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							- // Auto Generated Code By excel2json
 
- // Generate From Excel\Buff.xlsx. SheetName: BuffConfig
 
- using System;
 
- using Fort23.GameData;
 
- namespace Excel2Json
 
- {
 
- 	[Config(prefab = "BuffConfig.json")]
 
- 	public partial class BuffConfigHolder : ConfigHolder<BuffConfig>
	{
 
- 	}
 
- 	[Serializable]
 
- 	public struct BuffConfig : IConfig
	{
 
- 		public int GetID() {return ID;} 
 
- 		/// <summary>
 
- 		///ID (id段不再区分debuff和buff)
 
- 		/// </summary>
 
- #if !COMBAT_SERVER
 
- 		public int ID;
 
- #else
 
- 		public int ID{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///测试用的名字
 
- 		/// </summary>
 
- #if !COMBAT_SERVER
 
- 		public string nameTest;
 
- #else
 
- 		public string nameTest{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///测试用的描述
 
- 		/// </summary>
 
- #if !COMBAT_SERVER
 
- 		public string decTest;
 
- #else
 
- 		public string decTest{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///图标
 
- 		/// </summary>
 
- #if !COMBAT_SERVER
 
- 		public string icon;
 
- #else
 
- 		public string icon{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///buff名称
 
- 		/// </summary>
 
- #if !COMBAT_SERVER
 
- 		public int buffName;
 
- #else
 
- 		public int buffName{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///buff描述
 
- 		/// </summary>
 
- #if !COMBAT_SERVER
 
- 		public int buffEffectDes;
 
- #else
 
- 		public int buffEffectDes{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///buff组 详细见buff组说明
 
- 		/// </summary>
 
- #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>
 
- #if !COMBAT_SERVER
 
- 		public int overlayCount;
 
- #else
 
- 		public int overlayCount{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///效果值
 
- 		/// </summary>
 
- #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>
 
- #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>
 
- #if !COMBAT_SERVER
 
- 		public float buffTime;
 
- #else
 
- 		public float buffTime{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///1=增益 2=减益 3=状态
 
- 		/// </summary>
 
- #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>
 
- #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>
 
- #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>
 
- #if !COMBAT_SERVER
 
- 		public int IsHideIcon;
 
- #else
 
- 		public int IsHideIcon{ set; get; }
 
- #endif
 
- 		
 
- 		/// <summary>
 
- 		///脚本名字
 
- 		/// </summary>
 
- #if !COMBAT_SERVER
 
- 		public string scriptsName;
 
- #else
 
- 		public string scriptsName{ set; get; }
 
- #endif
 
- 		
 
- 	}
 
- }
 
- // End of Auto Generated Code
 
 
  |