- using Config;
-
- /// <summary>
- /// 根据配置表注册物体, 该类是自动生成的, 请不要手动编辑!
- /// </summary>
- public partial class ActivityObject
- {
- /// <summary>
- /// 存放所有在表中注册的物体的id
- /// </summary>
- public static class Ids
- {
- /// <summary>
- /// 名称: <br/>
- /// 备注: 玩家
- /// </summary>
- public const string Id_role0001 = "role0001";
- /// <summary>
- /// 名称: <br/>
- /// 备注: 敌人
- /// </summary>
- public const string Id_enemy0001 = "enemy0001";
- /// <summary>
- /// 名称: 步枪 <br/>
- /// 备注:
- /// </summary>
- public const string Id_weapon0001 = "weapon0001";
- /// <summary>
- /// 名称: 霰弹枪 <br/>
- /// 备注:
- /// </summary>
- public const string Id_weapon0002 = "weapon0002";
- /// <summary>
- /// 名称: 手枪 <br/>
- /// 备注:
- /// </summary>
- public const string Id_weapon0003 = "weapon0003";
- /// <summary>
- /// 名称: 刀 <br/>
- /// 备注:
- /// </summary>
- public const string Id_weapon0004 = "weapon0004";
- /// <summary>
- /// 名称: 狙击枪 <br/>
- /// 备注:
- /// </summary>
- public const string Id_weapon0005 = "weapon0005";
- /// <summary>
- /// 名称: 冲锋枪 <br/>
- /// 备注:
- /// </summary>
- public const string Id_weapon0006 = "weapon0006";
- /// <summary>
- /// 名称: <br/>
- /// 备注:
- /// </summary>
- public const string Id_bullet0001 = "bullet0001";
- /// <summary>
- /// 名称: <br/>
- /// 备注:
- /// </summary>
- public const string Id_bullet0002 = "bullet0002";
- /// <summary>
- /// 名称: <br/>
- /// 备注:
- /// </summary>
- public const string Id_shell0001 = "shell0001";
- /// <summary>
- /// 名称: <br/>
- /// 备注:
- /// </summary>
- public const string Id_shell0002 = "shell0002";
- /// <summary>
- /// 名称: <br/>
- /// 备注:
- /// </summary>
- public const string Id_shell0003 = "shell0003";
- /// <summary>
- /// 名称: <br/>
- /// 备注: 敌人死亡碎片
- /// </summary>
- public const string Id_effect0001 = "effect0001";
- /// <summary>
- /// 名称: 鞋子 <br/>
- /// 备注: 提高移动速度
- /// </summary>
- public const string Id_prop0001 = "prop0001";
- /// <summary>
- /// 名称: 心之容器 <br/>
- /// 备注: 提高血量上限
- /// </summary>
- public const string Id_prop0002 = "prop0002";
- /// <summary>
- /// 名称: 护盾 <br/>
- /// 备注: 可以抵挡子弹,随时间推移自动恢复
- /// </summary>
- public const string Id_prop0003 = "prop0003";
- /// <summary>
- /// 名称: 护盾计时器 <br/>
- /// 备注: 提高护盾恢复速度
- /// </summary>
- public const string Id_prop0004 = "prop0004";
- /// <summary>
- /// 名称: 杀伤弹 <br/>
- /// 备注: 提高子弹伤害
- /// </summary>
- public const string Id_prop0005 = "prop0005";
- /// <summary>
- /// 名称: 红宝石戒指 <br/>
- /// 备注: 受伤后延长无敌时间
- /// </summary>
- public const string Id_prop0006 = "prop0006";
- /// <summary>
- /// 名称: 备用护盾 <br/>
- /// 备注: 受伤时有一定概率抵消伤害
- /// </summary>
- public const string Id_prop0007 = "prop0007";
- /// <summary>
- /// 名称: 眼镜 <br/>
- /// 备注: 提高武器精准度
- /// </summary>
- public const string Id_prop0008 = "prop0008";
- /// <summary>
- /// 名称: 高速子弹 <br/>
- /// 备注: 提高子弹速度和射程
- /// </summary>
- public const string Id_prop0009 = "prop0009";
- /// <summary>
- /// 名称: 分裂子弹 <br/>
- /// 备注: 子弹数量翻倍, 但是精准度和伤害降低
- /// </summary>
- public const string Id_prop0010 = "prop0010";
- /// <summary>
- /// 名称: 医药箱 <br/>
- /// 备注: 使用后回复一颗红心
- /// </summary>
- public const string Id_prop5000 = "prop5000";
- /// <summary>
- /// 名称: 弹药箱 <br/>
- /// 备注: 使用后补充当前武器备用弹药
- /// </summary>
- public const string Id_prop5001 = "prop5001";
- /// <summary>
- /// 名称: <br/>
- /// 备注: 地牢房间的门(东侧)
- /// </summary>
- public const string Id_other_door_e = "other_door_e";
- /// <summary>
- /// 名称: <br/>
- /// 备注: 地牢房间的门(西侧)
- /// </summary>
- public const string Id_other_door_w = "other_door_w";
- /// <summary>
- /// 名称: <br/>
- /// 备注: 地牢房间的门(南侧)
- /// </summary>
- public const string Id_other_door_s = "other_door_s";
- /// <summary>
- /// 名称: <br/>
- /// 备注: 地牢房间的门(北侧)
- /// </summary>
- public const string Id_other_door_n = "other_door_n";
- }
- private static void _InitRegister()
- {
- _activityRegisterMap.Add("role0001", new RegisterActivityData("res://prefab/role/Role0001.tscn", ExcelConfig.ActivityObject_Map["role0001"]));
- _activityRegisterMap.Add("enemy0001", new RegisterActivityData("res://prefab/role/Enemy0001.tscn", ExcelConfig.ActivityObject_Map["enemy0001"]));
- _activityRegisterMap.Add("weapon0001", new RegisterActivityData("res://prefab/weapon/Weapon0001.tscn", ExcelConfig.ActivityObject_Map["weapon0001"]));
- _activityRegisterMap.Add("weapon0002", new RegisterActivityData("res://prefab/weapon/Weapon0002.tscn", ExcelConfig.ActivityObject_Map["weapon0002"]));
- _activityRegisterMap.Add("weapon0003", new RegisterActivityData("res://prefab/weapon/Weapon0003.tscn", ExcelConfig.ActivityObject_Map["weapon0003"]));
- _activityRegisterMap.Add("weapon0004", new RegisterActivityData("res://prefab/weapon/Weapon0004.tscn", ExcelConfig.ActivityObject_Map["weapon0004"]));
- _activityRegisterMap.Add("weapon0005", new RegisterActivityData("res://prefab/weapon/Weapon0005.tscn", ExcelConfig.ActivityObject_Map["weapon0005"]));
- _activityRegisterMap.Add("weapon0006", new RegisterActivityData("res://prefab/weapon/Weapon0006.tscn", ExcelConfig.ActivityObject_Map["weapon0006"]));
- _activityRegisterMap.Add("bullet0001", new RegisterActivityData("res://prefab/bullet/Bullet0001.tscn", ExcelConfig.ActivityObject_Map["bullet0001"]));
- _activityRegisterMap.Add("bullet0002", new RegisterActivityData("res://prefab/bullet/Bullet0002.tscn", ExcelConfig.ActivityObject_Map["bullet0002"]));
- _activityRegisterMap.Add("shell0001", new RegisterActivityData("res://prefab/shell/Shell0001.tscn", ExcelConfig.ActivityObject_Map["shell0001"]));
- _activityRegisterMap.Add("shell0002", new RegisterActivityData("res://prefab/shell/Shell0002.tscn", ExcelConfig.ActivityObject_Map["shell0002"]));
- _activityRegisterMap.Add("shell0003", new RegisterActivityData("res://prefab/shell/Shell0003.tscn", ExcelConfig.ActivityObject_Map["shell0003"]));
- _activityRegisterMap.Add("effect0001", new RegisterActivityData("res://prefab/effect/activityObject/Effect0001.tscn", ExcelConfig.ActivityObject_Map["effect0001"]));
- _activityRegisterMap.Add("prop0001", new RegisterActivityData("res://prefab/prop/buff/BuffProp0001.tscn", ExcelConfig.ActivityObject_Map["prop0001"]));
- _activityRegisterMap.Add("prop0002", new RegisterActivityData("res://prefab/prop/buff/BuffProp0002.tscn", ExcelConfig.ActivityObject_Map["prop0002"]));
- _activityRegisterMap.Add("prop0003", new RegisterActivityData("res://prefab/prop/buff/BuffProp0003.tscn", ExcelConfig.ActivityObject_Map["prop0003"]));
- _activityRegisterMap.Add("prop0004", new RegisterActivityData("res://prefab/prop/buff/BuffProp0004.tscn", ExcelConfig.ActivityObject_Map["prop0004"]));
- _activityRegisterMap.Add("prop0005", new RegisterActivityData("res://prefab/prop/buff/BuffProp0005.tscn", ExcelConfig.ActivityObject_Map["prop0005"]));
- _activityRegisterMap.Add("prop0006", new RegisterActivityData("res://prefab/prop/buff/BuffProp0006.tscn", ExcelConfig.ActivityObject_Map["prop0006"]));
- _activityRegisterMap.Add("prop0007", new RegisterActivityData("res://prefab/prop/buff/BuffProp0007.tscn", ExcelConfig.ActivityObject_Map["prop0007"]));
- _activityRegisterMap.Add("prop0008", new RegisterActivityData("res://prefab/prop/buff/BuffProp0008.tscn", ExcelConfig.ActivityObject_Map["prop0008"]));
- _activityRegisterMap.Add("prop0009", new RegisterActivityData("res://prefab/prop/buff/BuffProp0009.tscn", ExcelConfig.ActivityObject_Map["prop0009"]));
- _activityRegisterMap.Add("prop0010", new RegisterActivityData("res://prefab/prop/buff/BuffProp0010.tscn", ExcelConfig.ActivityObject_Map["prop0010"]));
- _activityRegisterMap.Add("prop5000", new RegisterActivityData("res://prefab/prop/active/ActiveProp5000.tscn", ExcelConfig.ActivityObject_Map["prop5000"]));
- _activityRegisterMap.Add("prop5001", new RegisterActivityData("res://prefab/prop/active/ActiveProp5001.tscn", ExcelConfig.ActivityObject_Map["prop5001"]));
- _activityRegisterMap.Add("other_door_e", new RegisterActivityData("res://prefab/map/RoomDoor_E.tscn", ExcelConfig.ActivityObject_Map["other_door_e"]));
- _activityRegisterMap.Add("other_door_w", new RegisterActivityData("res://prefab/map/RoomDoor_W.tscn", ExcelConfig.ActivityObject_Map["other_door_w"]));
- _activityRegisterMap.Add("other_door_s", new RegisterActivityData("res://prefab/map/RoomDoor_S.tscn", ExcelConfig.ActivityObject_Map["other_door_s"]));
- _activityRegisterMap.Add("other_door_n", new RegisterActivityData("res://prefab/map/RoomDoor_N.tscn", ExcelConfig.ActivityObject_Map["other_door_n"]));
- }
- }