RogueConfig.cs 1.7 KB

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  1. // Auto Generated Code By excel2json
  2. // Generate From Excel\Roguelike.xlsx. SheetName: RogueConfig
  3. using System;
  4. using Fort23.GameData;
  5. namespace Excel2Json
  6. {
  7. [Config(prefab = "RogueConfig.json")]
  8. public partial class RogueConfigHolder : ConfigHolder<RogueConfig> {
  9. }
  10. [Serializable]
  11. public struct RogueConfig : IConfig {
  12. public int GetID() {return ID;}
  13. /// <summary>
  14. ///ID
  15. /// </summary>
  16. public int ID;
  17. /// <summary>
  18. ///节点组ID
  19. /// </summary>
  20. public int NodeGroup;
  21. /// <summary>
  22. ///重复奖励分级(完成节点数量) -{0}表示之后每隔{0}个节点,增加一次奖励
  23. /// </summary>
  24. public int[] RewardNode;
  25. /// <summary>
  26. ///重复奖励内容 (每完成一个节点,增加一项奖励) 负数用于无限层,取绝对值即可
  27. /// </summary>
  28. public int[] RewardID;
  29. /// <summary>
  30. ///宝箱奖励掉落组
  31. /// </summary>
  32. public int RewardBoxID;
  33. /// <summary>
  34. ///宝箱奖励上限
  35. /// </summary>
  36. public int RewardBoxCount;
  37. /// <summary>
  38. ///推荐战力
  39. /// </summary>
  40. public long Power;
  41. /// <summary>
  42. ///怪物起始等级
  43. /// </summary>
  44. public int MonsterLevel;
  45. /// <summary>
  46. ///每个区域怪物等级增量
  47. /// </summary>
  48. public int[] AddMonterLevel;
  49. /// <summary>
  50. ///无限层怪物成长方式 1=每层提升{0}等级,直到monsterpower表中最大等级。向上取整。 2=每层提升{0}%战斗力。
  51. /// </summary>
  52. public float[] MonsterGrow;
  53. /// <summary>
  54. ///成长参数
  55. /// </summary>
  56. public float[] GrowFactor;
  57. /// <summary>
  58. ///Buff池ID 普通、精良、稀有
  59. /// </summary>
  60. public int[] BuffID;
  61. }
  62. }
  63. // End of Auto Generated Code