//------------------------------------------------------------------------------ // // 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 { public sealed partial class WeaponConfig : Luban.BeanBase { public WeaponConfig(ByteBuf _buf) { WeaponType = (WeaponType)_buf.ReadInt(); LogicType = _buf.ReadString(); Rarity = (Rarity)_buf.ReadInt(); Price = _buf.ReadInt(); Attack = _buf.ReadInt(); Cooldown = _buf.ReadInt(); AttackRange = _buf.ReadInt(); AttackSoundId = _buf.ReadInt(); {int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);Parameters = new System.Collections.Generic.Dictionary(n0 * 3 / 2);for(var i0 = 0 ; i0 < n0 ; i0++) { ParamType _k0; _k0 = (ParamType)_buf.ReadInt(); int _v0; _v0 = _buf.ReadInt(); Parameters.Add(_k0, _v0);}} {int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);Modifiers = new System.Collections.Generic.List(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { modifier _e0; _e0 = modifier.Deserializemodifier(_buf); Modifiers.Add(_e0);}} Prefab = _buf.ReadString(); Prefab_Ref = null; Sprite = _buf.ReadString(); Sprite_Ref = null; } public static WeaponConfig DeserializeWeaponConfig(ByteBuf _buf) { return new WeaponConfig(_buf); } /// /// 武器类型 /// public readonly WeaponType WeaponType; /// /// 逻辑类型 /// public readonly string LogicType; /// /// 道具品质 /// public readonly Rarity Rarity; /// /// 武器价格 /// public readonly int Price; /// /// 伤害 /// public readonly int Attack; /// /// 冷却 /// public readonly int Cooldown; /// /// 范围 /// public readonly int AttackRange; /// /// 攻击音效编号 /// public readonly int AttackSoundId; /// /// 参数类型 /// public readonly System.Collections.Generic.Dictionary Parameters; public readonly System.Collections.Generic.List Modifiers; /// /// 预制体 /// public readonly string Prefab; public EntityConfig Prefab_Ref; /// /// 图标 /// public readonly string Sprite; public SpriteConfig Sprite_Ref; public const int __ID__ = 127041694; public override int GetTypeId() => __ID__; public void ResolveRef(Tables tables) { foreach (var _e in Modifiers) { _e?.ResolveRef(tables); } Prefab_Ref = tables.TbEntityConfig.GetOrDefault(Prefab); Sprite_Ref = tables.TbSpriteConfig.GetOrDefault(Sprite); } public override string ToString() { return "{ " + "weaponType:" + WeaponType + "," + "logicType:" + LogicType + "," + "rarity:" + Rarity + "," + "price:" + Price + "," + "attack:" + Attack + "," + "cooldown:" + Cooldown + "," + "attackRange:" + AttackRange + "," + "attackSoundId:" + AttackSoundId + "," + "parameters:" + Luban.StringUtil.CollectionToString(Parameters) + "," + "modifiers:" + Luban.StringUtil.CollectionToString(Modifiers) + "," + "prefab:" + Prefab + "," + "sprite:" + Sprite + "," + "}"; } } }