GameConstantConfig.cs 4.0 KB

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  1. // Auto Generated Code By excel2json
  2. // Generate From Excel\GameConstant.xlsx. SheetName: GameConstantConfig
  3. using System;
  4. using Fort23.GameData;
  5. namespace Excel2Json
  6. {
  7. [Config(prefab = "GameConstantConfig.json")]
  8. public partial class GameConstantConfigHolder : ConfigHolder<GameConstantConfig> {
  9. }
  10. [Serializable]
  11. public struct GameConstantConfig : IConfig {
  12. public int GetID() {return ID;}
  13. /// <summary>
  14. ///
  15. /// </summary>
  16. #if !COMBAT_SERVER
  17. public int ID;
  18. #else
  19. public int ID{ set; get; }
  20. #endif
  21. /// <summary>
  22. ///刷新时间点(utc+8时间)
  23. /// </summary>
  24. #if !COMBAT_SERVER
  25. public int refreshTime;
  26. #else
  27. public int refreshTime{ set; get; }
  28. #endif
  29. /// <summary>
  30. ///英雄初始暴击几率 5=5%
  31. /// </summary>
  32. #if !COMBAT_SERVER
  33. public int HeroInitialCriRate;
  34. #else
  35. public int HeroInitialCriRate{ set; get; }
  36. #endif
  37. /// <summary>
  38. ///英雄初始暴击伤害百分比 150=150%
  39. /// </summary>
  40. #if !COMBAT_SERVER
  41. public int HeroInitialCriDamage;
  42. #else
  43. public int HeroInitialCriDamage{ set; get; }
  44. #endif
  45. /// <summary>
  46. ///稀有度属性倍率 100=100% r;sr;ssr 依次递增
  47. /// </summary>
  48. #if !COMBAT_SERVER
  49. public int[] heroRarityAttributeFactor;
  50. #else
  51. public int[] heroRarityAttributeFactor{ set; get; }
  52. #endif
  53. /// <summary>
  54. ///怪物稀有度属性倍率 100=100% 小兵;精英1;精英2;BOSS;精英3
  55. /// </summary>
  56. #if !COMBAT_SERVER
  57. public int[] monsterRarityAttributeFactor;
  58. #else
  59. public int[] monsterRarityAttributeFactor{ set; get; }
  60. #endif
  61. /// <summary>
  62. ///最大星级
  63. /// </summary>
  64. #if !COMBAT_SERVER
  65. public int maxStar;
  66. #else
  67. public int maxStar{ set; get; }
  68. #endif
  69. /// <summary>
  70. ///最大等级
  71. /// </summary>
  72. #if !COMBAT_SERVER
  73. public int maxLv;
  74. #else
  75. public int maxLv{ set; get; }
  76. #endif
  77. /// <summary>
  78. ///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
  79. /// </summary>
  80. #if !COMBAT_SERVER
  81. public int[] equipmentRarityAttributeFactor;
  82. #else
  83. public int[] equipmentRarityAttributeFactor{ set; get; }
  84. #endif
  85. /// <summary>
  86. ///每多少神识探测事件数量
  87. /// </summary>
  88. #if !COMBAT_SERVER
  89. public int DetectEventCount;
  90. #else
  91. public int DetectEventCount{ set; get; }
  92. #endif
  93. /// <summary>
  94. ///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
  95. /// </summary>
  96. #if !COMBAT_SERVER
  97. public float BasicCDperSkill;
  98. #else
  99. public float BasicCDperSkill{ set; get; }
  100. #endif
  101. /// <summary>
  102. /// 道友挂机出现间隔(秒)
  103. /// </summary>
  104. #if !COMBAT_SERVER
  105. public int Daoyoushowuptime;
  106. #else
  107. public int Daoyoushowuptime{ set; get; }
  108. #endif
  109. /// <summary>
  110. /// 道友挂机时常范围(秒)
  111. /// </summary>
  112. #if !COMBAT_SERVER
  113. public int[] DaoyouguajiDuration;
  114. #else
  115. public int[] DaoyouguajiDuration{ set; get; }
  116. #endif
  117. /// <summary>
  118. ///刷新关联事件概率 (100=100%)
  119. /// </summary>
  120. #if !COMBAT_SERVER
  121. public int RefreshRelevanceEventProbability;
  122. #else
  123. public int RefreshRelevanceEventProbability{ set; get; }
  124. #endif
  125. /// <summary>
  126. ///神识恢复速率 每{0}秒恢复{1}点
  127. /// </summary>
  128. #if !COMBAT_SERVER
  129. public float[] shenshiRecoverSpeed;
  130. #else
  131. public float[] shenshiRecoverSpeed{ set; get; }
  132. #endif
  133. /// <summary>
  134. ///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)
  135. /// </summary>
  136. #if !COMBAT_SERVER
  137. public int[] GuajiCD;
  138. #else
  139. public int[] GuajiCD{ set; get; }
  140. #endif
  141. /// <summary>
  142. ///乾坤袋最大追溯时间(秒)
  143. /// </summary>
  144. #if !COMBAT_SERVER
  145. public int qiankundaiMaxTime;
  146. #else
  147. public int qiankundaiMaxTime{ set; get; }
  148. #endif
  149. /// <summary>
  150. ///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
  151. /// </summary>
  152. #if !COMBAT_SERVER
  153. public float[] shenshiPointRecSPD;
  154. #else
  155. public float[] shenshiPointRecSPD{ set; get; }
  156. #endif
  157. }
  158. }
  159. // End of Auto Generated Code