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: <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("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"])); } }