BuffConfig.cs 3.0 KB

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  1. // Auto Generated Code By excel2json
  2. // Generate From Excel\Buff.xlsx. SheetName: BuffConfig
  3. using System;
  4. using Fort23.GameData;
  5. namespace Excel2Json
  6. {
  7. [Config(prefab = "BuffConfig.json")]
  8. public partial class BuffConfigHolder : ConfigHolder<BuffConfig> {
  9. }
  10. [Serializable]
  11. public struct BuffConfig : IConfig {
  12. public int GetID() {return ID;}
  13. /// <summary>
  14. ///ID (id段不再区分debuff和buff)
  15. /// </summary>
  16. #if !COMBAT_SERVER
  17. public int ID;
  18. #else
  19. public int ID{ set; get; }
  20. #endif
  21. /// <summary>
  22. ///测试用的名字
  23. /// </summary>
  24. #if !COMBAT_SERVER
  25. public string nameTest;
  26. #else
  27. public string nameTest{ set; get; }
  28. #endif
  29. /// <summary>
  30. ///测试用的描述
  31. /// </summary>
  32. #if !COMBAT_SERVER
  33. public string decTest;
  34. #else
  35. public string decTest{ set; get; }
  36. #endif
  37. /// <summary>
  38. ///图标
  39. /// </summary>
  40. #if !COMBAT_SERVER
  41. public string icon;
  42. #else
  43. public string icon{ set; get; }
  44. #endif
  45. /// <summary>
  46. ///buff名称
  47. /// </summary>
  48. #if !COMBAT_SERVER
  49. public int buffName;
  50. #else
  51. public int buffName{ set; get; }
  52. #endif
  53. /// <summary>
  54. ///buff描述
  55. /// </summary>
  56. #if !COMBAT_SERVER
  57. public int buffEffectDes;
  58. #else
  59. public int buffEffectDes{ set; get; }
  60. #endif
  61. /// <summary>
  62. ///buff组 详细见buff组说明
  63. /// </summary>
  64. #if !COMBAT_SERVER
  65. public int buffGroup;
  66. #else
  67. public int buffGroup{ set; get; }
  68. #endif
  69. /// <summary>
  70. ///叠加个数(超过后不在有新效果)
  71. /// </summary>
  72. #if !COMBAT_SERVER
  73. public int overlayCount;
  74. #else
  75. public int overlayCount{ set; get; }
  76. #endif
  77. /// <summary>
  78. ///效果值
  79. /// </summary>
  80. #if !COMBAT_SERVER
  81. public float[] effectValue;
  82. #else
  83. public float[] effectValue{ set; get; }
  84. #endif
  85. /// <summary>
  86. ///计时类型 1.堆叠计时 2.独自计时
  87. /// </summary>
  88. #if !COMBAT_SERVER
  89. public int timeType;
  90. #else
  91. public int timeType{ set; get; }
  92. #endif
  93. /// <summary>
  94. ///默认持续时间 -1是永久(技能里可以修改这个值)
  95. /// </summary>
  96. #if !COMBAT_SERVER
  97. public float buffTime;
  98. #else
  99. public float buffTime{ set; get; }
  100. #endif
  101. /// <summary>
  102. ///1=增益 2=减益 3=状态
  103. /// </summary>
  104. #if !COMBAT_SERVER
  105. public int buffType;
  106. #else
  107. public int buffType{ set; get; }
  108. #endif
  109. /// <summary>
  110. ///驱散类型 1=能驱散 2=不能驱散
  111. /// </summary>
  112. #if !COMBAT_SERVER
  113. public int dispelType;
  114. #else
  115. public int dispelType{ set; get; }
  116. #endif
  117. /// <summary>
  118. ///是否是控制buff 1=是 0=不是
  119. /// </summary>
  120. #if !COMBAT_SERVER
  121. public int IsControlBuff;
  122. #else
  123. public int IsControlBuff{ set; get; }
  124. #endif
  125. /// <summary>
  126. ///是否隐藏图标 1=是 0=不是
  127. /// </summary>
  128. #if !COMBAT_SERVER
  129. public int IsHideIcon;
  130. #else
  131. public int IsHideIcon{ set; get; }
  132. #endif
  133. /// <summary>
  134. ///脚本名字
  135. /// </summary>
  136. #if !COMBAT_SERVER
  137. public string scriptsName;
  138. #else
  139. public string scriptsName{ set; get; }
  140. #endif
  141. }
  142. }
  143. // End of Auto Generated Code