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 ¶
- Variables
- func AffixSize() int
- func AfterLoadAll(jsonDir string) (success bool)
- func Check_E_AcceleratorType(value E_AcceleratorType) bool
- func Check_E_AcceleratorType_I(value int) bool
- func Check_E_AffixType(value E_AffixType) bool
- func Check_E_AffixType_I(value int) bool
- func Check_E_AttributeType(value E_AttributeType) bool
- func Check_E_AttributeType_I(value int) bool
- func Check_E_Class(value E_Class) bool
- func Check_E_Class_I(value int) bool
- func Check_E_CurrencyType(value E_CurrencyType) bool
- func Check_E_CurrencyType_I(value int) bool
- func Check_E_EquipType(value E_EquipType) bool
- func Check_E_EquipType_I(value int) bool
- func Check_E_EquipmentPos(value E_EquipmentPos) bool
- func Check_E_EquipmentPos_I(value int) bool
- func Check_E_EquipmentType(value E_EquipmentType) bool
- func Check_E_EquipmentType_I(value int) bool
- func Check_E_Faction(value E_Faction) bool
- func Check_E_Faction_I(value int) bool
- func Check_E_FunctionType(value E_FunctionType) bool
- func Check_E_FunctionType_I(value int) bool
- func Check_E_ItemBigType(value E_ItemBigType) bool
- func Check_E_ItemBigType_I(value int) bool
- func Check_E_ItemType(value E_ItemType) bool
- func Check_E_ItemType_I(value int) bool
- func Check_E_LimitRefreshType(value E_LimitRefreshType) bool
- func Check_E_LimitRefreshType_I(value int) bool
- func Check_E_Quality(value E_Quality) bool
- func Check_E_Quality_I(value int) bool
- func E_AcceleratorType_Size() int
- func E_AffixType_Size() int
- func E_AttributeType_Size() int
- func E_Class_Size() int
- func E_CurrencyType_Size() int
- func E_EquipType_Size() int
- func E_EquipmentPos_Size() int
- func E_EquipmentType_Size() int
- func E_Faction_Size() int
- func E_FunctionType_Size() int
- func E_ItemBigType_Size() int
- func E_ItemType_Size() int
- func E_LimitRefreshType_Size() int
- func E_Quality_Size() int
- func EachAffix(f func(sd Affix) bool)
- func EachAffixByType(tYpE E_AffixType, fn func(d Affix) (continued bool))
- func EachGlobal(f func(sd Global) bool)
- func EachReward(f func(sd Reward) bool)
- func EachRewardByGroup(group int, fn func(d Reward) (continued bool))
- func Each_E_AcceleratorType(f func(E_AcceleratorType) bool)
- func Each_E_AcceleratorType_I(f func(int) bool)
- func Each_E_AffixType(f func(E_AffixType) bool)
- func Each_E_AffixType_I(f func(int) bool)
- func Each_E_AttributeType(f func(E_AttributeType) bool)
- func Each_E_AttributeType_I(f func(int) bool)
- func Each_E_Class(f func(E_Class) bool)
- func Each_E_Class_I(f func(int) bool)
- func Each_E_CurrencyType(f func(E_CurrencyType) bool)
- func Each_E_CurrencyType_I(f func(int) bool)
- func Each_E_EquipType(f func(E_EquipType) bool)
- func Each_E_EquipType_I(f func(int) bool)
- func Each_E_EquipmentPos(f func(E_EquipmentPos) bool)
- func Each_E_EquipmentPos_I(f func(int) bool)
- func Each_E_EquipmentType(f func(E_EquipmentType) bool)
- func Each_E_EquipmentType_I(f func(int) bool)
- func Each_E_Faction(f func(E_Faction) bool)
- func Each_E_Faction_I(f func(int) bool)
- func Each_E_FunctionType(f func(E_FunctionType) bool)
- func Each_E_FunctionType_I(f func(int) bool)
- func Each_E_ItemBigType(f func(E_ItemBigType) bool)
- func Each_E_ItemBigType_I(f func(int) bool)
- func Each_E_ItemType(f func(E_ItemType) bool)
- func Each_E_ItemType_I(f func(int) bool)
- func Each_E_LimitRefreshType(f func(E_LimitRefreshType) bool)
- func Each_E_LimitRefreshType_I(f func(int) bool)
- func Each_E_Quality(f func(E_Quality) bool)
- func Each_E_Quality_I(f func(int) bool)
- func GlobalSize() int
- func LoadAll(jsonDir string) (success bool)
- func RewardSize() int
- type Affix
- func (sd Affix) Bs() []bool
- func (sd Affix) Clone() *Affix
- func (sd Affix) Dur() time.Duration
- func (sd Affix) Durs() []time.Duration
- func (sd Affix) Etype() []time.Duration
- func (sd Affix) Frequency() int
- func (sd Affix) Fs() []float64
- func (sd Affix) Group() int
- func (sd Affix) ID() int
- func (sd Affix) Is() []int
- func (sd Affix) Itype() []E_EquipType
- func (sd Affix) Level() int
- func (sd Affix) LevelReq() int
- func (sd Affix) Mod1code() string
- func (sd Affix) Mod1max() int
- func (sd Affix) Mod1min() int
- func (sd Affix) Mod1param() int
- func (sd Affix) Mod2code() string
- func (sd Affix) Mod2max() int
- func (sd Affix) Mod2min() int
- func (sd Affix) Mod2param() int
- func (sd Affix) Name() string
- func (sd Affix) Rare() bool
- func (sd Affix) Ss() []string
- func (sd Affix) Type() E_AffixType
- type AffixGlobal
- func (g AffixGlobal) B() bool
- func (g AffixGlobal) Bs() []bool
- func (g AffixGlobal) Ds() []time.Duration
- func (g AffixGlobal) Dur() time.Duration
- func (g AffixGlobal) E() E_ItemBigType
- func (g AffixGlobal) Es() []E_ItemBigType
- func (g AffixGlobal) F64() float64
- func (g AffixGlobal) Fs() []float64
- func (g AffixGlobal) I() int
- func (g AffixGlobal) Is() []int
- func (g AffixGlobal) Ss() []string
- func (g AffixGlobal) Str() string
- type AffixManager
- type E_AcceleratorType
- type E_AffixType
- type E_AttributeType
- type E_Class
- type E_CurrencyType
- type E_EquipType
- type E_EquipmentPos
- type E_EquipmentType
- type E_Faction
- type E_FunctionType
- type E_ItemBigType
- type E_ItemType
- type E_LimitRefreshType
- type E_Quality
- type Global
- type GlobalGlobal
- type GlobalManager
- type Reward
- func (sd Reward) Clone() *Reward
- func (sd Reward) DataFrom() E_ItemBigType
- func (sd Reward) Desc() string
- func (sd Reward) Group() int
- func (sd Reward) ID() int
- func (sd Reward) ItemID() int
- func (sd Reward) ItemName() string
- func (sd Reward) MaxTimes() int
- func (sd Reward) MinTimes() int
- func (sd Reward) MustDrop() bool
- func (sd Reward) Number() int
- func (sd Reward) Weight() int
- type RewardManager
Constants ¶
This section is empty.
Variables ¶
var E_AcceleratorType_Slice = []int{
1,
2,
3,
4,
}
var E_AcceleratorType_name = map[int]string{
1: "E_AcceleratorType_SilverCoin",
2: "E_AcceleratorType_HeroExp",
3: "E_AcceleratorType_LimitPassPill",
4: "E_AcceleratorType_Total",
}
var E_AcceleratorType_value = map[string]int{
"E_AcceleratorType_SilverCoin": 1,
"E_AcceleratorType_HeroExp": 2,
"E_AcceleratorType_LimitPassPill": 3,
"E_AcceleratorType_Total": 4,
}
var E_AffixType_Slice = []int{
1,
2,
}
var E_AffixType_name = map[int]string{
1: "E_AffixType_Prefix",
2: "E_AffixType_Suffix",
}
var E_AffixType_value = map[string]int{
"E_AffixType_Prefix": 1,
"E_AffixType_Suffix": 2,
}
var E_AttributeType_Slice = []int{
1,
2,
3,
4,
}
var E_AttributeType_name = map[int]string{
1: "E_AttributeType_Str",
2: "E_AttributeType_Dex",
3: "E_AttributeType_Int",
4: "E_AttributeType_Vit",
}
var E_AttributeType_value = map[string]int{
"E_AttributeType_Str": 1,
"E_AttributeType_Dex": 2,
"E_AttributeType_Int": 3,
"E_AttributeType_Vit": 4,
}
var E_Class_Slice = []int{
1,
2,
3,
}
var E_Class_name = map[int]string{
1: "E_Class_Intelligence",
2: "E_Class_Strength",
3: "E_Class_Agile",
}
var E_Class_value = map[string]int{
"E_Class_Intelligence": 1,
"E_Class_Strength": 2,
"E_Class_Agile": 3,
}
var E_CurrencyType_Slice = []int{
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
51,
52,
53,
54,
55,
56,
57,
58,
}
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",
}
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,
}
var E_EquipType_Slice = []int{
1,
2,
3,
4,
5,
6,
7,
8,
}
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",
}
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,
}
var E_EquipmentPos_Slice = []int{
1,
2,
3,
4,
}
var E_EquipmentPos_name = map[int]string{
1: "E_EquipmentPos_Arms",
2: "E_EquipmentPos_Hat",
3: "E_EquipmentPos_Cloth",
4: "E_EquipmentPos_Shoe",
}
var E_EquipmentPos_value = map[string]int{
"E_EquipmentPos_Arms": 1,
"E_EquipmentPos_Hat": 2,
"E_EquipmentPos_Cloth": 3,
"E_EquipmentPos_Shoe": 4,
}
var E_EquipmentType_Slice = []int{
1,
2,
3,
4,
5,
6,
}
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",
}
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,
}
var E_Faction_Slice = []int{
1,
2,
3,
4,
5,
6,
7,
}
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",
}
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,
}
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,
}
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",
}
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,
}
var E_ItemBigType_Slice = []int{
1,
2,
3,
4,
}
var E_ItemBigType_name = map[int]string{
1: "E_ItemBigType_Currency",
2: "E_ItemBigType_Item",
3: "E_ItemBigType_Hero",
4: "E_ItemBigType_Equip",
}
var E_ItemBigType_value = map[string]int{
"E_ItemBigType_Currency": 1,
"E_ItemBigType_Item": 2,
"E_ItemBigType_Hero": 3,
"E_ItemBigType_Equip": 4,
}
var E_ItemType_Slice = []int{
1,
2,
3,
4,
5,
6,
7,
}
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",
}
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,
}
var E_LimitRefreshType_Slice = []int{
1,
2,
3,
4,
}
var E_LimitRefreshType_name = map[int]string{
1: "E_LimitRefreshType_Never",
2: "E_LimitRefreshType_Dur",
3: "E_LimitRefreshType_Day",
4: "E_LimitRefreshType_Week",
}
var E_LimitRefreshType_value = map[string]int{
"E_LimitRefreshType_Never": 1,
"E_LimitRefreshType_Dur": 2,
"E_LimitRefreshType_Day": 3,
"E_LimitRefreshType_Week": 4,
}
var E_Quality_Slice = []int{
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
}
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",
}
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 AfterLoadAll ¶
func Check_E_AcceleratorType ¶
func Check_E_AcceleratorType(value E_AcceleratorType) bool
func Check_E_AffixType ¶
func Check_E_AffixType(value E_AffixType) bool
func Check_E_AffixType_I ¶
func Check_E_AttributeType ¶
func Check_E_AttributeType(value E_AttributeType) bool
func Check_E_AttributeType_I ¶
func Check_E_Class ¶
func Check_E_Class_I ¶
func Check_E_CurrencyType ¶
func Check_E_CurrencyType(value E_CurrencyType) bool
func Check_E_CurrencyType_I ¶
func Check_E_EquipType ¶
func Check_E_EquipType(value E_EquipType) bool
func Check_E_EquipType_I ¶
func Check_E_EquipmentPos ¶
func Check_E_EquipmentPos(value E_EquipmentPos) bool
func Check_E_EquipmentPos_I ¶
func Check_E_EquipmentType ¶
func Check_E_EquipmentType(value E_EquipmentType) bool
func Check_E_EquipmentType_I ¶
func Check_E_Faction ¶
func Check_E_Faction_I ¶
func Check_E_FunctionType ¶
func Check_E_FunctionType(value E_FunctionType) bool
func Check_E_FunctionType_I ¶
func Check_E_ItemBigType ¶
func Check_E_ItemBigType(value E_ItemBigType) bool
func Check_E_ItemBigType_I ¶
func Check_E_ItemType ¶
func Check_E_ItemType(value E_ItemType) bool
func Check_E_ItemType_I ¶
func Check_E_LimitRefreshType ¶
func Check_E_LimitRefreshType(value E_LimitRefreshType) bool
func Check_E_Quality ¶
func Check_E_Quality_I ¶
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 EachAffixByType ¶
func EachAffixByType(tYpE E_AffixType, fn func(d Affix) (continued bool))
func EachGlobal ¶
func EachReward ¶
func EachRewardByGroup ¶
func Each_E_AcceleratorType ¶
func Each_E_AcceleratorType(f func(E_AcceleratorType) bool)
func Each_E_AffixType ¶
func Each_E_AffixType(f func(E_AffixType) bool)
func Each_E_AffixType_I ¶
func Each_E_AttributeType ¶
func Each_E_AttributeType(f func(E_AttributeType) bool)
func Each_E_AttributeType_I ¶
func Each_E_Class ¶
func Each_E_Class_I ¶
func Each_E_CurrencyType ¶
func Each_E_CurrencyType(f func(E_CurrencyType) bool)
func Each_E_CurrencyType_I ¶
func Each_E_EquipType ¶
func Each_E_EquipType(f func(E_EquipType) bool)
func Each_E_EquipType_I ¶
func Each_E_EquipmentPos ¶
func Each_E_EquipmentPos(f func(E_EquipmentPos) bool)
func Each_E_EquipmentPos_I ¶
func Each_E_EquipmentType ¶
func Each_E_EquipmentType(f func(E_EquipmentType) bool)
func Each_E_EquipmentType_I ¶
func Each_E_Faction ¶
func Each_E_Faction_I ¶
func Each_E_FunctionType ¶
func Each_E_FunctionType(f func(E_FunctionType) bool)
func Each_E_FunctionType_I ¶
func Each_E_ItemBigType ¶
func Each_E_ItemBigType(f func(E_ItemBigType) bool)
func Each_E_ItemBigType_I ¶
func Each_E_ItemType ¶
func Each_E_ItemType(f func(E_ItemType) bool)
func Each_E_ItemType_I ¶
func Each_E_LimitRefreshType ¶
func Each_E_LimitRefreshType(f func(E_LimitRefreshType) bool)
func Each_E_Quality ¶
func Each_E_Quality_I ¶
func GlobalSize ¶
func GlobalSize() int
func RewardSize ¶
func RewardSize() int
Types ¶
type Affix ¶
type Affix struct {
// contains filtered or unexported fields
}
词缀表
func GetAffixByID ¶
func GetAffixByType ¶
func GetAffixByType(tYpE E_AffixType) (vs []Affix, ok bool)
type AffixGlobal ¶
type AffixGlobal struct {
// contains filtered or unexported fields
}
//////////////////////////////////////////////////////////////////////////////////////////////////// 词缀表全局属性
func GetAffixGlobal ¶
func GetAffixGlobal() AffixGlobal
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_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_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 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 )
type GlobalGlobal ¶
type GlobalGlobal struct {
// contains filtered or unexported fields
}
//////////////////////////////////////////////////////////////////////////////////////////////////// 全局表全局属性
func GetGlobalGlobal ¶
func GetGlobalGlobal() GlobalGlobal
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 GetRewardByGroup ¶
func GetRewardByID ¶
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
type RewardManager ¶
type RewardManager struct { Datas []*Reward // contains filtered or unexported fields }
////////////////////////////////////////////////////////////////////////////////////////////////////