| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180 | // Auto Generated Code By excel2json// Generate From Excel\Buff.xlsx. SheetName: BuffConfigusing 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
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