sd

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Published: Apr 18, 2020 License: MIT Imports: 8 Imported by: 0

Documentation

Overview

本文件由gen_static_data_code生成 请遵照提示添加修改!!!

本文件由gen_static_data_code生成 请遵照提示添加修改!!!

Index

Constants

This section is empty.

Variables

View Source
var E_AcceleratorType_Slice = []int{
	1,
	2,
	3,
	4,
}
View Source
var E_AcceleratorType_name = map[int]string{
	1: "E_AcceleratorType_SilverCoin",
	2: "E_AcceleratorType_HeroExp",
	3: "E_AcceleratorType_LimitPassPill",
	4: "E_AcceleratorType_Total",
}
View Source
var E_AcceleratorType_value = map[string]int{
	"E_AcceleratorType_SilverCoin":    1,
	"E_AcceleratorType_HeroExp":       2,
	"E_AcceleratorType_LimitPassPill": 3,
	"E_AcceleratorType_Total":         4,
}
View Source
var E_AffixType_Slice = []int{
	1,
	2,
}
View Source
var E_AffixType_name = map[int]string{
	1: "E_AffixType_Prefix",
	2: "E_AffixType_Suffix",
}
View Source
var E_AffixType_value = map[string]int{
	"E_AffixType_Prefix": 1,
	"E_AffixType_Suffix": 2,
}
View Source
var E_AttributeType_Slice = []int{
	1,
	2,
	3,
	4,
}
View Source
var E_AttributeType_name = map[int]string{
	1: "E_AttributeType_Str",
	2: "E_AttributeType_Dex",
	3: "E_AttributeType_Int",
	4: "E_AttributeType_Vit",
}
View Source
var E_AttributeType_value = map[string]int{
	"E_AttributeType_Str": 1,
	"E_AttributeType_Dex": 2,
	"E_AttributeType_Int": 3,
	"E_AttributeType_Vit": 4,
}
View Source
var E_Class_Slice = []int{
	1,
	2,
	3,
}
View Source
var E_Class_name = map[int]string{
	1: "E_Class_Intelligence",
	2: "E_Class_Strength",
	3: "E_Class_Agile",
}
View Source
var E_Class_value = map[string]int{
	"E_Class_Intelligence": 1,
	"E_Class_Strength":     2,
	"E_Class_Agile":        3,
}
View Source
var E_CurrencyType_Slice = []int{
	1,
	2,
	3,
	4,
	5,
	6,
	7,
	8,
	9,
	10,
	51,
	52,
	53,
	54,
	55,
	56,
	57,
	58,
}
View Source
var E_CurrencyType_name = map[int]string{
	1:  "E_CurrencyType_GoldCoin",
	2:  "E_CurrencyType_SilverCoin",
	3:  "E_CurrencyType_HeroMasterFlag",
	4:  "E_CurrencyType_GuildPoints",
	5:  "E_CurrencyType_HeroSoul",
	6:  "E_CurrencyType_DaoistMagicToken",
	7:  "E_CurrencyType_GuildActivityPoints",
	8:  "E_CurrencyType_ActivityPoints",
	9:  "E_CurrencyType_CompanionPoints",
	10: "E_CurrencyType_GoodWine",
	51: "E_CurrencyType_VipExp",
	52: "E_CurrencyType_PlayerExp",
	53: "E_CurrencyType_HeroExp",
	54: "E_CurrencyType_GuildExp",
	55: "E_CurrencyType_AssaultPoints",
	56: "E_CurrencyType_EquipmentExp",
	57: "E_CurrencyType_ArenaPoints",
	58: "E_CurrencyType_FactionPoints",
}
View Source
var E_CurrencyType_value = map[string]int{
	"E_CurrencyType_GoldCoin":            1,
	"E_CurrencyType_SilverCoin":          2,
	"E_CurrencyType_HeroMasterFlag":      3,
	"E_CurrencyType_GuildPoints":         4,
	"E_CurrencyType_HeroSoul":            5,
	"E_CurrencyType_DaoistMagicToken":    6,
	"E_CurrencyType_GuildActivityPoints": 7,
	"E_CurrencyType_ActivityPoints":      8,
	"E_CurrencyType_CompanionPoints":     9,
	"E_CurrencyType_GoodWine":            10,
	"E_CurrencyType_VipExp":              51,
	"E_CurrencyType_PlayerExp":           52,
	"E_CurrencyType_HeroExp":             53,
	"E_CurrencyType_GuildExp":            54,
	"E_CurrencyType_AssaultPoints":       55,
	"E_CurrencyType_EquipmentExp":        56,
	"E_CurrencyType_ArenaPoints":         57,
	"E_CurrencyType_FactionPoints":       58,
}
View Source
var E_EquipType_Slice = []int{
	1,
	2,
	3,
	4,
	5,
	6,
	7,
	8,
}
View Source
var E_EquipType_name = map[int]string{
	1: "E_EquipType_Helmet",
	2: "E_EquipType_Armour",
	3: "E_EquipType_Glove",
	4: "E_EquipType_Belt",
	5: "E_EquipType_Boot",
	6: "E_EquipType_Amulet",
	7: "E_EquipType_Ring",
	8: "E_EquipType_Shield",
}
View Source
var E_EquipType_value = map[string]int{
	"E_EquipType_Helmet": 1,
	"E_EquipType_Armour": 2,
	"E_EquipType_Glove":  3,
	"E_EquipType_Belt":   4,
	"E_EquipType_Boot":   5,
	"E_EquipType_Amulet": 6,
	"E_EquipType_Ring":   7,
	"E_EquipType_Shield": 8,
}
View Source
var E_EquipmentPos_Slice = []int{
	1,
	2,
	3,
	4,
}
View Source
var E_EquipmentPos_name = map[int]string{
	1: "E_EquipmentPos_Arms",
	2: "E_EquipmentPos_Hat",
	3: "E_EquipmentPos_Cloth",
	4: "E_EquipmentPos_Shoe",
}
View Source
var E_EquipmentPos_value = map[string]int{
	"E_EquipmentPos_Arms":  1,
	"E_EquipmentPos_Hat":   2,
	"E_EquipmentPos_Cloth": 3,
	"E_EquipmentPos_Shoe":  4,
}
View Source
var E_EquipmentType_Slice = []int{
	1,
	2,
	3,
	4,
	5,
	6,
}
View Source
var E_EquipmentType_name = map[int]string{
	1: "E_EquipmentType_Staff",
	2: "E_EquipmentType_Cloth",
	3: "E_EquipmentType_HeavyWeapon",
	4: "E_EquipmentType_Plate",
	5: "E_EquipmentType_LightWeapons",
	6: "E_EquipmentType_LeatherArmor",
}
View Source
var E_EquipmentType_value = map[string]int{
	"E_EquipmentType_Staff":        1,
	"E_EquipmentType_Cloth":        2,
	"E_EquipmentType_HeavyWeapon":  3,
	"E_EquipmentType_Plate":        4,
	"E_EquipmentType_LightWeapons": 5,
	"E_EquipmentType_LeatherArmor": 6,
}
View Source
var E_Faction_Slice = []int{
	1,
	2,
	3,
	4,
	5,
	6,
	7,
}
View Source
var E_Faction_name = map[int]string{
	1: "E_Faction_Wei",
	2: "E_Faction_Shu",
	3: "E_Faction_Wu",
	4: "E_Faction_Qun",
	5: "E_Faction_Xian",
	6: "E_Faction_Mo",
	7: "E_Faction_Nothing",
}
View Source
var E_Faction_value = map[string]int{
	"E_Faction_Wei":     1,
	"E_Faction_Shu":     2,
	"E_Faction_Wu":      3,
	"E_Faction_Qun":     4,
	"E_Faction_Xian":    5,
	"E_Faction_Mo":      6,
	"E_Faction_Nothing": 7,
}
View Source
var E_FunctionType_Slice = []int{
	100,
	200,
	300,
	400,
	500,
	600,
	700,
	800,
	900,
	1000,
	1100,
	1200,
	1301,
	1302,
	1400,
	1500,
	1600,
	1700,
	1801,
	1802,
	1900,
	2000,
	2100,
	2200,
	2300,
	2400,
	2500,
	2600,
	2700,
	2800,
	2900,
	3000,
	3100,
	3200,
	3300,
	3400,
	3500,
	4000,
	5000,
	6000,
}
View Source
var E_FunctionType_name = map[int]string{
	100:  "E_FunctionType_Stage",
	200:  "E_FunctionType_Idle",
	300:  "E_FunctionType_Hero",
	400:  "E_FunctionType_HeroBag",
	500:  "E_FunctionType_HeroIllustration",
	600:  "E_FunctionType_HeroLevelUp",
	700:  "E_FunctionType_MainUILogic",
	800:  "E_FunctionType_Equip",
	900:  "E_FunctionType_EquipStrengthen",
	1000: "E_FunctionType_Bag",
	1100: "E_FunctionType_EmployHero",
	1200: "E_FunctionType_HeroEvolution",
	1301: "E_FunctionType_HeroReborn",
	1302: "E_FunctionType_HeroDismiss",
	1400: "E_FunctionType_HeroShare",
	1500: "E_FunctionType_Battle",
	1600: "E_FunctionType_Skill",
	1700: "E_FunctionType_Arena",
	1801: "E_FunctionType_BountyOneself",
	1802: "E_FunctionType_BountyTeam",
	1900: "E_FunctionType_Shop",
	2000: "E_FunctionType_Maze",
	2100: "E_FunctionType_Library",
	2200: "E_FunctionType_Mall",
	2300: "E_FunctionType_Tower",
	2400: "E_FunctionType_Task",
	2500: "E_FunctionType_Chat",
	2600: "E_FunctionType_Rank",
	2700: "E_FunctionType_Guild",
	2800: "E_FunctionType_Hall",
	2900: "E_FunctionType_Hunt",
	3000: "E_FunctionType_Friend",
	3100: "E_FunctionType_TimeStage",
	3200: "E_FunctionType_Setting",
	3300: "E_FunctionType_Stargazer",
	3400: "E_FunctionType_Charge",
	3500: "E_FunctionType_Vip",
	4000: "E_FunctionType_GiftPack",
	5000: "E_FunctionType_Activity",
	6000: "E_FunctionType_Level101",
}
View Source
var E_FunctionType_value = map[string]int{
	"E_FunctionType_Stage":            100,
	"E_FunctionType_Idle":             200,
	"E_FunctionType_Hero":             300,
	"E_FunctionType_HeroBag":          400,
	"E_FunctionType_HeroIllustration": 500,
	"E_FunctionType_HeroLevelUp":      600,
	"E_FunctionType_MainUILogic":      700,
	"E_FunctionType_Equip":            800,
	"E_FunctionType_EquipStrengthen":  900,
	"E_FunctionType_Bag":              1000,
	"E_FunctionType_EmployHero":       1100,
	"E_FunctionType_HeroEvolution":    1200,
	"E_FunctionType_HeroReborn":       1301,
	"E_FunctionType_HeroDismiss":      1302,
	"E_FunctionType_HeroShare":        1400,
	"E_FunctionType_Battle":           1500,
	"E_FunctionType_Skill":            1600,
	"E_FunctionType_Arena":            1700,
	"E_FunctionType_BountyOneself":    1801,
	"E_FunctionType_BountyTeam":       1802,
	"E_FunctionType_Shop":             1900,
	"E_FunctionType_Maze":             2000,
	"E_FunctionType_Library":          2100,
	"E_FunctionType_Mall":             2200,
	"E_FunctionType_Tower":            2300,
	"E_FunctionType_Task":             2400,
	"E_FunctionType_Chat":             2500,
	"E_FunctionType_Rank":             2600,
	"E_FunctionType_Guild":            2700,
	"E_FunctionType_Hall":             2800,
	"E_FunctionType_Hunt":             2900,
	"E_FunctionType_Friend":           3000,
	"E_FunctionType_TimeStage":        3100,
	"E_FunctionType_Setting":          3200,
	"E_FunctionType_Stargazer":        3300,
	"E_FunctionType_Charge":           3400,
	"E_FunctionType_Vip":              3500,
	"E_FunctionType_GiftPack":         4000,
	"E_FunctionType_Activity":         5000,
	"E_FunctionType_Level101":         6000,
}
View Source
var E_ItemBigType_Slice = []int{
	1,
	2,
	3,
	4,
}
View Source
var E_ItemBigType_name = map[int]string{
	1: "E_ItemBigType_Currency",
	2: "E_ItemBigType_Item",
	3: "E_ItemBigType_Hero",
	4: "E_ItemBigType_Equip",
}
View Source
var E_ItemBigType_value = map[string]int{
	"E_ItemBigType_Currency": 1,
	"E_ItemBigType_Item":     2,
	"E_ItemBigType_Hero":     3,
	"E_ItemBigType_Equip":    4,
}
View Source
var E_ItemType_Slice = []int{
	1,
	2,
	3,
	4,
	5,
	6,
	7,
}
View Source
var E_ItemType_name = map[int]string{
	1: "E_ItemType_HeroDrawTickets",
	2: "E_ItemType_Accelerator",
	3: "E_ItemType_Iron",
	4: "E_ItemType_Consumables",
	5: "E_ItemType_Key",
	6: "E_ItemType_GiftPack",
	7: "E_ItemType_HeroDebris",
}
View Source
var E_ItemType_value = map[string]int{
	"E_ItemType_HeroDrawTickets": 1,
	"E_ItemType_Accelerator":     2,
	"E_ItemType_Iron":            3,
	"E_ItemType_Consumables":     4,
	"E_ItemType_Key":             5,
	"E_ItemType_GiftPack":        6,
	"E_ItemType_HeroDebris":      7,
}
View Source
var E_LimitRefreshType_Slice = []int{
	1,
	2,
	3,
	4,
}
View Source
var E_LimitRefreshType_name = map[int]string{
	1: "E_LimitRefreshType_Never",
	2: "E_LimitRefreshType_Dur",
	3: "E_LimitRefreshType_Day",
	4: "E_LimitRefreshType_Week",
}
View Source
var E_LimitRefreshType_value = map[string]int{
	"E_LimitRefreshType_Never": 1,
	"E_LimitRefreshType_Dur":   2,
	"E_LimitRefreshType_Day":   3,
	"E_LimitRefreshType_Week":  4,
}
View Source
var E_Quality_Slice = []int{
	1,
	2,
	3,
	4,
	5,
	6,
	7,
	8,
	9,
	10,
	11,
	12,
}
View Source
var E_Quality_name = map[int]string{
	1:  "E_Quality_Gray",
	2:  "E_Quality_Green",
	3:  "E_Quality_Blue",
	4:  "E_Quality_BluePlus",
	5:  "E_Quality_Purple",
	6:  "E_Quality_PurplePlus",
	7:  "E_Quality_Gold",
	8:  "E_Quality_GoldPlus",
	9:  "E_Quality_Red",
	10: "E_Quality_RedPlus",
	11: "E_Quality_Platinum",
	12: "E_Quality_PlatinumPlus",
}
View Source
var E_Quality_value = map[string]int{
	"E_Quality_Gray":         1,
	"E_Quality_Green":        2,
	"E_Quality_Blue":         3,
	"E_Quality_BluePlus":     4,
	"E_Quality_Purple":       5,
	"E_Quality_PurplePlus":   6,
	"E_Quality_Gold":         7,
	"E_Quality_GoldPlus":     8,
	"E_Quality_Red":          9,
	"E_Quality_RedPlus":      10,
	"E_Quality_Platinum":     11,
	"E_Quality_PlatinumPlus": 12,
}

Functions

func AffixSize

func AffixSize() int

func AfterLoadAll

func AfterLoadAll(jsonDir string) (success bool)

func Check_E_AcceleratorType

func Check_E_AcceleratorType(value E_AcceleratorType) bool

func Check_E_AcceleratorType_I

func Check_E_AcceleratorType_I(value int) bool

func Check_E_AffixType

func Check_E_AffixType(value E_AffixType) bool

func Check_E_AffixType_I

func Check_E_AffixType_I(value int) bool

func Check_E_AttributeType

func Check_E_AttributeType(value E_AttributeType) bool

func Check_E_AttributeType_I

func Check_E_AttributeType_I(value int) bool

func Check_E_Class

func Check_E_Class(value E_Class) bool

func Check_E_Class_I

func Check_E_Class_I(value int) bool

func Check_E_CurrencyType

func Check_E_CurrencyType(value E_CurrencyType) bool

func Check_E_CurrencyType_I

func Check_E_CurrencyType_I(value int) bool

func Check_E_EquipType

func Check_E_EquipType(value E_EquipType) bool

func Check_E_EquipType_I

func Check_E_EquipType_I(value int) bool

func Check_E_EquipmentPos

func Check_E_EquipmentPos(value E_EquipmentPos) bool

func Check_E_EquipmentPos_I

func Check_E_EquipmentPos_I(value int) bool

func Check_E_EquipmentType

func Check_E_EquipmentType(value E_EquipmentType) bool

func Check_E_EquipmentType_I

func Check_E_EquipmentType_I(value int) bool

func Check_E_Faction

func Check_E_Faction(value E_Faction) bool

func Check_E_Faction_I

func Check_E_Faction_I(value int) bool

func Check_E_FunctionType

func Check_E_FunctionType(value E_FunctionType) bool

func Check_E_FunctionType_I

func Check_E_FunctionType_I(value int) bool

func Check_E_ItemBigType

func Check_E_ItemBigType(value E_ItemBigType) bool

func Check_E_ItemBigType_I

func Check_E_ItemBigType_I(value int) bool

func Check_E_ItemType

func Check_E_ItemType(value E_ItemType) bool

func Check_E_ItemType_I

func Check_E_ItemType_I(value int) bool

func Check_E_LimitRefreshType

func Check_E_LimitRefreshType(value E_LimitRefreshType) bool

func Check_E_LimitRefreshType_I

func Check_E_LimitRefreshType_I(value int) bool

func Check_E_Quality

func Check_E_Quality(value E_Quality) bool

func Check_E_Quality_I

func Check_E_Quality_I(value int) bool

func E_AcceleratorType_Size

func E_AcceleratorType_Size() int

func E_AffixType_Size

func E_AffixType_Size() int

func E_AttributeType_Size

func E_AttributeType_Size() int

func E_Class_Size

func E_Class_Size() int

func E_CurrencyType_Size

func E_CurrencyType_Size() int

func E_EquipType_Size

func E_EquipType_Size() int

func E_EquipmentPos_Size

func E_EquipmentPos_Size() int

func E_EquipmentType_Size

func E_EquipmentType_Size() int

func E_Faction_Size

func E_Faction_Size() int

func E_FunctionType_Size

func E_FunctionType_Size() int

func E_ItemBigType_Size

func E_ItemBigType_Size() int

func E_ItemType_Size

func E_ItemType_Size() int

func E_LimitRefreshType_Size

func E_LimitRefreshType_Size() int

func E_Quality_Size

func E_Quality_Size() int

func EachAffix

func EachAffix(f func(sd Affix) bool)

func EachAffixByType

func EachAffixByType(tYpE E_AffixType, fn func(d Affix) (continued bool))

func EachGlobal

func EachGlobal(f func(sd Global) bool)

func EachReward

func EachReward(f func(sd Reward) bool)

func EachRewardByGroup

func EachRewardByGroup(group int, fn func(d Reward) (continued bool))

func Each_E_AcceleratorType

func Each_E_AcceleratorType(f func(E_AcceleratorType) bool)

func Each_E_AcceleratorType_I

func Each_E_AcceleratorType_I(f func(int) bool)

func Each_E_AffixType

func Each_E_AffixType(f func(E_AffixType) bool)

func Each_E_AffixType_I

func Each_E_AffixType_I(f func(int) bool)

func Each_E_AttributeType

func Each_E_AttributeType(f func(E_AttributeType) bool)

func Each_E_AttributeType_I

func Each_E_AttributeType_I(f func(int) bool)

func Each_E_Class

func Each_E_Class(f func(E_Class) bool)

func Each_E_Class_I

func Each_E_Class_I(f func(int) bool)

func Each_E_CurrencyType

func Each_E_CurrencyType(f func(E_CurrencyType) bool)

func Each_E_CurrencyType_I

func Each_E_CurrencyType_I(f func(int) bool)

func Each_E_EquipType

func Each_E_EquipType(f func(E_EquipType) bool)

func Each_E_EquipType_I

func Each_E_EquipType_I(f func(int) bool)

func Each_E_EquipmentPos

func Each_E_EquipmentPos(f func(E_EquipmentPos) bool)

func Each_E_EquipmentPos_I

func Each_E_EquipmentPos_I(f func(int) bool)

func Each_E_EquipmentType

func Each_E_EquipmentType(f func(E_EquipmentType) bool)

func Each_E_EquipmentType_I

func Each_E_EquipmentType_I(f func(int) bool)

func Each_E_Faction

func Each_E_Faction(f func(E_Faction) bool)

func Each_E_Faction_I

func Each_E_Faction_I(f func(int) bool)

func Each_E_FunctionType

func Each_E_FunctionType(f func(E_FunctionType) bool)

func Each_E_FunctionType_I

func Each_E_FunctionType_I(f func(int) bool)

func Each_E_ItemBigType

func Each_E_ItemBigType(f func(E_ItemBigType) bool)

func Each_E_ItemBigType_I

func Each_E_ItemBigType_I(f func(int) bool)

func Each_E_ItemType

func Each_E_ItemType(f func(E_ItemType) bool)

func Each_E_ItemType_I

func Each_E_ItemType_I(f func(int) bool)

func Each_E_LimitRefreshType

func Each_E_LimitRefreshType(f func(E_LimitRefreshType) bool)

func Each_E_LimitRefreshType_I

func Each_E_LimitRefreshType_I(f func(int) bool)

func Each_E_Quality

func Each_E_Quality(f func(E_Quality) bool)

func Each_E_Quality_I

func Each_E_Quality_I(f func(int) bool)

func GlobalSize

func GlobalSize() int

func LoadAll

func LoadAll(jsonDir string) (success bool)

func RewardSize

func RewardSize() int

Types

type Affix

type Affix struct {
	// contains filtered or unexported fields
}

词缀表

func FindAffixIf

func FindAffixIf(f func(sd Affix) bool) (Affix, bool)

func GetAffixByID

func GetAffixByID(id int) (Affix, bool)

func GetAffixByType

func GetAffixByType(tYpE E_AffixType) (vs []Affix, ok bool)

func NewAffix

func NewAffix() *Affix

func (Affix) Bs

func (sd Affix) Bs() []bool

布尔数组

func (Affix) Clone

func (sd Affix) Clone() *Affix

func (Affix) Dur

func (sd Affix) Dur() time.Duration

时间段

func (Affix) Durs

func (sd Affix) Durs() []time.Duration

时间段数组

func (Affix) Etype

func (sd Affix) Etype() []time.Duration

不适用装备的切片

func (Affix) Frequency

func (sd Affix) Frequency() int

词缀频率

func (Affix) Fs

func (sd Affix) Fs() []float64

浮点数组

func (Affix) Group

func (sd Affix) Group() int

词缀组

func (Affix) ID

func (sd Affix) ID() int

词缀ID

func (Affix) Is

func (sd Affix) Is() []int

整型数组

func (Affix) Itype

func (sd Affix) Itype() []E_EquipType

适用装备的切片

func (Affix) Level

func (sd Affix) Level() int

词缀等级

func (Affix) LevelReq

func (sd Affix) LevelReq() int

等级需求

func (Affix) Mod1code

func (sd Affix) Mod1code() string

词缀1属性

func (Affix) Mod1max

func (sd Affix) Mod1max() int

词缀1最大值参数

func (Affix) Mod1min

func (sd Affix) Mod1min() int

词缀1最小值参数

func (Affix) Mod1param

func (sd Affix) Mod1param() int

词缀1参数

func (Affix) Mod2code

func (sd Affix) Mod2code() string

词缀2属性

func (Affix) Mod2max

func (sd Affix) Mod2max() int

词缀2最大值参数

func (Affix) Mod2min

func (sd Affix) Mod2min() int

词缀2最小值参数

func (Affix) Mod2param

func (sd Affix) Mod2param() int

词缀2参数

func (Affix) Name

func (sd Affix) Name() string

词缀名称

func (Affix) Rare

func (sd Affix) Rare() bool

稀有

func (Affix) Ss

func (sd Affix) Ss() []string

字符串数组

func (Affix) Type

func (sd Affix) Type() E_AffixType

词缀类别 test

type AffixGlobal

type AffixGlobal struct {
	// contains filtered or unexported fields
}

//////////////////////////////////////////////////////////////////////////////////////////////////// 词缀表全局属性

func GetAffixGlobal

func GetAffixGlobal() AffixGlobal

func (AffixGlobal) B

func (g AffixGlobal) B() bool

布尔

func (AffixGlobal) Bs

func (g AffixGlobal) Bs() []bool

布尔数组

func (AffixGlobal) Ds

func (g AffixGlobal) Ds() []time.Duration

时间段数组

func (AffixGlobal) Dur

func (g AffixGlobal) Dur() time.Duration

时间段

func (AffixGlobal) E

func (g AffixGlobal) E() E_ItemBigType

枚举

func (AffixGlobal) Es

func (g AffixGlobal) Es() []E_ItemBigType

枚举数组

func (AffixGlobal) F64

func (g AffixGlobal) F64() float64

浮点

func (AffixGlobal) Fs

func (g AffixGlobal) Fs() []float64

浮点数组

func (AffixGlobal) I

func (g AffixGlobal) I() int

整型

func (AffixGlobal) Is

func (g AffixGlobal) Is() []int

整型数组

func (AffixGlobal) Ss

func (g AffixGlobal) Ss() []string

字符串数组

func (AffixGlobal) Str

func (g AffixGlobal) Str() string

字符串

type AffixManager

type AffixManager struct {
	Datas  []*Affix
	Global AffixGlobal
	// contains filtered or unexported fields
}

////////////////////////////////////////////////////////////////////////////////////////////////////

type E_AcceleratorType

type E_AcceleratorType int

急行军令掉落类型

const (
	E_AcceleratorType_Null E_AcceleratorType = 0

	// 急行军令掉落银币
	E_AcceleratorType_SilverCoin E_AcceleratorType = 1
	// 急行军令掉落;武将经验
	E_AcceleratorType_HeroExp E_AcceleratorType = 2
	// 急行军令掉落武将突破丹
	E_AcceleratorType_LimitPassPill E_AcceleratorType = 3
	// 急行军令三者都掉
	E_AcceleratorType_Total E_AcceleratorType = 4
)

func (E_AcceleratorType) String

func (x E_AcceleratorType) String() string

type E_AffixType

type E_AffixType int

词缀类型

const (
	E_AffixType_Null E_AffixType = 0

	// 前缀
	E_AffixType_Prefix E_AffixType = 1
	// 后缀
	E_AffixType_Suffix E_AffixType = 2
)

func (E_AffixType) String

func (x E_AffixType) String() string

type E_AttributeType

type E_AttributeType int

属性类型

const (
	E_AttributeType_Null E_AttributeType = 0

	// 力量
	E_AttributeType_Str E_AttributeType = 1
	// 敏捷
	E_AttributeType_Dex E_AttributeType = 2
	// 智慧
	E_AttributeType_Int E_AttributeType = 3
	// 体力
	E_AttributeType_Vit E_AttributeType = 4
)

func (E_AttributeType) String

func (x E_AttributeType) String() string

type E_Class

type E_Class int

职业类型

const (
	E_Class_Null E_Class = 0

	// 智力
	E_Class_Intelligence E_Class = 1
	// 力量
	E_Class_Strength E_Class = 2
	// 敏捷
	E_Class_Agile E_Class = 3
)

func (E_Class) String

func (x E_Class) String() string

type E_CurrencyType

type E_CurrencyType int

货币类型

const (
	E_CurrencyType_Null E_CurrencyType = 0

	// 元宝
	E_CurrencyType_GoldCoin E_CurrencyType = 1
	// 银币
	E_CurrencyType_SilverCoin E_CurrencyType = 2
	// 御将旗
	E_CurrencyType_HeroMasterFlag E_CurrencyType = 3
	// 公会勋章
	E_CurrencyType_GuildPoints E_CurrencyType = 4
	// 将魂
	E_CurrencyType_HeroSoul E_CurrencyType = 5
	// 奇门令
	E_CurrencyType_DaoistMagicToken E_CurrencyType = 6
	// 公会活跃值
	E_CurrencyType_GuildActivityPoints E_CurrencyType = 7
	// 日常活动活跃值
	E_CurrencyType_ActivityPoints E_CurrencyType = 8
	// 好友点
	E_CurrencyType_CompanionPoints E_CurrencyType = 9
	// 美酒
	E_CurrencyType_GoodWine E_CurrencyType = 10
	// VIP经验
	E_CurrencyType_VipExp E_CurrencyType = 51
	// 玩家经验
	E_CurrencyType_PlayerExp E_CurrencyType = 52
	// 武将经验
	E_CurrencyType_HeroExp E_CurrencyType = 53
	// 公会经验
	E_CurrencyType_GuildExp E_CurrencyType = 54
	// 讨伐功勋
	E_CurrencyType_AssaultPoints E_CurrencyType = 55
	// 装备经验
	E_CurrencyType_EquipmentExp E_CurrencyType = 56
	// 竞技场积分
	E_CurrencyType_ArenaPoints E_CurrencyType = 57
	// 阵营积分
	E_CurrencyType_FactionPoints E_CurrencyType = 58
)

func (E_CurrencyType) String

func (x E_CurrencyType) String() string

type E_EquipType

type E_EquipType int

装备类型

const (
	E_EquipType_Null E_EquipType = 0

	// 头盔
	E_EquipType_Helmet E_EquipType = 1
	// 盔甲
	E_EquipType_Armour E_EquipType = 2
	// 手套
	E_EquipType_Glove E_EquipType = 3
	// 腰带
	E_EquipType_Belt E_EquipType = 4
	// 鞋子
	E_EquipType_Boot E_EquipType = 5
	// 项链
	E_EquipType_Amulet E_EquipType = 6
	// 戒指
	E_EquipType_Ring E_EquipType = 7
	// 盾牌
	E_EquipType_Shield E_EquipType = 8
)

func (E_EquipType) String

func (x E_EquipType) String() string

type E_EquipmentPos

type E_EquipmentPos int

装备部位类型

const (
	E_EquipmentPos_Null E_EquipmentPos = 0

	// 武器
	E_EquipmentPos_Arms E_EquipmentPos = 1
	// 帽子
	E_EquipmentPos_Hat E_EquipmentPos = 2
	// 衣服
	E_EquipmentPos_Cloth E_EquipmentPos = 3
	// 鞋子
	E_EquipmentPos_Shoe E_EquipmentPos = 4
)

func (E_EquipmentPos) String

func (x E_EquipmentPos) String() string

type E_EquipmentType

type E_EquipmentType int

装备类型

const (
	E_EquipmentType_Null E_EquipmentType = 0

	// 法仗
	E_EquipmentType_Staff E_EquipmentType = 1
	// 布甲
	E_EquipmentType_Cloth E_EquipmentType = 2
	// 重武器
	E_EquipmentType_HeavyWeapon E_EquipmentType = 3
	// 板甲
	E_EquipmentType_Plate E_EquipmentType = 4
	// 轻武器
	E_EquipmentType_LightWeapons E_EquipmentType = 5
	// 皮甲
	E_EquipmentType_LeatherArmor E_EquipmentType = 6
)

func (E_EquipmentType) String

func (x E_EquipmentType) String() string

type E_Faction

type E_Faction int

种族类型

const (
	E_Faction_Null E_Faction = 0

	// 魏国
	E_Faction_Wei E_Faction = 1
	// 蜀国
	E_Faction_Shu E_Faction = 2
	// 吴国
	E_Faction_Wu E_Faction = 3
	// 群雄
	E_Faction_Qun E_Faction = 4
	// 仙
	E_Faction_Xian E_Faction = 5
	// 魔
	E_Faction_Mo E_Faction = 6
	// 无
	E_Faction_Nothing E_Faction = 7
)

func (E_Faction) String

func (x E_Faction) String() string

type E_FunctionType

type E_FunctionType int

功能类型

const (
	E_FunctionType_Null E_FunctionType = 0

	// 关卡
	E_FunctionType_Stage E_FunctionType = 100
	// 挂机
	E_FunctionType_Idle E_FunctionType = 200
	// 英雄系统(英雄背包、英雄图鉴、英雄升级、英雄技能展示)
	E_FunctionType_Hero E_FunctionType = 300
	// 英雄背包
	E_FunctionType_HeroBag E_FunctionType = 400
	// 英雄图鉴
	E_FunctionType_HeroIllustration E_FunctionType = 500
	// 英雄升级
	E_FunctionType_HeroLevelUp E_FunctionType = 600
	// 主界面逻辑框架
	E_FunctionType_MainUILogic E_FunctionType = 700
	// 英雄装备
	E_FunctionType_Equip E_FunctionType = 800
	// 装备强化
	E_FunctionType_EquipStrengthen E_FunctionType = 900
	// 背包系统
	E_FunctionType_Bag E_FunctionType = 1000
	// 月桂酒馆
	E_FunctionType_EmployHero E_FunctionType = 1100
	// 英雄系统(英雄进化--大圣堂)
	E_FunctionType_HeroEvolution E_FunctionType = 1200
	// 英雄系统(英雄遣散--马车)
	E_FunctionType_HeroReborn E_FunctionType = 1301
	// 英雄系统(英雄重置--马车)
	E_FunctionType_HeroDismiss E_FunctionType = 1302
	// 英雄系统(英雄等级共享--共鸣水晶)
	E_FunctionType_HeroShare E_FunctionType = 1400
	// 战斗系统(布阵页、战斗模块、结算面板)
	E_FunctionType_Battle E_FunctionType = 1500
	// 英雄技能
	E_FunctionType_Skill E_FunctionType = 1600
	// 竞技场系统
	E_FunctionType_Arena E_FunctionType = 1700
	// 悬赏栏个人系统
	E_FunctionType_BountyOneself E_FunctionType = 1801
	// 悬赏栏团队系统
	E_FunctionType_BountyTeam E_FunctionType = 1802
	// 商店系统
	E_FunctionType_Shop E_FunctionType = 1900
	// 异界迷宫系统
	E_FunctionType_Maze E_FunctionType = 2000
	// 图书馆系统
	E_FunctionType_Library E_FunctionType = 2100
	// 邮件系统
	E_FunctionType_Mall E_FunctionType = 2200
	// 王座之塔系统
	E_FunctionType_Tower E_FunctionType = 2300
	// 任务系统
	E_FunctionType_Task E_FunctionType = 2400
	// 聊天系统
	E_FunctionType_Chat E_FunctionType = 2500
	// 排行榜系统(凯旋丰碑)
	E_FunctionType_Rank E_FunctionType = 2600
	// 公会(主面板、大厅、狩猎)
	E_FunctionType_Guild E_FunctionType = 2700
	// 大厅
	E_FunctionType_Hall E_FunctionType = 2800
	// 狩猎
	E_FunctionType_Hunt E_FunctionType = 2900
	// 好友系统
	E_FunctionType_Friend E_FunctionType = 3000
	// 时光之巅
	E_FunctionType_TimeStage E_FunctionType = 3100
	// 设置面板(音量调节、玩家设置、服务器选择)
	E_FunctionType_Setting E_FunctionType = 3200
	// 占星师
	E_FunctionType_Stargazer E_FunctionType = 3300
	// 充值系统
	E_FunctionType_Charge E_FunctionType = 3400
	// VIP系统
	E_FunctionType_Vip E_FunctionType = 3500
	// 礼包系统(月卡、成长礼包、礼包、首充礼包、限时礼包)
	E_FunctionType_GiftPack E_FunctionType = 4000
	// 活动模块
	E_FunctionType_Activity E_FunctionType = 5000
	// 升级到101级
	E_FunctionType_Level101 E_FunctionType = 6000
)

func (E_FunctionType) String

func (x E_FunctionType) String() string

type E_ItemBigType

type E_ItemBigType int

道具大类型

const (
	E_ItemBigType_Null E_ItemBigType = 0

	// 货币
	E_ItemBigType_Currency E_ItemBigType = 1
	// 道具
	E_ItemBigType_Item E_ItemBigType = 2
	// 英雄
	E_ItemBigType_Hero E_ItemBigType = 3
	// 装备
	E_ItemBigType_Equip E_ItemBigType = 4
)

func (E_ItemBigType) String

func (x E_ItemBigType) String() string

type E_ItemType

type E_ItemType int

道具类型

const (
	E_ItemType_Null E_ItemType = 0

	// 招募令
	E_ItemType_HeroDrawTickets E_ItemType = 1
	// 时光沙漏
	E_ItemType_Accelerator E_ItemType = 2
	// 装备强化石
	E_ItemType_Iron E_ItemType = 3
	// 消耗品
	E_ItemType_Consumables E_ItemType = 4
	// 门票钥匙
	E_ItemType_Key E_ItemType = 5
	// 礼包
	E_ItemType_GiftPack E_ItemType = 6
	// 武将碎片
	E_ItemType_HeroDebris E_ItemType = 7
)

func (E_ItemType) String

func (x E_ItemType) String() string

type E_LimitRefreshType

type E_LimitRefreshType int

限制类型

const (
	E_LimitRefreshType_Null E_LimitRefreshType = 0

	// 永远不刷新,用完拉倒
	E_LimitRefreshType_Never E_LimitRefreshType = 1
	// 每隔一段时间刷新,次数用完才开始走CD
	E_LimitRefreshType_Dur E_LimitRefreshType = 2
	// 每日固定时间点刷新
	E_LimitRefreshType_Day E_LimitRefreshType = 3
	// 每周固定时间点刷新
	E_LimitRefreshType_Week E_LimitRefreshType = 4
)

func (E_LimitRefreshType) String

func (x E_LimitRefreshType) String() string

type E_Quality

type E_Quality int

品质类型

const (
	E_Quality_Null E_Quality = 0

	// 灰色
	E_Quality_Gray E_Quality = 1
	// 绿色
	E_Quality_Green E_Quality = 2
	// 蓝色
	E_Quality_Blue E_Quality = 3
	// 蓝色+
	E_Quality_BluePlus E_Quality = 4
	// 紫色
	E_Quality_Purple E_Quality = 5
	// 紫色+
	E_Quality_PurplePlus E_Quality = 6
	// 橙色
	E_Quality_Gold E_Quality = 7
	// 橙色+
	E_Quality_GoldPlus E_Quality = 8
	// 红色
	E_Quality_Red E_Quality = 9
	// 红色+
	E_Quality_RedPlus E_Quality = 10
	// 白金
	E_Quality_Platinum E_Quality = 11
	// 白金+
	E_Quality_PlatinumPlus E_Quality = 12
)

func (E_Quality) String

func (x E_Quality) String() string

type Global

type Global struct {
}

全局表

func FindGlobalIf

func FindGlobalIf(f func(sd Global) bool) (Global, bool)

func NewGlobal

func NewGlobal() *Global

func (Global) Clone

func (sd Global) Clone() *Global

type GlobalGlobal

type GlobalGlobal struct {
	// contains filtered or unexported fields
}

//////////////////////////////////////////////////////////////////////////////////////////////////// 全局表全局属性

func GetGlobalGlobal

func GetGlobalGlobal() GlobalGlobal

func (GlobalGlobal) B

func (g GlobalGlobal) B() bool

布尔

func (GlobalGlobal) Dur

func (g GlobalGlobal) Dur() time.Duration

时间段

func (GlobalGlobal) F64

func (g GlobalGlobal) F64() float64

浮点

func (GlobalGlobal) I

func (g GlobalGlobal) I() int

整型

func (GlobalGlobal) Str

func (g GlobalGlobal) Str() string

字符串

type GlobalManager

type GlobalManager struct {
	Datas  []*Global
	Global GlobalGlobal
	// contains filtered or unexported fields
}

////////////////////////////////////////////////////////////////////////////////////////////////////

type Reward

type Reward struct {
	// contains filtered or unexported fields
}

奖励表

func FindRewardIf

func FindRewardIf(f func(sd Reward) bool) (Reward, bool)

func GetRewardByGroup

func GetRewardByGroup(group int) (vs []Reward, ok bool)

func GetRewardByID

func GetRewardByID(id int) (Reward, bool)

func NewReward

func NewReward() *Reward

func (Reward) Clone

func (sd Reward) Clone() *Reward

func (Reward) DataFrom

func (sd Reward) DataFrom() E_ItemBigType

掉落取哪张表 1、货币表currency 2、道具表item 3、英雄表heroBasic 4、装备表equipment

func (Reward) Desc

func (sd Reward) Desc() string

掉落描述

func (Reward) Group

func (sd Reward) Group() int

掉落组ID

func (Reward) ID

func (sd Reward) ID() int

掉落主键ID

func (Reward) ItemID

func (sd Reward) ItemID() int

掉落的物品ID

func (Reward) ItemName

func (sd Reward) ItemName() string

物品名称

func (Reward) MaxTimes

func (sd Reward) MaxTimes() int

掉落的最多次数

func (Reward) MinTimes

func (sd Reward) MinTimes() int

掉落的最少次数

func (Reward) MustDrop

func (sd Reward) MustDrop() bool

是否必掉 0=随机 1=必掉

func (Reward) Number

func (sd Reward) Number() int

掉落的数量

func (Reward) Weight

func (sd Reward) Weight() int

掉落的权重

type RewardManager

type RewardManager struct {
	Datas []*Reward
	// contains filtered or unexported fields
}

////////////////////////////////////////////////////////////////////////////////////////////////////

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