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ft/Client/Assets/Scripts/Tables/TbEventPartnerConfig.cs
2026-06-29 21:18:33 +08:00

118 lines
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C#
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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 cfg
{
public sealed partial class TbEventPartnerConfig
{
private readonly EventPartnerConfig _data;
public TbEventPartnerConfig(JSONNode _json)
{
if(!_json.IsArray)
{
throw new SerializationException();
}
if (_json.Count != 1) throw new SerializationException("table mode=one, but size != 1");
_data = EventPartnerConfig.DeserializeEventPartnerConfig(_json[0]);
PostInit();
}
/// <summary>
/// 每种类型的玩法中,匹配的队友数量
/// </summary>
public System.Collections.Generic.List<int> InvitationCount => _data.InvitationCount;
/// <summary>
/// 机器人同意时间(单位:秒)
/// </summary>
public System.Collections.Generic.List<int> RobotAgreeTime => _data.RobotAgreeTime;
/// <summary>
/// 【原始版】加的分必须是配置值的整数倍
/// </summary>
public int RobotPointsMultiple => _data.RobotPointsMultiple;
/// <summary>
/// 【矿工版】加的分必须是配置值的整数倍
/// </summary>
public int RobotPointsMultiple2 => _data.RobotPointsMultiple2;
/// <summary>
/// 活跃好友数量
/// </summary>
public System.Collections.Generic.List<int> FriendRecommendParam1 => _data.FriendRecommendParam1;
/// <summary>
/// 推荐伙伴数量
/// </summary>
public System.Collections.Generic.List<int> FriendRecommendParam2 => _data.FriendRecommendParam2;
/// <summary>
/// 推荐伙伴列表刷新时间(单位:秒)
/// </summary>
public int FriendRecommendListRefreshTime => _data.FriendRecommendListRefreshTime;
/// <summary>
/// 用户发出N次邀请后开始推荐机器人
/// </summary>
public int RobotRecommendTriggerCount => _data.RobotRecommendTriggerCount;
/// <summary>
/// 机器人占推荐列表的比例
/// </summary>
public float RobotRecommendCount => _data.RobotRecommendCount;
/// <summary>
/// 机器人单日活跃时间段(单位:秒)
/// </summary>
public System.Collections.Generic.List<int> RobotDailyActiveTimeWindow => _data.RobotDailyActiveTimeWindow;
/// <summary>
/// 机器人单次集中加分时间段(单位:秒)
/// </summary>
public System.Collections.Generic.List<int> RobotSingleAddPointsTimeWindow => _data.RobotSingleAddPointsTimeWindow;
/// <summary>
/// 机器人单次加分,分几次完成
/// </summary>
public System.Collections.Generic.List<int> RobotSingleAddPointsOperations => _data.RobotSingleAddPointsOperations;
/// <summary>
/// 机器人每24小时最多激活几次
/// </summary>
public int RobotMaxActivationCountPer24h => _data.RobotMaxActivationCountPer24h;
/// <summary>
/// 自动匹配的按钮冷却时间(单位:秒)
/// </summary>
public int AutoMatchCD => _data.AutoMatchCD;
/// <summary>
/// 自动匹配的等级分段
/// </summary>
public System.Collections.Generic.List<int> AutoMatchLevelList => _data.AutoMatchLevelList;
/// <summary>
/// 结组的匹配区间
/// </summary>
public System.Collections.Generic.List<float> AutoMatchLevelRange => _data.AutoMatchLevelRange;
/// <summary>
/// 入池超过X秒则自动与同组其他玩家匹配单位
/// </summary>
public int AutoMatchMaxTime => _data.AutoMatchMaxTime;
public void Resolve(Dictionary<string, object> _tables)
{
_data.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
_data.TranslateText(translator);
}
partial void PostInit();
partial void PostResolve();
}
}