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142 lines
3.5 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
namespace SepCore.Definition
{
public sealed partial class EnemyConfig : Luban.BeanBase
{
public EnemyConfig(ByteBuf _buf)
{
EnemyType = (EnemyType)_buf.ReadInt();
LogicType = _buf.ReadString();
MaxHealth = _buf.ReadInt();
HpAddPerLevel = _buf.ReadInt();
AttackDamage = _buf.ReadInt();
AttackCooldown = _buf.ReadFloat();
AttackRange = _buf.ReadFloat();
Speed = _buf.ReadFloat();
CoinDrop = _buf.ReadInt();
ExpDrop = _buf.ReadInt();
DropPercent = _buf.ReadFloat();
Scale = _buf.ReadFloat();
Color = _buf.ReadString();
Prefab = _buf.ReadString();
Prefab_Ref = null;
}
public static EnemyConfig DeserializeEnemyConfig(ByteBuf _buf)
{
return new EnemyConfig(_buf);
}
/// <summary>
/// 敌人类型
/// </summary>
public readonly EnemyType EnemyType;
/// <summary>
/// 逻辑类型
/// </summary>
public readonly string LogicType;
/// <summary>
/// 最大生命
/// </summary>
public readonly int MaxHealth;
/// <summary>
/// 每关卡增加生命
/// </summary>
public readonly int HpAddPerLevel;
/// <summary>
/// 基础伤害
/// </summary>
public readonly int AttackDamage;
/// <summary>
/// 攻击间隔
/// </summary>
public readonly float AttackCooldown;
/// <summary>
/// 攻击范围
/// </summary>
public readonly float AttackRange;
/// <summary>
/// 移动速度
/// </summary>
public readonly float Speed;
/// <summary>
/// 金币掉落
/// </summary>
public readonly int CoinDrop;
/// <summary>
/// 经验掉落
/// </summary>
public readonly int ExpDrop;
/// <summary>
/// 掉落概率
/// </summary>
public readonly float DropPercent;
/// <summary>
/// 缩放
/// </summary>
public readonly float Scale;
/// <summary>
/// 颜色
/// </summary>
public readonly string Color;
/// <summary>
/// 预制体
/// </summary>
public readonly string Prefab;
public EntityConfig Prefab_Ref;
public const int __ID__ = 1284055242;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
Prefab_Ref = tables.TbEntityConfig.GetOrDefault(Prefab);
}
public override string ToString()
{
return "{ "
+ "enemyType:" + EnemyType + ","
+ "logicType:" + LogicType + ","
+ "maxHealth:" + MaxHealth + ","
+ "hpAddPerLevel:" + HpAddPerLevel + ","
+ "attackDamage:" + AttackDamage + ","
+ "attackCooldown:" + AttackCooldown + ","
+ "attackRange:" + AttackRange + ","
+ "speed:" + Speed + ","
+ "coinDrop:" + CoinDrop + ","
+ "expDrop:" + ExpDrop + ","
+ "dropPercent:" + DropPercent + ","
+ "scale:" + Scale + ","
+ "color:" + Color + ","
+ "prefab:" + Prefab + ","
+ "}";
}
}
}