// Auto Generated Code By excel2json // Generate From Excel\Sentiment.xlsx. SheetName: SentimentEffectConfig using System; using Fort23.GameData; namespace Excel2Json { [Config(prefab = "SentimentEffectConfig.json")] public partial class SentimentEffectConfigHolder : ConfigHolder { } [Serializable] public struct SentimentEffectConfig : IConfig { public int GetID() {return ID;} /// ///modelID /// #if !COMBAT_SERVER public int ID; #else public int ID{ set; get; } #endif /// ///id组 /// #if !COMBAT_SERVER public int groupId; #else public int groupId{ set; get; } #endif /// ///等级 /// #if !COMBAT_SERVER public int level; #else public int level{ set; get; } #endif /// ///名字 /// #if !COMBAT_SERVER public int name; #else public int name{ set; get; } #endif /// ///图标 /// #if !COMBAT_SERVER public string icon; #else public string icon{ set; get; } #endif /// ///描述 /// #if !COMBAT_SERVER public int massge; #else public int massge{ set; get; } #endif /// ///位置 /// #if !COMBAT_SERVER public int pos; #else public int pos{ set; get; } #endif /// ///前置条件 (-1是主属性) /// #if !COMBAT_SERVER public int lastSentimentEffectId; #else public int lastSentimentEffectId{ set; get; } #endif /// ///解锁等级 /// #if !COMBAT_SERVER public int unlockLevel; #else public int unlockLevel{ set; get; } #endif /// ///见条件类型表 /// #if !COMBAT_SERVER public int effectType; #else public int effectType{ set; get; } #endif /// ///效果值 /// #if !COMBAT_SERVER public int[] effectVale; #else public int[] effectVale{ set; get; } #endif /// ///消耗 /// #if !COMBAT_SERVER public int upConstItemId; #else public int upConstItemId{ set; get; } #endif /// ///消耗数量 /// #if !COMBAT_SERVER public int upConstCount; #else public int upConstCount{ set; get; } #endif } } // End of Auto Generated Code