// Auto Generated Code By excel2json // Generate From Excel\Levelbattle.xlsx. SheetName: LevelbattleConfig using System; using Fort23.GameData; namespace Excel2Json { [Config(prefab = "LevelbattleConfig.json")] public partial class LevelbattleConfigHolder : ConfigHolder { } [Serializable] public struct LevelbattleConfig : IConfig { public int GetID() {return ID;} /// ///战斗组ID /// public int ID; /// ///战斗场景 /// public string battleGround; /// ///包含的组ID (就是第二页的ID) /// public int[] Group; /// ///奖励随机掉落组 /// public int[] awardDrop; /// ///奖励道具类型 /// public int[] awardItem; /// ///奖励道具数量 /// public int[] awardItemNum; /// ///1.一次性奖励 2.循环奖励 /// public int awardType; /// ///战后是否显示按钮等 (六边形地图中的战斗都填1,无论战斗失败影不影响关卡失败。纯战斗地图中的战斗填0) /// public int isShow; /// ///开场初始能量 % /// public int startEnergy; /// ///开场初始神器能量% /// public int startGoldenRelicEnergy; /// ///用时 /// public float combatTime; /// ///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) /// public int combatType; /// ///胜利条件描述 语言表ID /// public int victoryConditionDes; /// ///全局BUFF /// public int[] GlobalBuff; /// ///0,忽略词缀特效 1,使用词缀特效 /// public int isUseSpecialEffect; /// ///怪物战斗组评分(实际) /// public int MonsterGroupTruePower; /// ///怪物战斗组评分(表现) /// public int MonsterGroupPower; /// ///击杀目标怪物ID /// public int[] koMonster; /// ///出现新怪物的文本 /// public string[] MonsterTips; /// ///出现新怪物时,增加引导页签。<100是skill ID,>100是MonsterModel ID /// public string[] NewMonster; /// ///是否开启验证 /// public int EnableVerifcation; /// ///胜利条件参数 /// public int combatTypeValue; /// ///战斗开始怪物放技能充能% /// public float MonsterStartCd; /// ///开局怪的组ID,配置一开始的场景怪物,不受波数影响 /// public int[] openMonster; /// ///每组间隔 (指上一组被击杀,几秒后出下一组怪) /// public float gapTimeGroup; } } // End of Auto Generated Code