GameProto

GameProto
This commit is contained in:
ALEXTANG
2023-04-11 20:19:20 +08:00
parent 9d70c9d3fd
commit 21d2a96d51
56 changed files with 2010 additions and 0 deletions

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum ActorAttrAddType
{
/// <summary>
/// 无效数据
/// </summary>
NONE = 0,
/// <summary>
/// 加法计算
/// </summary>
ABSOLUTE_VAL = 1,
/// <summary>
/// 多个项结果累加,然后对加法做乘法
/// </summary>
SUM_PERCENT_VAL = 2,
/// <summary>
/// 每一项都是对最终结果做乘法
/// </summary>
MUL_PERCENT_VAL = 3,
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum ActorAttrDataType
{
/// <summary>
/// 无效数据
/// </summary>
None = 0,
/// <summary>
/// 最大血量
/// </summary>
MaxHp = 1,
/// <summary>
/// 攻击力
/// </summary>
Attack = 2,
/// <summary>
/// 物理伤害
/// </summary>
PhyDamage = 3,
/// <summary>
/// 物理防御
/// </summary>
PhyDef = 4,
/// <summary>
/// 法术伤害
/// </summary>
MagicDamage = 5,
/// <summary>
/// 法术防御
/// </summary>
MagicDef = 6,
/// <summary>
/// 移动速度
/// </summary>
MoveSpeed = 7,
/// <summary>
/// 攻击速度
/// </summary>
AttackSpeed = 8,
/// <summary>
/// 命中率
/// </summary>
Hit = 9,
/// <summary>
/// 闪避率
/// </summary>
Dodge = 10,
/// <summary>
/// 暴击率
/// </summary>
CriticalAtkRatio = 11,
/// <summary>
/// San值(疯狂值)
/// </summary>
SanValue = 12,
/// <summary>
/// 最大MP
/// </summary>
MaxMp = 13,
/// <summary>
/// 物理伤害倍率
/// </summary>
PhyDamageRatio = 14,
/// <summary>
/// 魔法伤害倍率
/// </summary>
MagicDamageRatio = 15,
/// <summary>
/// 暴击倍率
/// </summary>
CriticalRatio = 16,
/// <summary>
/// 暴击减免
/// </summary>
CriticalReduce = 17,
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class BuffAttrConfig : Bright.Config.BeanBase
{
public BuffAttrConfig(JSONNode _json)
{
{ if(!_json["BuffID"].IsNumber) { throw new SerializationException(); } BuffID = _json["BuffID"]; }
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
{ if(!_json["StackNum"].IsNumber) { throw new SerializationException(); } StackNum = _json["StackNum"]; }
{ if(!_json["DurTime"].IsNumber) { throw new SerializationException(); } DurTime = _json["DurTime"]; }
{ if(!_json["ResultType"].IsNumber) { throw new SerializationException(); } ResultType = (Battle.BuffResultType)_json["ResultType"].AsInt; }
{ if(!_json["RemoveWhenDie"].IsNumber) { throw new SerializationException(); } RemoveWhenDie = _json["RemoveWhenDie"]; }
{ if(!_json["DotDamageData"].IsObject) { throw new SerializationException(); } DotDamageData = Battle.SkillAttrDamageData.DeserializeSkillAttrDamageData(_json["DotDamageData"]); }
{ if(!_json["DotTickConfig"].IsObject) { throw new SerializationException(); } DotTickConfig = Battle.BuffDotTickConfig.DeserializeBuffDotTickConfig(_json["DotTickConfig"]); }
{ var __json0 = _json["AttrData"]; if(!__json0.IsArray) { throw new SerializationException(); } AttrData = new System.Collections.Generic.List<Battle.ResAttrImpactData>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { Battle.ResAttrImpactData __v0; { if(!__e0.IsObject) { throw new SerializationException(); } __v0 = Battle.ResAttrImpactData.DeserializeResAttrImpactData(__e0); } AttrData.Add(__v0); } }
PostInit();
}
public BuffAttrConfig(int BuffID, string name, int StackNum, float DurTime, Battle.BuffResultType ResultType, int RemoveWhenDie, Battle.SkillAttrDamageData DotDamageData, Battle.BuffDotTickConfig DotTickConfig, System.Collections.Generic.List<Battle.ResAttrImpactData> AttrData )
{
this.BuffID = BuffID;
this.Name = name;
this.StackNum = StackNum;
this.DurTime = DurTime;
this.ResultType = ResultType;
this.RemoveWhenDie = RemoveWhenDie;
this.DotDamageData = DotDamageData;
this.DotTickConfig = DotTickConfig;
this.AttrData = AttrData;
PostInit();
}
public static BuffAttrConfig DeserializeBuffAttrConfig(JSONNode _json)
{
return new Battle.BuffAttrConfig(_json);
}
/// <summary>
/// BuffID
/// </summary>
public int BuffID { get; private set; }
/// <summary>
/// 名字
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 叠加次数
/// </summary>
public int StackNum { get; private set; }
/// <summary>
/// 持续时间
/// </summary>
public float DurTime { get; private set; }
/// <summary>
/// 数值效果类型
/// </summary>
public Battle.BuffResultType ResultType { get; private set; }
/// <summary>
/// 死亡消失
/// </summary>
public int RemoveWhenDie { get; private set; }
public Battle.SkillAttrDamageData DotDamageData { get; private set; }
public Battle.BuffDotTickConfig DotTickConfig { get; private set; }
public System.Collections.Generic.List<Battle.ResAttrImpactData> AttrData { get; private set; }
public const int __ID__ = 1652935996;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
DotDamageData?.Resolve(_tables);
DotTickConfig?.Resolve(_tables);
foreach(var _e in AttrData) { _e?.Resolve(_tables); }
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
DotDamageData?.TranslateText(translator);
DotTickConfig?.TranslateText(translator);
foreach(var _e in AttrData) { _e?.TranslateText(translator); }
}
public override string ToString()
{
return "{ "
+ "BuffID:" + BuffID + ","
+ "Name:" + Name + ","
+ "StackNum:" + StackNum + ","
+ "DurTime:" + DurTime + ","
+ "ResultType:" + ResultType + ","
+ "RemoveWhenDie:" + RemoveWhenDie + ","
+ "DotDamageData:" + DotDamageData + ","
+ "DotTickConfig:" + DotTickConfig + ","
+ "AttrData:" + Bright.Common.StringUtil.CollectionToString(AttrData) + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class BuffConfig : Bright.Config.BeanBase
{
public BuffConfig(JSONNode _json)
{
{ if(!_json["BuffID"].IsNumber) { throw new SerializationException(); } BuffID = _json["BuffID"]; }
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
{ if(!_json["prefId"].IsNumber) { throw new SerializationException(); } PrefId = _json["prefId"]; }
{ if(!_json["desc"].IsString) { throw new SerializationException(); } Desc = _json["desc"]; }
{ if(!_json["icon"].IsString) { throw new SerializationException(); } Icon = _json["icon"]; }
{ if(!_json["TimeType"].IsNumber) { throw new SerializationException(); } TimeType = (Battle.BuffTimeType)_json["TimeType"].AsInt; }
{ if(!_json["ReplaceType"].IsNumber) { throw new SerializationException(); } ReplaceType = (Battle.BuffReplaceType)_json["ReplaceType"].AsInt; }
{ if(!_json["State"].IsObject) { throw new SerializationException(); } State = Battle.BuffTriggleState.DeserializeBuffTriggleState(_json["State"]); }
PostInit();
}
public BuffConfig(int BuffID, string name, int prefId, string desc, string icon, Battle.BuffTimeType TimeType, Battle.BuffReplaceType ReplaceType, Battle.BuffTriggleState State )
{
this.BuffID = BuffID;
this.Name = name;
this.PrefId = prefId;
this.Desc = desc;
this.Icon = icon;
this.TimeType = TimeType;
this.ReplaceType = ReplaceType;
this.State = State;
PostInit();
}
public static BuffConfig DeserializeBuffConfig(JSONNode _json)
{
return new Battle.BuffConfig(_json);
}
/// <summary>
/// BuffID
/// </summary>
public int BuffID { get; private set; }
/// <summary>
/// 名字
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 表现ID
/// </summary>
public int PrefId { get; private set; }
/// <summary>
/// 描述
/// </summary>
public string Desc { get; private set; }
/// <summary>
/// 图标
/// </summary>
public string Icon { get; private set; }
/// <summary>
/// 持续类型
/// </summary>
public Battle.BuffTimeType TimeType { get; private set; }
/// <summary>
/// 叠加类型
/// </summary>
public Battle.BuffReplaceType ReplaceType { get; private set; }
public Battle.BuffTriggleState State { get; private set; }
public const int __ID__ = 1807662187;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
State?.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
State?.TranslateText(translator);
}
public override string ToString()
{
return "{ "
+ "BuffID:" + BuffID + ","
+ "Name:" + Name + ","
+ "PrefId:" + PrefId + ","
+ "Desc:" + Desc + ","
+ "Icon:" + Icon + ","
+ "TimeType:" + TimeType + ","
+ "ReplaceType:" + ReplaceType + ","
+ "State:" + State + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class BuffDotTickConfig : Bright.Config.BeanBase
{
public BuffDotTickConfig(JSONNode _json)
{
{ if(!_json["TickTime"].IsNumber) { throw new SerializationException(); } TickTime = _json["TickTime"]; }
{ if(!_json["TickWhenAdd"].IsNumber) { throw new SerializationException(); } TickWhenAdd = _json["TickWhenAdd"]; }
PostInit();
}
public BuffDotTickConfig(float TickTime, int TickWhenAdd )
{
this.TickTime = TickTime;
this.TickWhenAdd = TickWhenAdd;
PostInit();
}
public static BuffDotTickConfig DeserializeBuffDotTickConfig(JSONNode _json)
{
return new Battle.BuffDotTickConfig(_json);
}
public float TickTime { get; private set; }
public int TickWhenAdd { get; private set; }
public const int __ID__ = 2124630047;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "TickTime:" + TickTime + ","
+ "TickWhenAdd:" + TickWhenAdd + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum BuffReplaceType
{
/// <summary>
/// 更新时间范围
/// </summary>
BUFF_REPLACE_INSTEAD = 0,
/// <summary>
/// 不允许叠加
/// </summary>
BUFF_REPLACE_FORBIT = 1,
/// <summary>
/// 累加时间范围
/// </summary>
BUFF_REPLACE_ADD_TIME = 2,
/// <summary>
/// 叠加数值
/// </summary>
BUFF_REPLACE_ADD_ATTR = 3,
/// <summary>
/// 叠加种类
/// </summary>
BUFF_REPLACE_TYPE_COUNT = 4,
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum BuffResultType
{
/// <summary>
/// 无
/// </summary>
BUFF_RESULT_NONE = 0,
/// <summary>
/// 物理攻击提升
/// </summary>
BUFF_RESULT_PHY_ATK_UP = 1,
/// <summary>
/// 物理攻击降低
/// </summary>
BUFF_RESULT_PHY_ATK_DOWN = 2,
/// <summary>
/// 物理防御提升
/// </summary>
BUFF_RESULT_PHY_DEF_UP = 3,
/// <summary>
/// 物理防御降低
/// </summary>
BUFF_RESULT_PHY_DEF_DOWN = 4,
/// <summary>
/// 物理命中提升
/// </summary>
BUFF_RESULT_PHY_HIT_UP = 5,
/// <summary>
/// 物理命中降低
/// </summary>
BUFF_RESULT_PHY_HIT_DOWN = 6,
/// <summary>
/// 物理持续掉血
/// </summary>
BUFF_RESULT_PHY_LOSE_HP = 7,
/// <summary>
/// 法术攻击提升
/// </summary>
BUFF_RESULT_MAG_ATK_UP = 8,
/// <summary>
/// 法术攻击降低
/// </summary>
BUFF_RESULT_MAG_ATK_DOWN = 9,
/// <summary>
/// 法术防御提升
/// </summary>
BUFF_RESULT_MAG_DEF_UP = 10,
/// <summary>
/// 法术防御降低
/// </summary>
BUFF_RESULT_MAG_DEF_DOWN = 11,
/// <summary>
/// 法术命中提升
/// </summary>
BUFF_RESULT_MAG_HIT_UP = 12,
/// <summary>
/// 法术命中降低
/// </summary>
BUFF_RESULT_MAG_HIT_DOWN = 13,
/// <summary>
/// 法术持续掉血
/// </summary>
BUFF_RESULT_MAG_LOSE_HP = 14,
/// <summary>
/// 暴击率提升
/// </summary>
BUFF_RESULT_CIRT_UP = 15,
/// <summary>
/// 暴击率降低
/// </summary>
BUFF_RESULT_CIRT_DOWN = 16,
/// <summary>
/// 暴击倍率提升
/// </summary>
BUFF_RESULT_CIRT_VALUE_UP = 17,
/// <summary>
/// 暴击倍率降低
/// </summary>
BUFF_RESULT_CIRT_VALUE_DOWN = 18,
/// <summary>
/// 移速提升
/// </summary>
BUFF_RESULT_MOVE_SPEED_UP = 19,
/// <summary>
/// 移速降低
/// </summary>
BUFF_RESULT_MOVE_SPEED_DOWN = 20,
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum BuffStateID
{
/// <summary>
/// 无状态
/// </summary>
BUFF_STATE_NONE = 0,
/// <summary>
/// 眩晕状态
/// </summary>
BUFF_STATE_STUN = 1,
/// <summary>
/// 无敌状态
/// </summary>
BUFF_STATE_UNDEAD = 2,
/// <summary>
/// 隐身状态
/// </summary>
BUFF_STATE_INVISIBLE = 3,
/// <summary>
/// 体形变大
/// </summary>
BUFF_STATE_BIGGER = 4,
/// <summary>
/// 定身,不能移动
/// </summary>
BUFF_STATE_NO_MOVE = 5,
/// <summary>
/// 沉默,不能放技能
/// </summary>
BUFF_STATE_NO_SKILL = 6,
/// <summary>
/// 昏睡
/// </summary>
BUFF_STATE_SLEEP = 7,
/// <summary>
/// 强制开启阻挡
/// </summary>
BUFF_STATE_FORCE_COLLIDER = 8,
/// <summary>
/// 无视阻挡
/// </summary>
BUFF_STATE_IGNORE_COLLIDER = 9,
/// <summary>
/// 最大状态
/// </summary>
BUFF_STATE_MAX = 10,
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum BuffTimeType
{
/// <summary>
/// 指定持续时间
/// </summary>
BUFF_TIME_DURING = 0,
/// <summary>
/// 无尽时间
/// </summary>
BUFF_TIME_INFINIT = 1,
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class BuffTriggleState : Bright.Config.BeanBase
{
public BuffTriggleState(JSONNode _json)
{
{ if(!_json["StateID"].IsNumber) { throw new SerializationException(); } StateID = (Battle.BuffStateID)_json["StateID"].AsInt; }
{ if(!_json["StateParam"].IsNumber) { throw new SerializationException(); } StateParam = _json["StateParam"]; }
PostInit();
}
public BuffTriggleState(Battle.BuffStateID StateID, float StateParam )
{
this.StateID = StateID;
this.StateParam = StateParam;
PostInit();
}
public static BuffTriggleState DeserializeBuffTriggleState(JSONNode _json)
{
return new Battle.BuffTriggleState(_json);
}
public Battle.BuffStateID StateID { get; private set; }
public float StateParam { get; private set; }
public const int __ID__ = 1328146134;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "StateID:" + StateID + ","
+ "StateParam:" + StateParam + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class ResAttrImpactData : Bright.Config.BeanBase
{
public ResAttrImpactData(JSONNode _json)
{
{ if(!_json["DataType"].IsNumber) { throw new SerializationException(); } DataType = (Battle.ActorAttrDataType)_json["DataType"].AsInt; }
{ if(!_json["AddType"].IsNumber) { throw new SerializationException(); } AddType = (Battle.ActorAttrAddType)_json["AddType"].AsInt; }
{ if(!_json["Value"].IsNumber) { throw new SerializationException(); } Value = _json["Value"]; }
PostInit();
}
public ResAttrImpactData(Battle.ActorAttrDataType DataType, Battle.ActorAttrAddType AddType, float Value )
{
this.DataType = DataType;
this.AddType = AddType;
this.Value = Value;
PostInit();
}
public static ResAttrImpactData DeserializeResAttrImpactData(JSONNode _json)
{
return new Battle.ResAttrImpactData(_json);
}
public Battle.ActorAttrDataType DataType { get; private set; }
public Battle.ActorAttrAddType AddType { get; private set; }
public float Value { get; private set; }
public const int __ID__ = 1319292907;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "DataType:" + DataType + ","
+ "AddType:" + AddType + ","
+ "Value:" + Value + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class SkillAttrDamageData : Bright.Config.BeanBase
{
public SkillAttrDamageData(JSONNode _json)
{
{ if(!_json["MagicType"].IsNumber) { throw new SerializationException(); } MagicType = (Battle.SkillMagicType)_json["MagicType"].AsInt; }
{ if(!_json["AttrType"].IsNumber) { throw new SerializationException(); } AttrType = (Battle.SkillAttrDamageType)_json["AttrType"].AsInt; }
{ if(!_json["Param1"].IsNumber) { throw new SerializationException(); } Param1 = _json["Param1"]; }
{ if(!_json["Param2"].IsNumber) { throw new SerializationException(); } Param2 = _json["Param2"]; }
{ if(!_json["Param3"].IsNumber) { throw new SerializationException(); } Param3 = _json["Param3"]; }
{ if(!_json["MaxLimit"].IsNumber) { throw new SerializationException(); } MaxLimit = _json["MaxLimit"]; }
PostInit();
}
public SkillAttrDamageData(Battle.SkillMagicType MagicType, Battle.SkillAttrDamageType AttrType, float Param1, float Param2, float Param3, float MaxLimit )
{
this.MagicType = MagicType;
this.AttrType = AttrType;
this.Param1 = Param1;
this.Param2 = Param2;
this.Param3 = Param3;
this.MaxLimit = MaxLimit;
PostInit();
}
public static SkillAttrDamageData DeserializeSkillAttrDamageData(JSONNode _json)
{
return new Battle.SkillAttrDamageData(_json);
}
public Battle.SkillMagicType MagicType { get; private set; }
public Battle.SkillAttrDamageType AttrType { get; private set; }
public float Param1 { get; private set; }
public float Param2 { get; private set; }
public float Param3 { get; private set; }
public float MaxLimit { get; private set; }
public const int __ID__ = -94519547;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "MagicType:" + MagicType + ","
+ "AttrType:" + AttrType + ","
+ "Param1:" + Param1 + ","
+ "Param2:" + Param2 + ","
+ "Param3:" + Param3 + ","
+ "MaxLimit:" + MaxLimit + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum SkillAttrDamageType
{
/// <summary>
/// 无数值
/// </summary>
ATTR_TYPE_NONE = 0,
/// <summary>
/// 按释放者的伤害类型*X%+固定值计算,目标有防御计算
/// </summary>
ATTR_TYPE_DMG_WEAPON = 1,
/// <summary>
/// 按释放者的伤害类型*X%+固定值计算(无视目标的防御)
/// </summary>
ATTR_TYPE_DMG_NO_DEFEND = 2,
/// <summary>
/// 按受击者的气血上限*X%+固定值计算(无视目标的防御)
/// </summary>
ATTR_TYPE_DMG_TARGET_HP_NO_DEFEND = 3,
/// <summary>
/// 按释放者的攻击类型*X%+固定值计算,恢复当前生命
/// </summary>
ATTR_TYPE_HP_AS_ATK = 4,
/// <summary>
/// 按受击者的HP上限*X%+固定值计算,恢复当前生命
/// </summary>
ATTR_TYPE_HP_RATIO = 5,
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class SkillBaseConfig : Bright.Config.BeanBase
{
public SkillBaseConfig(JSONNode _json)
{
{ if(!_json["id"].IsNumber) { throw new SerializationException(); } Id = _json["id"]; }
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
{ if(!_json["SkillDispID"].IsNumber) { throw new SerializationException(); } SkillDispID = _json["SkillDispID"]; }
{ if(!_json["SkillType"].IsNumber) { throw new SerializationException(); } SkillType = _json["SkillType"]; }
{ if(!_json["desc"].IsString) { throw new SerializationException(); } Desc = _json["desc"]; }
{ if(!_json["CostMP"].IsNumber) { throw new SerializationException(); } CostMP = _json["CostMP"]; }
{ if(!_json["GCDID"].IsNumber) { throw new SerializationException(); } GCDID = _json["GCDID"]; }
{ if(!_json["SkillCD"].IsNumber) { throw new SerializationException(); } SkillCD = _json["SkillCD"]; }
{ if(!_json["IsRepeatTrigger"].IsBoolean) { throw new SerializationException(); } IsRepeatTrigger = _json["IsRepeatTrigger"]; }
{ var __json0 = _json["BuffID"]; if(!__json0.IsArray) { throw new SerializationException(); } BuffID = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } BuffID.Add(__v0); } }
{ var __json0 = _json["AttrDamageData"]; if(!__json0.IsArray) { throw new SerializationException(); } AttrDamageData = new System.Collections.Generic.List<Battle.SkillAttrDamageData>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { Battle.SkillAttrDamageData __v0; { if(!__e0.IsObject) { throw new SerializationException(); } __v0 = Battle.SkillAttrDamageData.DeserializeSkillAttrDamageData(__e0); } AttrDamageData.Add(__v0); } }
PostInit();
}
public SkillBaseConfig(int id, string name, int SkillDispID, int SkillType, string desc, int CostMP, int GCDID, float SkillCD, bool IsRepeatTrigger, System.Collections.Generic.List<int> BuffID, System.Collections.Generic.List<Battle.SkillAttrDamageData> AttrDamageData )
{
this.Id = id;
this.Name = name;
this.SkillDispID = SkillDispID;
this.SkillType = SkillType;
this.Desc = desc;
this.CostMP = CostMP;
this.GCDID = GCDID;
this.SkillCD = SkillCD;
this.IsRepeatTrigger = IsRepeatTrigger;
this.BuffID = BuffID;
this.AttrDamageData = AttrDamageData;
PostInit();
}
public static SkillBaseConfig DeserializeSkillBaseConfig(JSONNode _json)
{
return new Battle.SkillBaseConfig(_json);
}
/// <summary>
/// 技能ID
/// </summary>
public int Id { get; private set; }
/// <summary>
/// 名字
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 表现ID
/// </summary>
public int SkillDispID { get; private set; }
/// <summary>
/// 技能类型SkillType
/// </summary>
public int SkillType { get; private set; }
/// <summary>
/// 描述
/// </summary>
public string Desc { get; private set; }
/// <summary>
/// 消耗MP
/// </summary>
public int CostMP { get; private set; }
/// <summary>
/// 所属公CD组ID
/// </summary>
public int GCDID { get; private set; }
/// <summary>
/// 技能CD
/// </summary>
public float SkillCD { get; private set; }
/// <summary>
/// 是否重复触发
/// </summary>
public bool IsRepeatTrigger { get; private set; }
/// <summary>
/// BuffIDList
/// </summary>
public System.Collections.Generic.List<int> BuffID { get; private set; }
public System.Collections.Generic.List<Battle.SkillAttrDamageData> AttrDamageData { get; private set; }
public const int __ID__ = 2067672430;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var _e in AttrDamageData) { _e?.Resolve(_tables); }
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var _e in AttrDamageData) { _e?.TranslateText(translator); }
}
public override string ToString()
{
return "{ "
+ "Id:" + Id + ","
+ "Name:" + Name + ","
+ "SkillDispID:" + SkillDispID + ","
+ "SkillType:" + SkillType + ","
+ "Desc:" + Desc + ","
+ "CostMP:" + CostMP + ","
+ "GCDID:" + GCDID + ","
+ "SkillCD:" + SkillCD + ","
+ "IsRepeatTrigger:" + IsRepeatTrigger + ","
+ "BuffID:" + Bright.Common.StringUtil.CollectionToString(BuffID) + ","
+ "AttrDamageData:" + Bright.Common.StringUtil.CollectionToString(AttrDamageData) + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum SkillMagicType
{
/// <summary>
/// 无类型
/// </summary>
SKILL_TYPE_NONE = 0,
/// <summary>
/// 物理伤害属性
/// </summary>
SKILL_TYPE_DMG_PHY = 1,
/// <summary>
/// 魔法伤害属性
/// </summary>
SKILL_TYPE_DMG_MAGIC = 2,
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class TbBuff
{
private readonly Dictionary<int, Battle.BuffConfig> _dataMap;
private readonly List<Battle.BuffConfig> _dataList;
public TbBuff(JSONNode _json)
{
_dataMap = new Dictionary<int, Battle.BuffConfig>();
_dataList = new List<Battle.BuffConfig>();
foreach(JSONNode _row in _json.Children)
{
var _v = Battle.BuffConfig.DeserializeBuffConfig(_row);
_dataList.Add(_v);
_dataMap.Add(_v.BuffID, _v);
}
PostInit();
}
public Dictionary<int, Battle.BuffConfig> DataMap => _dataMap;
public List<Battle.BuffConfig> DataList => _dataList;
public Battle.BuffConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public Battle.BuffConfig Get(int key) => _dataMap[key];
public Battle.BuffConfig this[int key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class TbBuffAttr
{
private readonly Dictionary<int, Battle.BuffAttrConfig> _dataMap;
private readonly List<Battle.BuffAttrConfig> _dataList;
public TbBuffAttr(JSONNode _json)
{
_dataMap = new Dictionary<int, Battle.BuffAttrConfig>();
_dataList = new List<Battle.BuffAttrConfig>();
foreach(JSONNode _row in _json.Children)
{
var _v = Battle.BuffAttrConfig.DeserializeBuffAttrConfig(_row);
_dataList.Add(_v);
_dataMap.Add(_v.BuffID, _v);
}
PostInit();
}
public Dictionary<int, Battle.BuffAttrConfig> DataMap => _dataMap;
public List<Battle.BuffAttrConfig> DataList => _dataList;
public Battle.BuffAttrConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public Battle.BuffAttrConfig Get(int key) => _dataMap[key];
public Battle.BuffAttrConfig this[int key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class TbSkill
{
private readonly Dictionary<int, Battle.SkillBaseConfig> _dataMap;
private readonly List<Battle.SkillBaseConfig> _dataList;
public TbSkill(JSONNode _json)
{
_dataMap = new Dictionary<int, Battle.SkillBaseConfig>();
_dataList = new List<Battle.SkillBaseConfig>();
foreach(JSONNode _row in _json.Children)
{
var _v = Battle.SkillBaseConfig.DeserializeSkillBaseConfig(_row);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
PostInit();
}
public Dictionary<int, Battle.SkillBaseConfig> DataMap => _dataMap;
public List<Battle.SkillBaseConfig> DataList => _dataList;
public Battle.SkillBaseConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public Battle.SkillBaseConfig Get(int key) => _dataMap[key];
public Battle.SkillBaseConfig this[int key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
partial void PostInit();
partial void PostResolve();
}
}

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