//------------------------------------------------------------------------------ // // This code was generated by a tool. // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using Luban; namespace SepCore.Definition { /// /// 按难度生成物品的配置 /// public sealed partial class LootGenerationConfig : Luban.BeanBase { public LootGenerationConfig(ByteBuf _buf) { Difficulty = (DifficultyTier)_buf.ReadInt(); MinCount = _buf.ReadInt(); MaxCount = _buf.ReadInt(); WhiteWeight = _buf.ReadInt(); GreenWeight = _buf.ReadInt(); BlueWeight = _buf.ReadInt(); GoldWeight = _buf.ReadInt(); RedWeight = _buf.ReadInt(); } public static LootGenerationConfig DeserializeLootGenerationConfig(ByteBuf _buf) { return new LootGenerationConfig(_buf); } /// /// 难度档位 /// public readonly DifficultyTier Difficulty; /// /// 最少生成数量 /// public readonly int MinCount; /// /// 最多生成数量 /// public readonly int MaxCount; /// /// 白色权重 /// public readonly int WhiteWeight; /// /// 绿色权重 /// public readonly int GreenWeight; /// /// 蓝色权重 /// public readonly int BlueWeight; /// /// 金色权重 /// public readonly int GoldWeight; /// /// 红色权重 /// public readonly int RedWeight; public const int __ID__ = 2054804834; public override int GetTypeId() => __ID__; public void ResolveRef(Tables tables) { } public override string ToString() { return "{ " + "difficulty:" + Difficulty + "," + "minCount:" + MinCount + "," + "maxCount:" + MaxCount + "," + "whiteWeight:" + WhiteWeight + "," + "greenWeight:" + GreenWeight + "," + "blueWeight:" + BlueWeight + "," + "goldWeight:" + GoldWeight + "," + "redWeight:" + RedWeight + "," + "}"; } } }