GoldenRelicConfig.cs 2.8 KB

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  1. // Auto Generated Code By excel2json
  2. // Generate From Excel\GoldenRelic.xlsx. SheetName: GoldenRelicConfig
  3. using System;
  4. using Fort23.GameData;
  5. namespace Excel2Json
  6. {
  7. [Config(prefab = "GoldenRelicConfig.json")]
  8. public partial class GoldenRelicConfigHolder : ConfigHolder<GoldenRelicConfig> {
  9. }
  10. [Serializable]
  11. public struct GoldenRelicConfig : IConfig {
  12. public int GetID() {return ID;}
  13. /// <summary>
  14. ///ID (101开始,首位表示神器组ID,后面表示等级)
  15. /// </summary>
  16. public int ID;
  17. /// <summary>
  18. ///不带等级的 名字
  19. /// </summary>
  20. public int nameWithoutLevel;
  21. /// <summary>
  22. ///名字
  23. /// </summary>
  24. public int name;
  25. /// <summary>
  26. ///icon
  27. /// </summary>
  28. public string icon;
  29. /// <summary>
  30. ///icon
  31. /// </summary>
  32. public string stripIcon;
  33. /// <summary>
  34. ///六边形icon
  35. /// </summary>
  36. public string hexagonalIcon;
  37. /// <summary>
  38. ///组队队列列表中队伍的神器展示图标
  39. /// </summary>
  40. public string IconforTeam1;
  41. /// <summary>
  42. ///组队战斗中队伍的神器展示图标
  43. /// </summary>
  44. public string IconforTeam2;
  45. /// <summary>
  46. ///组ID,同一组表示一个神器的不同等级
  47. /// </summary>
  48. public int groupID;
  49. /// <summary>
  50. ///等级
  51. /// </summary>
  52. public int level;
  53. /// <summary>
  54. ///类型 1火2冰3雷 当队伍同类型英雄数量大于等于3才能使用神器
  55. /// </summary>
  56. public int type;
  57. /// <summary>
  58. ///需要同属性x名才可激活效果
  59. /// </summary>
  60. public int num;
  61. /// <summary>
  62. ///CD
  63. /// </summary>
  64. public float cd;
  65. /// <summary>
  66. ///主动技能SkillID
  67. /// </summary>
  68. public int activeSkillID;
  69. /// <summary>
  70. ///被动技能SkillID
  71. /// </summary>
  72. public int passiveSkillID;
  73. /// <summary>
  74. ///研发升级效果语言表ID
  75. /// </summary>
  76. public int UpgradeText;
  77. /// <summary>
  78. ///研发升级影响的技能 1=主动 2=被动
  79. /// </summary>
  80. public int UpgradeSkill;
  81. /// <summary>
  82. ///强化特效技能序列
  83. /// </summary>
  84. public int[] enhanceEffect;
  85. /// <summary>
  86. ///最大等级
  87. /// </summary>
  88. public int[] enhanceMaxLevel;
  89. /// <summary>
  90. ///强化特效图标
  91. /// </summary>
  92. public string[] enhanceIcon;
  93. /// <summary>
  94. ///强化特效默认描述,不带数值的
  95. /// </summary>
  96. public int[] enhanceEffectDes;
  97. /// <summary>
  98. ///主动被动不带数值的描述
  99. /// </summary>
  100. public int[] skillEffectDes;
  101. /// <summary>
  102. ///战力加成 放大100倍存储 10=10%
  103. /// </summary>
  104. public int Powerpara;
  105. /// <summary>
  106. ///装等
  107. /// </summary>
  108. public int Score;
  109. /// <summary>
  110. ///神器对应的道具ID
  111. /// </summary>
  112. public int ItemID;
  113. /// <summary>
  114. ///最佳需要同属性英雄数量(显示用)
  115. /// </summary>
  116. public int bestNum;
  117. }
  118. }
  119. // End of Auto Generated Code