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DungeonShooting / DungeonShooting_Godot / src / framework / activity / ActivityObject_Init.cs
@小李xl 小李xl on 9 Jul 2023 10 KB 修复拾起道具的bug
  1. using Config;
  2.  
  3. /// <summary>
  4. /// 根据配置表注册物体, 该类是自动生成的, 请不要手动编辑!
  5. /// </summary>
  6. public partial class ActivityObject
  7. {
  8. /// <summary>
  9. /// 存放所有在表中注册的物体的id
  10. /// </summary>
  11. public static class Ids
  12. {
  13. /// <summary>
  14. /// 名称: <br/>
  15. /// 备注: 玩家
  16. /// </summary>
  17. public const string Id_role0001 = "role0001";
  18. /// <summary>
  19. /// 名称: <br/>
  20. /// 备注: 敌人
  21. /// </summary>
  22. public const string Id_enemy0001 = "enemy0001";
  23. /// <summary>
  24. /// 名称: 步枪 <br/>
  25. /// 备注:
  26. /// </summary>
  27. public const string Id_weapon0001 = "weapon0001";
  28. /// <summary>
  29. /// 名称: 霰弹枪 <br/>
  30. /// 备注:
  31. /// </summary>
  32. public const string Id_weapon0002 = "weapon0002";
  33. /// <summary>
  34. /// 名称: 手枪 <br/>
  35. /// 备注:
  36. /// </summary>
  37. public const string Id_weapon0003 = "weapon0003";
  38. /// <summary>
  39. /// 名称: 刀 <br/>
  40. /// 备注:
  41. /// </summary>
  42. public const string Id_weapon0004 = "weapon0004";
  43. /// <summary>
  44. /// 名称: 狙击枪 <br/>
  45. /// 备注:
  46. /// </summary>
  47. public const string Id_weapon0005 = "weapon0005";
  48. /// <summary>
  49. /// 名称: 冲锋枪 <br/>
  50. /// 备注:
  51. /// </summary>
  52. public const string Id_weapon0006 = "weapon0006";
  53. /// <summary>
  54. /// 名称: <br/>
  55. /// 备注:
  56. /// </summary>
  57. public const string Id_bullet0001 = "bullet0001";
  58. /// <summary>
  59. /// 名称: <br/>
  60. /// 备注:
  61. /// </summary>
  62. public const string Id_bullet0002 = "bullet0002";
  63. /// <summary>
  64. /// 名称: <br/>
  65. /// 备注:
  66. /// </summary>
  67. public const string Id_shell0001 = "shell0001";
  68. /// <summary>
  69. /// 名称: <br/>
  70. /// 备注:
  71. /// </summary>
  72. public const string Id_shell0002 = "shell0002";
  73. /// <summary>
  74. /// 名称: <br/>
  75. /// 备注:
  76. /// </summary>
  77. public const string Id_shell0003 = "shell0003";
  78. /// <summary>
  79. /// 名称: <br/>
  80. /// 备注: 敌人死亡碎片
  81. /// </summary>
  82. public const string Id_effect0001 = "effect0001";
  83. /// <summary>
  84. /// 名称: 鞋子 <br/>
  85. /// 备注: 提高移动速度
  86. /// </summary>
  87. public const string Id_prop0001 = "prop0001";
  88. /// <summary>
  89. /// 名称: 心之容器 <br/>
  90. /// 备注: 提高血量上限
  91. /// </summary>
  92. public const string Id_prop0002 = "prop0002";
  93. /// <summary>
  94. /// 名称: 护盾 <br/>
  95. /// 备注: 可以抵挡子弹,随时间推移自动恢复
  96. /// </summary>
  97. public const string Id_prop0003 = "prop0003";
  98. /// <summary>
  99. /// 名称: 护盾计时器 <br/>
  100. /// 备注: 提高护盾恢复速度
  101. /// </summary>
  102. public const string Id_prop0004 = "prop0004";
  103. /// <summary>
  104. /// 名称: 杀伤弹 <br/>
  105. /// 备注: 提高子弹伤害
  106. /// </summary>
  107. public const string Id_prop0005 = "prop0005";
  108. /// <summary>
  109. /// 名称: 红宝石戒指 <br/>
  110. /// 备注: 受伤后延长无敌时间
  111. /// </summary>
  112. public const string Id_prop0006 = "prop0006";
  113. /// <summary>
  114. /// 名称: 备用护盾 <br/>
  115. /// 备注: 受伤时有一定概率抵消伤害
  116. /// </summary>
  117. public const string Id_prop0007 = "prop0007";
  118. /// <summary>
  119. /// 名称: 眼镜 <br/>
  120. /// 备注: 提高武器精准度
  121. /// </summary>
  122. public const string Id_prop0008 = "prop0008";
  123. /// <summary>
  124. /// 名称: 高速子弹 <br/>
  125. /// 备注: 提高子弹速度和射程
  126. /// </summary>
  127. public const string Id_prop0009 = "prop0009";
  128. /// <summary>
  129. /// 名称: 分裂子弹 <br/>
  130. /// 备注: 子弹数量翻倍, 但是精准度和伤害降低
  131. /// </summary>
  132. public const string Id_prop0010 = "prop0010";
  133. /// <summary>
  134. /// 名称: 医药箱 <br/>
  135. /// 备注: 使用后回复一颗红心
  136. /// </summary>
  137. public const string Id_prop5000 = "prop5000";
  138. /// <summary>
  139. /// 名称: 弹药箱 <br/>
  140. /// 备注: 使用后补充当前武器备用弹药
  141. /// </summary>
  142. public const string Id_prop5001 = "prop5001";
  143. /// <summary>
  144. /// 名称: <br/>
  145. /// 备注: 地牢房间的门(东侧)
  146. /// </summary>
  147. public const string Id_other_door_e = "other_door_e";
  148. /// <summary>
  149. /// 名称: <br/>
  150. /// 备注: 地牢房间的门(西侧)
  151. /// </summary>
  152. public const string Id_other_door_w = "other_door_w";
  153. /// <summary>
  154. /// 名称: <br/>
  155. /// 备注: 地牢房间的门(南侧)
  156. /// </summary>
  157. public const string Id_other_door_s = "other_door_s";
  158. /// <summary>
  159. /// 名称: <br/>
  160. /// 备注: 地牢房间的门(北侧)
  161. /// </summary>
  162. public const string Id_other_door_n = "other_door_n";
  163. }
  164. private static void _InitRegister()
  165. {
  166. _activityRegisterMap.Add("role0001", new RegisterActivityData("res://prefab/role/Role0001.tscn", ExcelConfig.ActivityObject_Map["role0001"]));
  167. _activityRegisterMap.Add("enemy0001", new RegisterActivityData("res://prefab/role/Enemy0001.tscn", ExcelConfig.ActivityObject_Map["enemy0001"]));
  168. _activityRegisterMap.Add("weapon0001", new RegisterActivityData("res://prefab/weapon/Weapon0001.tscn", ExcelConfig.ActivityObject_Map["weapon0001"]));
  169. _activityRegisterMap.Add("weapon0002", new RegisterActivityData("res://prefab/weapon/Weapon0002.tscn", ExcelConfig.ActivityObject_Map["weapon0002"]));
  170. _activityRegisterMap.Add("weapon0003", new RegisterActivityData("res://prefab/weapon/Weapon0003.tscn", ExcelConfig.ActivityObject_Map["weapon0003"]));
  171. _activityRegisterMap.Add("weapon0004", new RegisterActivityData("res://prefab/weapon/Weapon0004.tscn", ExcelConfig.ActivityObject_Map["weapon0004"]));
  172. _activityRegisterMap.Add("weapon0005", new RegisterActivityData("res://prefab/weapon/Weapon0005.tscn", ExcelConfig.ActivityObject_Map["weapon0005"]));
  173. _activityRegisterMap.Add("weapon0006", new RegisterActivityData("res://prefab/weapon/Weapon0006.tscn", ExcelConfig.ActivityObject_Map["weapon0006"]));
  174. _activityRegisterMap.Add("bullet0001", new RegisterActivityData("res://prefab/bullet/Bullet0001.tscn", ExcelConfig.ActivityObject_Map["bullet0001"]));
  175. _activityRegisterMap.Add("bullet0002", new RegisterActivityData("res://prefab/bullet/Bullet0002.tscn", ExcelConfig.ActivityObject_Map["bullet0002"]));
  176. _activityRegisterMap.Add("shell0001", new RegisterActivityData("res://prefab/shell/Shell0001.tscn", ExcelConfig.ActivityObject_Map["shell0001"]));
  177. _activityRegisterMap.Add("shell0002", new RegisterActivityData("res://prefab/shell/Shell0002.tscn", ExcelConfig.ActivityObject_Map["shell0002"]));
  178. _activityRegisterMap.Add("shell0003", new RegisterActivityData("res://prefab/shell/Shell0003.tscn", ExcelConfig.ActivityObject_Map["shell0003"]));
  179. _activityRegisterMap.Add("effect0001", new RegisterActivityData("res://prefab/effect/activityObject/Effect0001.tscn", ExcelConfig.ActivityObject_Map["effect0001"]));
  180. _activityRegisterMap.Add("prop0001", new RegisterActivityData("res://prefab/prop/buff/BuffProp0001.tscn", ExcelConfig.ActivityObject_Map["prop0001"]));
  181. _activityRegisterMap.Add("prop0002", new RegisterActivityData("res://prefab/prop/buff/BuffProp0002.tscn", ExcelConfig.ActivityObject_Map["prop0002"]));
  182. _activityRegisterMap.Add("prop0003", new RegisterActivityData("res://prefab/prop/buff/BuffProp0003.tscn", ExcelConfig.ActivityObject_Map["prop0003"]));
  183. _activityRegisterMap.Add("prop0004", new RegisterActivityData("res://prefab/prop/buff/BuffProp0004.tscn", ExcelConfig.ActivityObject_Map["prop0004"]));
  184. _activityRegisterMap.Add("prop0005", new RegisterActivityData("res://prefab/prop/buff/BuffProp0005.tscn", ExcelConfig.ActivityObject_Map["prop0005"]));
  185. _activityRegisterMap.Add("prop0006", new RegisterActivityData("res://prefab/prop/buff/BuffProp0006.tscn", ExcelConfig.ActivityObject_Map["prop0006"]));
  186. _activityRegisterMap.Add("prop0007", new RegisterActivityData("res://prefab/prop/buff/BuffProp0007.tscn", ExcelConfig.ActivityObject_Map["prop0007"]));
  187. _activityRegisterMap.Add("prop0008", new RegisterActivityData("res://prefab/prop/buff/BuffProp0008.tscn", ExcelConfig.ActivityObject_Map["prop0008"]));
  188. _activityRegisterMap.Add("prop0009", new RegisterActivityData("res://prefab/prop/buff/BuffProp0009.tscn", ExcelConfig.ActivityObject_Map["prop0009"]));
  189. _activityRegisterMap.Add("prop0010", new RegisterActivityData("res://prefab/prop/buff/BuffProp0010.tscn", ExcelConfig.ActivityObject_Map["prop0010"]));
  190. _activityRegisterMap.Add("prop5000", new RegisterActivityData("res://prefab/prop/active/ActiveProp5000.tscn", ExcelConfig.ActivityObject_Map["prop5000"]));
  191. _activityRegisterMap.Add("prop5001", new RegisterActivityData("res://prefab/prop/active/ActiveProp5001.tscn", ExcelConfig.ActivityObject_Map["prop5001"]));
  192. _activityRegisterMap.Add("other_door_e", new RegisterActivityData("res://prefab/map/RoomDoor_E.tscn", ExcelConfig.ActivityObject_Map["other_door_e"]));
  193. _activityRegisterMap.Add("other_door_w", new RegisterActivityData("res://prefab/map/RoomDoor_W.tscn", ExcelConfig.ActivityObject_Map["other_door_w"]));
  194. _activityRegisterMap.Add("other_door_s", new RegisterActivityData("res://prefab/map/RoomDoor_S.tscn", ExcelConfig.ActivityObject_Map["other_door_s"]));
  195. _activityRegisterMap.Add("other_door_n", new RegisterActivityData("res://prefab/map/RoomDoor_N.tscn", ExcelConfig.ActivityObject_Map["other_door_n"]));
  196. }
  197. }