IDisposable
-
     {
         private BetterList<BuffBasic> _allBuff = new BetterList<BuffBasic>();
 
@@ -17,12 +16,23 @@ namespace GameLogic.Combat.Buff
             _combatHeroEntity = combatHeroEntity;
         }
 
-        public BuffBasic AddBuff(CombatHeroEntity source, BuffInfo buffInfo)
+        public BuffBasic AddBuff(CombatHeroEntity source, BuffInfo buffInfo,
+            AddActionsType addActionsType = AddActionsType.Direct)
         {
+            if (buffInfo.BuffConfig.IsControlBuff == 1)
+            {
+                b_1015 b_1015 = GetBuffBasicForType<b_1015>();
+                if (b_1015 != null)
+                {
+                    return null;
+                }
+            }
+
             StartAddBuffEventData startAddBuffEventData = StartAddBuffEventData.Create();
             startAddBuffEventData.BuffInfo = buffInfo;
             startAddBuffEventData.source = source;
             startAddBuffEventData.target = _combatHeroEntity;
+            startAddBuffEventData.addActionsType = addActionsType;
             CombatEventManager.Instance.Dispatch(CombatEventType.StartAddBuff, startAddBuffEventData, false);
             if (startAddBuffEventData.isNotAddBuff)
             {
@@ -48,12 +58,26 @@ namespace GameLogic.Combat.Buff
                     buffEventData.BuffBasic = buffBasic;
                     buffEventData.source = source;
                     buffEventData.target = _combatHeroEntity;
+                    buffEventData.addActionsType = addActionsType;
+                    buffEventData.addCount = buffInfo.count;
+                    buffEventData.id = buffInfo.BuffConfig.ID;
                     CombatEventManager.Instance.Dispatch(CombatEventType.AddBuff, buffEventData);
                 }
             }
             else
             {
-                buffBasic.AddBuffCount(source, buffInfo);
+                BuffEventData buffEventData = BuffEventData.Create();
+                buffEventData.BuffBasic = buffBasic;
+                buffEventData.source = source;
+                buffEventData.target = _combatHeroEntity;
+                buffEventData.addActionsType = addActionsType;
+                buffEventData.addCount = buffInfo.count;
+                buffEventData.id = buffInfo.BuffConfig.ID;
+                int c = buffBasic.AddBuffCount(source, buffInfo);
+                if (c > 0 && buffBasic.buffInf != null)
+                {
+                    CombatEventManager.Instance.Dispatch(CombatEventType.AddBuff, buffEventData);
+                }
             }
 
             return buffBasic;

+ 1 - 0
Assets/Scripts/GameLogic/Combat/Buff/BuffStackInfo.cs

@@ -15,6 +15,7 @@ namespace GameLogic.Combat.Buff
 
         public override void DormancyObj()
         {
+            CObjectPool.Instance.Recycle(BuffInfo);
             BuffInfo = null;
             count = 0;
             _currTime = 0;

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Buff/b_1001.cs

@@ -5,7 +5,7 @@ using GameLogic.Player;
 namespace GameLogic.Combat.Buff
 {
     /// <summary>
-    /// 寒气 每到寒气对敌人的功法运转速度降低1%,10道寒气后,敌人将会被冻结,功法不在运转。火系功法能清除1层
+    /// 寒气 每到寒气对敌人的功法运转速度降低1%
     /// </summary>
     public class b_1001 : BuffBasic
     {

+ 35 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1013.cs

@@ -0,0 +1,35 @@
+using GameLogic.Combat.CombatTool;
+using GameLogic.Player;
+
+namespace GameLogic.Combat.Buff
+{
+    /// <summary>
+    /// 细尘 每一层土沙降低敌人{0}防御
+    /// </summary>
+    public class b_1013 : BuffBasic
+    {
+        /// <summary>
+        /// 额外效果 
+        /// </summary>
+        public float extraEffect;
+
+
+        private long _addValue;
+
+        protected override void ProUpdateEffect()
+        {
+            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
+            _addValue = 0;
+            float b = buffCount * (buffInf.BuffConfig.effectValue[0] + extraEffect);
+            _addValue = CombatCalculateTool.Instance.GetVlaueRatioForLong(
+                combatHeroEntity.MaxCombatHeroInfo.defense.Value, b);
+            combatHeroEntity.CurrCombatHeroInfo.defense -= _addValue;
+        }
+
+        protected override void ProDormancyObj()
+        {
+            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
+            _addValue = 0;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1013.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6d7da6951d514631a9f05c79dcbc003e
+timeCreated: 1753083286

+ 34 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1014.cs

@@ -0,0 +1,34 @@
+using GameLogic.Combat.CombatTool;
+
+namespace GameLogic.Combat.Buff
+{
+    /// <summary>
+    /// 破甲	敌人防御降低{0}%
+    /// </summary>
+    public class b_1014: BuffBasic
+    {
+        /// <summary>
+        /// 额外效果 
+        /// </summary>
+        public float extraEffect;
+
+
+        private long _addValue;
+
+        protected override void ProUpdateEffect()
+        {
+            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
+            _addValue = 0;
+            float b = buffCount * (buffInf.BuffConfig.effectValue[0] + extraEffect);
+            _addValue = CombatCalculateTool.Instance.GetVlaueRatioForLong(
+                combatHeroEntity.MaxCombatHeroInfo.defense.Value, b);
+            combatHeroEntity.CurrCombatHeroInfo.defense -= _addValue;
+        }
+
+        protected override void ProDormancyObj()
+        {
+            combatHeroEntity.CurrCombatHeroInfo.defense += _addValue;
+            _addValue = 0;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1014.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6519b02126974b23b5bbe387b4434b07
+timeCreated: 1753085227

+ 17 - 4
Assets/Scripts/GameLogic/Combat/Buff/b_1018.cs

@@ -1,3 +1,5 @@
+using Common.Utility.CombatEvent;
+using Fort23.Core;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Player;
 
@@ -11,18 +13,29 @@ namespace GameLogic.Combat.Buff
     {
         protected override void ProInit()
         {
+            CombatEventManager.Instance.AddEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
         }
 
-        protected override void UpdateJumping()
+        private void TriggerSkillSlots(IEventData eventData)
         {
+            TriggerSkillSlotsEventData triggerSkillSlotsEventData = eventData as TriggerSkillSlotsEventData;
+            if (triggerSkillSlotsEventData.SkillBasic != null &&
+                triggerSkillSlotsEventData.SkillBasic.CombatHeroEntity == combatHeroEntity)
+            {
+                int triggerOdds = (int)(buffInf.BuffConfig.effectValue[0] * buffCount);
+                int odds = CombatCalculateTool.Instance.GetOdd(0, 100);
+                if (odds <= triggerOdds)
+                {
+                    triggerSkillSlotsEventData.isNotUseSkill = true;
+                    ReduceCount(1);
+                }
+            }
         }
 
-        protected override void ProUpdateEffect()
-        {
-        }
 
         protected override void ProDormancyObj()
         {
+            CombatEventManager.Instance.RemoveEventListener(CombatEventType.TriggerSkillSlots, TriggerSkillSlots);
         }
     }
 }

+ 9 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1027.cs

@@ -0,0 +1,9 @@
+namespace GameLogic.Combat.Buff
+{
+    /// <summary>
+    /// 阴水
+    /// </summary>
+    public class b_1027 : BuffBasic
+    {
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1027.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6a60daab987545ff9d2cd87ff502a2da
+timeCreated: 1753084459

+ 18 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1028.cs

@@ -0,0 +1,18 @@
+namespace GameLogic.Combat.Buff
+{
+    /// <summary>
+    /// 冰冻值
+    /// </summary>
+    public class b_1028 : BuffBasic
+    {
+        protected override void ProUpdateEffect()
+        {
+            if (buffCount >= buffInf.BuffConfig.overlayCount)
+            {
+                BuffInfo buffInfo = BuffInfo.GetBuffInfo(10021, 1);
+                combatHeroEntity.BuffControl.AddBuff(source, buffInfo);
+                combatHeroEntity.BuffControl.RemoveBuff(this);
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/Buff/b_1028.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 23f66b05da714ed78deda94ed28c2f91
+timeCreated: 1753084489

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatEvent/BuffEventData.cs

@@ -8,6 +8,9 @@ namespace Common.Utility.CombatEvent
         public CombatHeroEntity source;
         public CombatHeroEntity target;
         public BuffBasic BuffBasic;
+        public AddActionsType addActionsType;
+        public int id;
+        public int addCount;
 
         protected override void ProDispose()
         {

この差分においてかなりの量のファイルが変更されているため、一部のファイルを表示していません