- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Luban;
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namespace SepCore.Definition
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{
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public sealed partial class BattleActionConfig : Luban.BeanBase
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{
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public BattleActionConfig(ByteBuf _buf)
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{
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Id = _buf.ReadInt();
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Name = _buf.ReadString();
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ActionType = (BattleActionType)_buf.ReadInt();
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TargetType = (BattleTargetType)_buf.ReadInt();
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MpCost = _buf.ReadInt();
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{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);Effects = new System.Collections.Generic.List<BattleEffect>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { BattleEffect _e0; _e0 = BattleEffect.DeserializeBattleEffect(_buf); Effects.Add(_e0);}}
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}
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public static BattleActionConfig DeserializeBattleActionConfig(ByteBuf _buf)
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{
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return new BattleActionConfig(_buf);
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}
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/// <summary>
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/// 行动ID
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/// </summary>
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public readonly int Id;
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/// <summary>
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/// 显示名
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/// </summary>
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public readonly string Name;
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/// <summary>
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/// 行动类型
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/// </summary>
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public readonly BattleActionType ActionType;
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/// <summary>
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/// 目标选择方式
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/// </summary>
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public readonly BattleTargetType TargetType;
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/// <summary>
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/// MP消耗
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/// </summary>
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public readonly int MpCost;
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/// <summary>
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/// 简单数值效果列表
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/// </summary>
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public readonly System.Collections.Generic.List<BattleEffect> Effects;
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public const int __ID__ = -690357744;
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public override int GetTypeId() => __ID__;
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public void ResolveRef(Tables tables)
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{
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foreach (var _e in Effects) { _e?.ResolveRef(tables); }
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}
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public override string ToString()
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{
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return "{ "
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+ "id:" + Id + ","
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+ "name:" + Name + ","
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+ "actionType:" + ActionType + ","
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+ "targetType:" + TargetType + ","
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+ "mpCost:" + MpCost + ","
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+ "effects:" + Luban.StringUtil.CollectionToString(Effects) + ","
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+ "}";
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}
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}
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}
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