- 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 ResourcePointConfig : Luban.BeanBase
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{
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public ResourcePointConfig(ByteBuf _buf)
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{
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Id = _buf.ReadInt();
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Name = _buf.ReadString();
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{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);LootConfigs = new System.Collections.Generic.List<LootGenerationConfig>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { LootGenerationConfig _e0; _e0 = LootGenerationConfig.DeserializeLootGenerationConfig(_buf); LootConfigs.Add(_e0);}}
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}
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public static ResourcePointConfig DeserializeResourcePointConfig(ByteBuf _buf)
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{
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return new ResourcePointConfig(_buf);
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}
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/// <summary>
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/// 物资点类型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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/// 每个难度的数量与五档稀有度权重
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/// </summary>
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public readonly System.Collections.Generic.List<LootGenerationConfig> LootConfigs;
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public const int __ID__ = -1147760668;
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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 LootConfigs) { _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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+ "lootConfigs:" + Luban.StringUtil.CollectionToString(LootConfigs) + ","
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+ "}";
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}
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}
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}
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