- 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: 增加移速的buff
- /// </summary>
- public const string Id_prop0001 = "prop0001";
- /// <summary>
- /// 名称: 心之容器 <br/>
- /// 备注: 增加血量上限
- /// </summary>
- public const string Id_prop0002 = "prop0002";
- /// <summary>
- /// 名称: 护盾 <br/>
- /// 备注: 增加护盾上限
- /// </summary>
- public const string Id_prop0003 = "prop0003";
- /// <summary>
- /// 名称: 护盾快速恢复 <br/>
- /// 备注: 提高护盾恢复速度
- /// </summary>
- public const string Id_prop0004 = "prop0004";
- /// <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/Buff0001.tscn", ExcelConfig.ActivityObject_Map["prop0001"]));
- _activityRegisterMap.Add("prop0002", new RegisterActivityData("res://prefab/prop/buff/Buff0002.tscn", ExcelConfig.ActivityObject_Map["prop0002"]));
- _activityRegisterMap.Add("prop0003", new RegisterActivityData("res://prefab/prop/buff/Buff0003.tscn", ExcelConfig.ActivityObject_Map["prop0003"]));
- _activityRegisterMap.Add("prop0004", new RegisterActivityData("res://prefab/prop/buff/Buff0004.tscn", ExcelConfig.ActivityObject_Map["prop0004"]));
- _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"]));
- }
- }