LevelbattleConfig.cs 3.1 KB

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  1. // Auto Generated Code By excel2json
  2. // Generate From Excel\Levelbattle.xlsx. SheetName: LevelbattleConfig
  3. using System;
  4. using Fort23.GameData;
  5. namespace Excel2Json
  6. {
  7. [Config(prefab = "LevelbattleConfig.json")]
  8. public partial class LevelbattleConfigHolder : ConfigHolder<LevelbattleConfig> {
  9. }
  10. [Serializable]
  11. public struct LevelbattleConfig : IConfig {
  12. public int GetID() {return ID;}
  13. /// <summary>
  14. ///战斗组ID
  15. /// </summary>
  16. public int ID;
  17. /// <summary>
  18. ///战斗场景
  19. /// </summary>
  20. public string battleGround;
  21. /// <summary>
  22. ///包含的组ID (就是第二页的ID)
  23. /// </summary>
  24. public int[] Group;
  25. /// <summary>
  26. ///奖励随机掉落组
  27. /// </summary>
  28. public int[] awardDrop;
  29. /// <summary>
  30. ///奖励道具类型
  31. /// </summary>
  32. public int[] awardItem;
  33. /// <summary>
  34. ///奖励道具数量
  35. /// </summary>
  36. public int[] awardItemNum;
  37. /// <summary>
  38. ///1.一次性奖励 2.循环奖励
  39. /// </summary>
  40. public int awardType;
  41. /// <summary>
  42. ///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)
  43. /// </summary>
  44. public int isShow;
  45. /// <summary>
  46. ///开场初始能量 %
  47. /// </summary>
  48. public int startEnergy;
  49. /// <summary>
  50. ///开场初始神器能量%
  51. /// </summary>
  52. public int startGoldenRelicEnergy;
  53. /// <summary>
  54. ///用时
  55. /// </summary>
  56. public float combatTime;
  57. /// <summary>
  58. ///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)
  59. /// </summary>
  60. public int combatType;
  61. /// <summary>
  62. ///胜利条件描述 语言表ID
  63. /// </summary>
  64. public int victoryConditionDes;
  65. /// <summary>
  66. ///全局BUFF
  67. /// </summary>
  68. public int[] GlobalBuff;
  69. /// <summary>
  70. ///0,忽略词缀特效 1,使用词缀特效
  71. /// </summary>
  72. public int isUseSpecialEffect;
  73. /// <summary>
  74. ///怪物战斗组评分(实际)
  75. /// </summary>
  76. public int MonsterGroupTruePower;
  77. /// <summary>
  78. ///怪物战斗组评分(表现)
  79. /// </summary>
  80. public int MonsterGroupPower;
  81. /// <summary>
  82. ///击杀目标怪物ID
  83. /// </summary>
  84. public int[] koMonster;
  85. /// <summary>
  86. ///出现新怪物的文本
  87. /// </summary>
  88. public string[] MonsterTips;
  89. /// <summary>
  90. ///出现新怪物时,增加引导页签。<100是skill ID,>100是MonsterModel ID
  91. /// </summary>
  92. public string[] NewMonster;
  93. /// <summary>
  94. ///是否开启验证
  95. /// </summary>
  96. public int EnableVerifcation;
  97. /// <summary>
  98. ///胜利条件参数
  99. /// </summary>
  100. public int combatTypeValue;
  101. /// <summary>
  102. ///战斗开始怪物放技能充能%
  103. /// </summary>
  104. public float MonsterStartCd;
  105. /// <summary>
  106. ///开局怪的组ID,配置一开始的场景怪物,不受波数影响
  107. /// </summary>
  108. public int[] openMonster;
  109. /// <summary>
  110. ///每组间隔 (指上一组被击杀,几秒后出下一组怪)
  111. /// </summary>
  112. public float gapTimeGroup;
  113. }
  114. }
  115. // End of Auto Generated Code