- 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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/// <summary>
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/// 战斗行动效果
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/// </summary>
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public sealed partial class BattleEffect : Luban.BeanBase
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{
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public BattleEffect(ByteBuf _buf)
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{
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TargetStat = (BattleStatType)_buf.ReadInt();
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FlatValue = _buf.ReadInt();
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SourceStat = (BattleStatType)_buf.ReadInt();
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SourceScalePermille = _buf.ReadInt();
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Status = (BattleStatusType)_buf.ReadInt();
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DurationRounds = _buf.ReadInt();
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}
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public static BattleEffect DeserializeBattleEffect(ByteBuf _buf)
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{
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return new BattleEffect(_buf);
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}
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/// <summary>
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/// 目标属性
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/// </summary>
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public readonly BattleStatType TargetStat;
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/// <summary>
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/// 固定加减值,负数为伤害或减少
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/// </summary>
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public readonly int FlatValue;
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/// <summary>
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/// 用于缩放的来源属性
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/// </summary>
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public readonly BattleStatType SourceStat;
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/// <summary>
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/// 来源属性千分比,负数表示减少目标值
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/// </summary>
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public readonly int SourceScalePermille;
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/// <summary>
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/// 附加状态
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/// </summary>
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public readonly BattleStatusType Status;
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/// <summary>
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/// 状态持续轮数
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/// </summary>
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public readonly int DurationRounds;
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public const int __ID__ = 1948115081;
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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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}
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public override string ToString()
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{
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return "{ "
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+ "targetStat:" + TargetStat + ","
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+ "flatValue:" + FlatValue + ","
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+ "sourceStat:" + SourceStat + ","
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+ "sourceScalePermille:" + SourceScalePermille + ","
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+ "status:" + Status + ","
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+ "durationRounds:" + DurationRounds + ","
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+ "}";
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}
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}
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}
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