GameProto

GameProto
This commit is contained in:
ALEXTANG
2023-04-11 20:19:20 +08:00
parent 9d70c9d3fd
commit 21d2a96d51
56 changed files with 2010 additions and 0 deletions

4
.gitignore vendored
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@@ -96,3 +96,7 @@ Assets/HybridCLRBuildCache/AssetBundleSourceData/StandaloneWindows.meta
#Bundles
Bundles/
#Luban
Luban/.cache.meta
GenerateDatas/

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using Bright.Serialization;
using System.IO;
using GameBase;
using GameConfig;
using SimpleJSON;
using UnityEngine;
/// <summary>
/// 配置加载器
/// </summary>
public class ConfigLoader:Singleton<ConfigLoader>
{
private bool _init = false;
private Tables _tables;
public Tables Tables
{
get
{
if (!_init)
{
_init = true;
Load();
}
return _tables;
}
}
/// <summary>
/// 加载配置
/// </summary>
public void Load()
{
var tablesCtor = typeof(Tables).GetConstructors()[0];
var loaderReturnType = tablesCtor.GetParameters()[0].ParameterType.GetGenericArguments()[1];
System.Delegate loader = loaderReturnType == typeof(ByteBuf)
? new System.Func<string, ByteBuf>(LoadByteBuf)
: (System.Delegate)new System.Func<string, JSONNode>(LoadJson);
_tables = (Tables)tablesCtor.Invoke(new object[] { loader });
}
/// <summary>
/// 加载Json配置。
/// </summary>
/// <param name="file">FileName</param>
/// <returns>JSONNode</returns>
private JSONNode LoadJson(string file)
{
#if UNITY_EDITOR
var ret = File.ReadAllText($"{Application.dataPath}/../GenerateDatas/json/{file}.json", System.Text.Encoding.UTF8);
#else
var textAssets = GameModule.Resource.LoadAsset<TextAsset>($"{SettingsUtils.FrameworkGlobalSettings.ConfigFolderName}{file}.json");
var ret = textAssets.text;
#endif
return JSON.Parse(ret);
}
/// <summary>
/// 加载二进制配置。
/// </summary>
/// <param name="file">FileName</param>
/// <returns>ByteBuf</returns>
private ByteBuf LoadByteBuf(string file)
{
byte[] ret = null;
#if UNITY_EDITOR
ret = File.ReadAllBytes($"{Application.dataPath}/../GenerateDatas/bytes/{file}.bytes");
#else
var textAssets = GameModule.Resource.LoadAsset<TextAsset>($"{SettingsUtils.FrameworkGlobalSettings.ConfigFolderName}{file}.bytes");
ret = textAssets.bytes;
#endif
return new ByteBuf(ret);
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum ActorAttrAddType
{
/// <summary>
/// 无效数据
/// </summary>
NONE = 0,
/// <summary>
/// 加法计算
/// </summary>
ABSOLUTE_VAL = 1,
/// <summary>
/// 多个项结果累加,然后对加法做乘法
/// </summary>
SUM_PERCENT_VAL = 2,
/// <summary>
/// 每一项都是对最终结果做乘法
/// </summary>
MUL_PERCENT_VAL = 3,
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum ActorAttrDataType
{
/// <summary>
/// 无效数据
/// </summary>
None = 0,
/// <summary>
/// 最大血量
/// </summary>
MaxHp = 1,
/// <summary>
/// 攻击力
/// </summary>
Attack = 2,
/// <summary>
/// 物理伤害
/// </summary>
PhyDamage = 3,
/// <summary>
/// 物理防御
/// </summary>
PhyDef = 4,
/// <summary>
/// 法术伤害
/// </summary>
MagicDamage = 5,
/// <summary>
/// 法术防御
/// </summary>
MagicDef = 6,
/// <summary>
/// 移动速度
/// </summary>
MoveSpeed = 7,
/// <summary>
/// 攻击速度
/// </summary>
AttackSpeed = 8,
/// <summary>
/// 命中率
/// </summary>
Hit = 9,
/// <summary>
/// 闪避率
/// </summary>
Dodge = 10,
/// <summary>
/// 暴击率
/// </summary>
CriticalAtkRatio = 11,
/// <summary>
/// San值(疯狂值)
/// </summary>
SanValue = 12,
/// <summary>
/// 最大MP
/// </summary>
MaxMp = 13,
/// <summary>
/// 物理伤害倍率
/// </summary>
PhyDamageRatio = 14,
/// <summary>
/// 魔法伤害倍率
/// </summary>
MagicDamageRatio = 15,
/// <summary>
/// 暴击倍率
/// </summary>
CriticalRatio = 16,
/// <summary>
/// 暴击减免
/// </summary>
CriticalReduce = 17,
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class BuffAttrConfig : Bright.Config.BeanBase
{
public BuffAttrConfig(JSONNode _json)
{
{ if(!_json["BuffID"].IsNumber) { throw new SerializationException(); } BuffID = _json["BuffID"]; }
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
{ if(!_json["StackNum"].IsNumber) { throw new SerializationException(); } StackNum = _json["StackNum"]; }
{ if(!_json["DurTime"].IsNumber) { throw new SerializationException(); } DurTime = _json["DurTime"]; }
{ if(!_json["ResultType"].IsNumber) { throw new SerializationException(); } ResultType = (Battle.BuffResultType)_json["ResultType"].AsInt; }
{ if(!_json["RemoveWhenDie"].IsNumber) { throw new SerializationException(); } RemoveWhenDie = _json["RemoveWhenDie"]; }
{ if(!_json["DotDamageData"].IsObject) { throw new SerializationException(); } DotDamageData = Battle.SkillAttrDamageData.DeserializeSkillAttrDamageData(_json["DotDamageData"]); }
{ if(!_json["DotTickConfig"].IsObject) { throw new SerializationException(); } DotTickConfig = Battle.BuffDotTickConfig.DeserializeBuffDotTickConfig(_json["DotTickConfig"]); }
{ var __json0 = _json["AttrData"]; if(!__json0.IsArray) { throw new SerializationException(); } AttrData = new System.Collections.Generic.List<Battle.ResAttrImpactData>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { Battle.ResAttrImpactData __v0; { if(!__e0.IsObject) { throw new SerializationException(); } __v0 = Battle.ResAttrImpactData.DeserializeResAttrImpactData(__e0); } AttrData.Add(__v0); } }
PostInit();
}
public BuffAttrConfig(int BuffID, string name, int StackNum, float DurTime, Battle.BuffResultType ResultType, int RemoveWhenDie, Battle.SkillAttrDamageData DotDamageData, Battle.BuffDotTickConfig DotTickConfig, System.Collections.Generic.List<Battle.ResAttrImpactData> AttrData )
{
this.BuffID = BuffID;
this.Name = name;
this.StackNum = StackNum;
this.DurTime = DurTime;
this.ResultType = ResultType;
this.RemoveWhenDie = RemoveWhenDie;
this.DotDamageData = DotDamageData;
this.DotTickConfig = DotTickConfig;
this.AttrData = AttrData;
PostInit();
}
public static BuffAttrConfig DeserializeBuffAttrConfig(JSONNode _json)
{
return new Battle.BuffAttrConfig(_json);
}
/// <summary>
/// BuffID
/// </summary>
public int BuffID { get; private set; }
/// <summary>
/// 名字
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 叠加次数
/// </summary>
public int StackNum { get; private set; }
/// <summary>
/// 持续时间
/// </summary>
public float DurTime { get; private set; }
/// <summary>
/// 数值效果类型
/// </summary>
public Battle.BuffResultType ResultType { get; private set; }
/// <summary>
/// 死亡消失
/// </summary>
public int RemoveWhenDie { get; private set; }
public Battle.SkillAttrDamageData DotDamageData { get; private set; }
public Battle.BuffDotTickConfig DotTickConfig { get; private set; }
public System.Collections.Generic.List<Battle.ResAttrImpactData> AttrData { get; private set; }
public const int __ID__ = 1652935996;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
DotDamageData?.Resolve(_tables);
DotTickConfig?.Resolve(_tables);
foreach(var _e in AttrData) { _e?.Resolve(_tables); }
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
DotDamageData?.TranslateText(translator);
DotTickConfig?.TranslateText(translator);
foreach(var _e in AttrData) { _e?.TranslateText(translator); }
}
public override string ToString()
{
return "{ "
+ "BuffID:" + BuffID + ","
+ "Name:" + Name + ","
+ "StackNum:" + StackNum + ","
+ "DurTime:" + DurTime + ","
+ "ResultType:" + ResultType + ","
+ "RemoveWhenDie:" + RemoveWhenDie + ","
+ "DotDamageData:" + DotDamageData + ","
+ "DotTickConfig:" + DotTickConfig + ","
+ "AttrData:" + Bright.Common.StringUtil.CollectionToString(AttrData) + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class BuffConfig : Bright.Config.BeanBase
{
public BuffConfig(JSONNode _json)
{
{ if(!_json["BuffID"].IsNumber) { throw new SerializationException(); } BuffID = _json["BuffID"]; }
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
{ if(!_json["prefId"].IsNumber) { throw new SerializationException(); } PrefId = _json["prefId"]; }
{ if(!_json["desc"].IsString) { throw new SerializationException(); } Desc = _json["desc"]; }
{ if(!_json["icon"].IsString) { throw new SerializationException(); } Icon = _json["icon"]; }
{ if(!_json["TimeType"].IsNumber) { throw new SerializationException(); } TimeType = (Battle.BuffTimeType)_json["TimeType"].AsInt; }
{ if(!_json["ReplaceType"].IsNumber) { throw new SerializationException(); } ReplaceType = (Battle.BuffReplaceType)_json["ReplaceType"].AsInt; }
{ if(!_json["State"].IsObject) { throw new SerializationException(); } State = Battle.BuffTriggleState.DeserializeBuffTriggleState(_json["State"]); }
PostInit();
}
public BuffConfig(int BuffID, string name, int prefId, string desc, string icon, Battle.BuffTimeType TimeType, Battle.BuffReplaceType ReplaceType, Battle.BuffTriggleState State )
{
this.BuffID = BuffID;
this.Name = name;
this.PrefId = prefId;
this.Desc = desc;
this.Icon = icon;
this.TimeType = TimeType;
this.ReplaceType = ReplaceType;
this.State = State;
PostInit();
}
public static BuffConfig DeserializeBuffConfig(JSONNode _json)
{
return new Battle.BuffConfig(_json);
}
/// <summary>
/// BuffID
/// </summary>
public int BuffID { get; private set; }
/// <summary>
/// 名字
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 表现ID
/// </summary>
public int PrefId { get; private set; }
/// <summary>
/// 描述
/// </summary>
public string Desc { get; private set; }
/// <summary>
/// 图标
/// </summary>
public string Icon { get; private set; }
/// <summary>
/// 持续类型
/// </summary>
public Battle.BuffTimeType TimeType { get; private set; }
/// <summary>
/// 叠加类型
/// </summary>
public Battle.BuffReplaceType ReplaceType { get; private set; }
public Battle.BuffTriggleState State { get; private set; }
public const int __ID__ = 1807662187;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
State?.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
State?.TranslateText(translator);
}
public override string ToString()
{
return "{ "
+ "BuffID:" + BuffID + ","
+ "Name:" + Name + ","
+ "PrefId:" + PrefId + ","
+ "Desc:" + Desc + ","
+ "Icon:" + Icon + ","
+ "TimeType:" + TimeType + ","
+ "ReplaceType:" + ReplaceType + ","
+ "State:" + State + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class BuffDotTickConfig : Bright.Config.BeanBase
{
public BuffDotTickConfig(JSONNode _json)
{
{ if(!_json["TickTime"].IsNumber) { throw new SerializationException(); } TickTime = _json["TickTime"]; }
{ if(!_json["TickWhenAdd"].IsNumber) { throw new SerializationException(); } TickWhenAdd = _json["TickWhenAdd"]; }
PostInit();
}
public BuffDotTickConfig(float TickTime, int TickWhenAdd )
{
this.TickTime = TickTime;
this.TickWhenAdd = TickWhenAdd;
PostInit();
}
public static BuffDotTickConfig DeserializeBuffDotTickConfig(JSONNode _json)
{
return new Battle.BuffDotTickConfig(_json);
}
public float TickTime { get; private set; }
public int TickWhenAdd { get; private set; }
public const int __ID__ = 2124630047;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "TickTime:" + TickTime + ","
+ "TickWhenAdd:" + TickWhenAdd + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum BuffReplaceType
{
/// <summary>
/// 更新时间范围
/// </summary>
BUFF_REPLACE_INSTEAD = 0,
/// <summary>
/// 不允许叠加
/// </summary>
BUFF_REPLACE_FORBIT = 1,
/// <summary>
/// 累加时间范围
/// </summary>
BUFF_REPLACE_ADD_TIME = 2,
/// <summary>
/// 叠加数值
/// </summary>
BUFF_REPLACE_ADD_ATTR = 3,
/// <summary>
/// 叠加种类
/// </summary>
BUFF_REPLACE_TYPE_COUNT = 4,
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum BuffResultType
{
/// <summary>
/// 无
/// </summary>
BUFF_RESULT_NONE = 0,
/// <summary>
/// 物理攻击提升
/// </summary>
BUFF_RESULT_PHY_ATK_UP = 1,
/// <summary>
/// 物理攻击降低
/// </summary>
BUFF_RESULT_PHY_ATK_DOWN = 2,
/// <summary>
/// 物理防御提升
/// </summary>
BUFF_RESULT_PHY_DEF_UP = 3,
/// <summary>
/// 物理防御降低
/// </summary>
BUFF_RESULT_PHY_DEF_DOWN = 4,
/// <summary>
/// 物理命中提升
/// </summary>
BUFF_RESULT_PHY_HIT_UP = 5,
/// <summary>
/// 物理命中降低
/// </summary>
BUFF_RESULT_PHY_HIT_DOWN = 6,
/// <summary>
/// 物理持续掉血
/// </summary>
BUFF_RESULT_PHY_LOSE_HP = 7,
/// <summary>
/// 法术攻击提升
/// </summary>
BUFF_RESULT_MAG_ATK_UP = 8,
/// <summary>
/// 法术攻击降低
/// </summary>
BUFF_RESULT_MAG_ATK_DOWN = 9,
/// <summary>
/// 法术防御提升
/// </summary>
BUFF_RESULT_MAG_DEF_UP = 10,
/// <summary>
/// 法术防御降低
/// </summary>
BUFF_RESULT_MAG_DEF_DOWN = 11,
/// <summary>
/// 法术命中提升
/// </summary>
BUFF_RESULT_MAG_HIT_UP = 12,
/// <summary>
/// 法术命中降低
/// </summary>
BUFF_RESULT_MAG_HIT_DOWN = 13,
/// <summary>
/// 法术持续掉血
/// </summary>
BUFF_RESULT_MAG_LOSE_HP = 14,
/// <summary>
/// 暴击率提升
/// </summary>
BUFF_RESULT_CIRT_UP = 15,
/// <summary>
/// 暴击率降低
/// </summary>
BUFF_RESULT_CIRT_DOWN = 16,
/// <summary>
/// 暴击倍率提升
/// </summary>
BUFF_RESULT_CIRT_VALUE_UP = 17,
/// <summary>
/// 暴击倍率降低
/// </summary>
BUFF_RESULT_CIRT_VALUE_DOWN = 18,
/// <summary>
/// 移速提升
/// </summary>
BUFF_RESULT_MOVE_SPEED_UP = 19,
/// <summary>
/// 移速降低
/// </summary>
BUFF_RESULT_MOVE_SPEED_DOWN = 20,
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum BuffStateID
{
/// <summary>
/// 无状态
/// </summary>
BUFF_STATE_NONE = 0,
/// <summary>
/// 眩晕状态
/// </summary>
BUFF_STATE_STUN = 1,
/// <summary>
/// 无敌状态
/// </summary>
BUFF_STATE_UNDEAD = 2,
/// <summary>
/// 隐身状态
/// </summary>
BUFF_STATE_INVISIBLE = 3,
/// <summary>
/// 体形变大
/// </summary>
BUFF_STATE_BIGGER = 4,
/// <summary>
/// 定身,不能移动
/// </summary>
BUFF_STATE_NO_MOVE = 5,
/// <summary>
/// 沉默,不能放技能
/// </summary>
BUFF_STATE_NO_SKILL = 6,
/// <summary>
/// 昏睡
/// </summary>
BUFF_STATE_SLEEP = 7,
/// <summary>
/// 强制开启阻挡
/// </summary>
BUFF_STATE_FORCE_COLLIDER = 8,
/// <summary>
/// 无视阻挡
/// </summary>
BUFF_STATE_IGNORE_COLLIDER = 9,
/// <summary>
/// 最大状态
/// </summary>
BUFF_STATE_MAX = 10,
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum BuffTimeType
{
/// <summary>
/// 指定持续时间
/// </summary>
BUFF_TIME_DURING = 0,
/// <summary>
/// 无尽时间
/// </summary>
BUFF_TIME_INFINIT = 1,
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class BuffTriggleState : Bright.Config.BeanBase
{
public BuffTriggleState(JSONNode _json)
{
{ if(!_json["StateID"].IsNumber) { throw new SerializationException(); } StateID = (Battle.BuffStateID)_json["StateID"].AsInt; }
{ if(!_json["StateParam"].IsNumber) { throw new SerializationException(); } StateParam = _json["StateParam"]; }
PostInit();
}
public BuffTriggleState(Battle.BuffStateID StateID, float StateParam )
{
this.StateID = StateID;
this.StateParam = StateParam;
PostInit();
}
public static BuffTriggleState DeserializeBuffTriggleState(JSONNode _json)
{
return new Battle.BuffTriggleState(_json);
}
public Battle.BuffStateID StateID { get; private set; }
public float StateParam { get; private set; }
public const int __ID__ = 1328146134;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "StateID:" + StateID + ","
+ "StateParam:" + StateParam + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class ResAttrImpactData : Bright.Config.BeanBase
{
public ResAttrImpactData(JSONNode _json)
{
{ if(!_json["DataType"].IsNumber) { throw new SerializationException(); } DataType = (Battle.ActorAttrDataType)_json["DataType"].AsInt; }
{ if(!_json["AddType"].IsNumber) { throw new SerializationException(); } AddType = (Battle.ActorAttrAddType)_json["AddType"].AsInt; }
{ if(!_json["Value"].IsNumber) { throw new SerializationException(); } Value = _json["Value"]; }
PostInit();
}
public ResAttrImpactData(Battle.ActorAttrDataType DataType, Battle.ActorAttrAddType AddType, float Value )
{
this.DataType = DataType;
this.AddType = AddType;
this.Value = Value;
PostInit();
}
public static ResAttrImpactData DeserializeResAttrImpactData(JSONNode _json)
{
return new Battle.ResAttrImpactData(_json);
}
public Battle.ActorAttrDataType DataType { get; private set; }
public Battle.ActorAttrAddType AddType { get; private set; }
public float Value { get; private set; }
public const int __ID__ = 1319292907;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "DataType:" + DataType + ","
+ "AddType:" + AddType + ","
+ "Value:" + Value + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class SkillAttrDamageData : Bright.Config.BeanBase
{
public SkillAttrDamageData(JSONNode _json)
{
{ if(!_json["MagicType"].IsNumber) { throw new SerializationException(); } MagicType = (Battle.SkillMagicType)_json["MagicType"].AsInt; }
{ if(!_json["AttrType"].IsNumber) { throw new SerializationException(); } AttrType = (Battle.SkillAttrDamageType)_json["AttrType"].AsInt; }
{ if(!_json["Param1"].IsNumber) { throw new SerializationException(); } Param1 = _json["Param1"]; }
{ if(!_json["Param2"].IsNumber) { throw new SerializationException(); } Param2 = _json["Param2"]; }
{ if(!_json["Param3"].IsNumber) { throw new SerializationException(); } Param3 = _json["Param3"]; }
{ if(!_json["MaxLimit"].IsNumber) { throw new SerializationException(); } MaxLimit = _json["MaxLimit"]; }
PostInit();
}
public SkillAttrDamageData(Battle.SkillMagicType MagicType, Battle.SkillAttrDamageType AttrType, float Param1, float Param2, float Param3, float MaxLimit )
{
this.MagicType = MagicType;
this.AttrType = AttrType;
this.Param1 = Param1;
this.Param2 = Param2;
this.Param3 = Param3;
this.MaxLimit = MaxLimit;
PostInit();
}
public static SkillAttrDamageData DeserializeSkillAttrDamageData(JSONNode _json)
{
return new Battle.SkillAttrDamageData(_json);
}
public Battle.SkillMagicType MagicType { get; private set; }
public Battle.SkillAttrDamageType AttrType { get; private set; }
public float Param1 { get; private set; }
public float Param2 { get; private set; }
public float Param3 { get; private set; }
public float MaxLimit { get; private set; }
public const int __ID__ = -94519547;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "MagicType:" + MagicType + ","
+ "AttrType:" + AttrType + ","
+ "Param1:" + Param1 + ","
+ "Param2:" + Param2 + ","
+ "Param3:" + Param3 + ","
+ "MaxLimit:" + MaxLimit + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum SkillAttrDamageType
{
/// <summary>
/// 无数值
/// </summary>
ATTR_TYPE_NONE = 0,
/// <summary>
/// 按释放者的伤害类型*X%+固定值计算,目标有防御计算
/// </summary>
ATTR_TYPE_DMG_WEAPON = 1,
/// <summary>
/// 按释放者的伤害类型*X%+固定值计算(无视目标的防御)
/// </summary>
ATTR_TYPE_DMG_NO_DEFEND = 2,
/// <summary>
/// 按受击者的气血上限*X%+固定值计算(无视目标的防御)
/// </summary>
ATTR_TYPE_DMG_TARGET_HP_NO_DEFEND = 3,
/// <summary>
/// 按释放者的攻击类型*X%+固定值计算,恢复当前生命
/// </summary>
ATTR_TYPE_HP_AS_ATK = 4,
/// <summary>
/// 按受击者的HP上限*X%+固定值计算,恢复当前生命
/// </summary>
ATTR_TYPE_HP_RATIO = 5,
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class SkillBaseConfig : Bright.Config.BeanBase
{
public SkillBaseConfig(JSONNode _json)
{
{ if(!_json["id"].IsNumber) { throw new SerializationException(); } Id = _json["id"]; }
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
{ if(!_json["SkillDispID"].IsNumber) { throw new SerializationException(); } SkillDispID = _json["SkillDispID"]; }
{ if(!_json["SkillType"].IsNumber) { throw new SerializationException(); } SkillType = _json["SkillType"]; }
{ if(!_json["desc"].IsString) { throw new SerializationException(); } Desc = _json["desc"]; }
{ if(!_json["CostMP"].IsNumber) { throw new SerializationException(); } CostMP = _json["CostMP"]; }
{ if(!_json["GCDID"].IsNumber) { throw new SerializationException(); } GCDID = _json["GCDID"]; }
{ if(!_json["SkillCD"].IsNumber) { throw new SerializationException(); } SkillCD = _json["SkillCD"]; }
{ if(!_json["IsRepeatTrigger"].IsBoolean) { throw new SerializationException(); } IsRepeatTrigger = _json["IsRepeatTrigger"]; }
{ var __json0 = _json["BuffID"]; if(!__json0.IsArray) { throw new SerializationException(); } BuffID = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } BuffID.Add(__v0); } }
{ var __json0 = _json["AttrDamageData"]; if(!__json0.IsArray) { throw new SerializationException(); } AttrDamageData = new System.Collections.Generic.List<Battle.SkillAttrDamageData>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { Battle.SkillAttrDamageData __v0; { if(!__e0.IsObject) { throw new SerializationException(); } __v0 = Battle.SkillAttrDamageData.DeserializeSkillAttrDamageData(__e0); } AttrDamageData.Add(__v0); } }
PostInit();
}
public SkillBaseConfig(int id, string name, int SkillDispID, int SkillType, string desc, int CostMP, int GCDID, float SkillCD, bool IsRepeatTrigger, System.Collections.Generic.List<int> BuffID, System.Collections.Generic.List<Battle.SkillAttrDamageData> AttrDamageData )
{
this.Id = id;
this.Name = name;
this.SkillDispID = SkillDispID;
this.SkillType = SkillType;
this.Desc = desc;
this.CostMP = CostMP;
this.GCDID = GCDID;
this.SkillCD = SkillCD;
this.IsRepeatTrigger = IsRepeatTrigger;
this.BuffID = BuffID;
this.AttrDamageData = AttrDamageData;
PostInit();
}
public static SkillBaseConfig DeserializeSkillBaseConfig(JSONNode _json)
{
return new Battle.SkillBaseConfig(_json);
}
/// <summary>
/// 技能ID
/// </summary>
public int Id { get; private set; }
/// <summary>
/// 名字
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 表现ID
/// </summary>
public int SkillDispID { get; private set; }
/// <summary>
/// 技能类型SkillType
/// </summary>
public int SkillType { get; private set; }
/// <summary>
/// 描述
/// </summary>
public string Desc { get; private set; }
/// <summary>
/// 消耗MP
/// </summary>
public int CostMP { get; private set; }
/// <summary>
/// 所属公CD组ID
/// </summary>
public int GCDID { get; private set; }
/// <summary>
/// 技能CD
/// </summary>
public float SkillCD { get; private set; }
/// <summary>
/// 是否重复触发
/// </summary>
public bool IsRepeatTrigger { get; private set; }
/// <summary>
/// BuffIDList
/// </summary>
public System.Collections.Generic.List<int> BuffID { get; private set; }
public System.Collections.Generic.List<Battle.SkillAttrDamageData> AttrDamageData { get; private set; }
public const int __ID__ = 2067672430;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var _e in AttrDamageData) { _e?.Resolve(_tables); }
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var _e in AttrDamageData) { _e?.TranslateText(translator); }
}
public override string ToString()
{
return "{ "
+ "Id:" + Id + ","
+ "Name:" + Name + ","
+ "SkillDispID:" + SkillDispID + ","
+ "SkillType:" + SkillType + ","
+ "Desc:" + Desc + ","
+ "CostMP:" + CostMP + ","
+ "GCDID:" + GCDID + ","
+ "SkillCD:" + SkillCD + ","
+ "IsRepeatTrigger:" + IsRepeatTrigger + ","
+ "BuffID:" + Bright.Common.StringUtil.CollectionToString(BuffID) + ","
+ "AttrDamageData:" + Bright.Common.StringUtil.CollectionToString(AttrDamageData) + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.Battle
{
public enum SkillMagicType
{
/// <summary>
/// 无类型
/// </summary>
SKILL_TYPE_NONE = 0,
/// <summary>
/// 物理伤害属性
/// </summary>
SKILL_TYPE_DMG_PHY = 1,
/// <summary>
/// 魔法伤害属性
/// </summary>
SKILL_TYPE_DMG_MAGIC = 2,
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class TbBuff
{
private readonly Dictionary<int, Battle.BuffConfig> _dataMap;
private readonly List<Battle.BuffConfig> _dataList;
public TbBuff(JSONNode _json)
{
_dataMap = new Dictionary<int, Battle.BuffConfig>();
_dataList = new List<Battle.BuffConfig>();
foreach(JSONNode _row in _json.Children)
{
var _v = Battle.BuffConfig.DeserializeBuffConfig(_row);
_dataList.Add(_v);
_dataMap.Add(_v.BuffID, _v);
}
PostInit();
}
public Dictionary<int, Battle.BuffConfig> DataMap => _dataMap;
public List<Battle.BuffConfig> DataList => _dataList;
public Battle.BuffConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public Battle.BuffConfig Get(int key) => _dataMap[key];
public Battle.BuffConfig this[int key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class TbBuffAttr
{
private readonly Dictionary<int, Battle.BuffAttrConfig> _dataMap;
private readonly List<Battle.BuffAttrConfig> _dataList;
public TbBuffAttr(JSONNode _json)
{
_dataMap = new Dictionary<int, Battle.BuffAttrConfig>();
_dataList = new List<Battle.BuffAttrConfig>();
foreach(JSONNode _row in _json.Children)
{
var _v = Battle.BuffAttrConfig.DeserializeBuffAttrConfig(_row);
_dataList.Add(_v);
_dataMap.Add(_v.BuffID, _v);
}
PostInit();
}
public Dictionary<int, Battle.BuffAttrConfig> DataMap => _dataMap;
public List<Battle.BuffAttrConfig> DataList => _dataList;
public Battle.BuffAttrConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public Battle.BuffAttrConfig Get(int key) => _dataMap[key];
public Battle.BuffAttrConfig this[int key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.Battle
{
public sealed partial class TbSkill
{
private readonly Dictionary<int, Battle.SkillBaseConfig> _dataMap;
private readonly List<Battle.SkillBaseConfig> _dataList;
public TbSkill(JSONNode _json)
{
_dataMap = new Dictionary<int, Battle.SkillBaseConfig>();
_dataList = new List<Battle.SkillBaseConfig>();
foreach(JSONNode _row in _json.Children)
{
var _v = Battle.SkillBaseConfig.DeserializeSkillBaseConfig(_row);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
PostInit();
}
public Dictionary<int, Battle.SkillBaseConfig> DataMap => _dataMap;
public List<Battle.SkillBaseConfig> DataList => _dataList;
public Battle.SkillBaseConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public Battle.SkillBaseConfig Get(int key) => _dataMap[key];
public Battle.SkillBaseConfig this[int key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using SimpleJSON;
namespace GameConfig
{
public sealed partial class Tables
{
public item.TbItem TbItem {get; }
public Battle.TbSkill TbSkill {get; }
public Battle.TbBuff TbBuff {get; }
public Battle.TbBuffAttr TbBuffAttr {get; }
public Tables(System.Func<string, JSONNode> loader)
{
var tables = new System.Collections.Generic.Dictionary<string, object>();
TbItem = new item.TbItem(loader("item_tbitem"));
tables.Add("item.TbItem", TbItem);
TbSkill = new Battle.TbSkill(loader("battle_tbskill"));
tables.Add("Battle.TbSkill", TbSkill);
TbBuff = new Battle.TbBuff(loader("battle_tbbuff"));
tables.Add("Battle.TbBuff", TbBuff);
TbBuffAttr = new Battle.TbBuffAttr(loader("battle_tbbuffattr"));
tables.Add("Battle.TbBuffAttr", TbBuffAttr);
PostInit();
TbItem.Resolve(tables);
TbSkill.Resolve(tables);
TbBuff.Resolve(tables);
TbBuffAttr.Resolve(tables);
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
TbItem.TranslateText(translator);
TbSkill.TranslateText(translator);
TbBuff.TranslateText(translator);
TbBuffAttr.TranslateText(translator);
}
partial void PostInit();
partial void PostResolve();
}
}

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//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.item
{
public enum EQuality
{
/// <summary>
/// 最差品质
/// </summary>
WHITE = 1,
/// <summary>
/// 蓝色的
/// </summary>
BLUE = 2,
/// <summary>
/// 紫色的
/// </summary>
PURPLE = 3,
/// <summary>
/// 最高品质
/// </summary>
RED = 4,
}
}

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//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.item
{
public sealed partial class Item : Bright.Config.BeanBase
{
public Item(JSONNode _json)
{
{ if(!_json["id"].IsNumber) { throw new SerializationException(); } Id = _json["id"]; }
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
{ if(!_json["desc"].IsString) { throw new SerializationException(); } Desc = _json["desc"]; }
{ if(!_json["price"].IsNumber) { throw new SerializationException(); } Price = _json["price"]; }
{ if(!_json["upgrade_to_item_id"].IsNumber) { throw new SerializationException(); } UpgradeToItemId = _json["upgrade_to_item_id"]; }
{ var _j = _json["expire_time"]; if (_j.Tag != JSONNodeType.None && _j.Tag != JSONNodeType.NullValue) { { if(!_j.IsNumber) { throw new SerializationException(); } ExpireTime = _j; } } else { ExpireTime = null; } }
{ if(!_json["batch_useable"].IsBoolean) { throw new SerializationException(); } BatchUseable = _json["batch_useable"]; }
{ if(!_json["quality"].IsNumber) { throw new SerializationException(); } Quality = (item.EQuality)_json["quality"].AsInt; }
{ if(!_json["exchange_stream"].IsObject) { throw new SerializationException(); } ExchangeStream = item.ItemExchange.DeserializeItemExchange(_json["exchange_stream"]); }
{ var __json0 = _json["exchange_list"]; if(!__json0.IsArray) { throw new SerializationException(); } ExchangeList = new System.Collections.Generic.List<item.ItemExchange>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { item.ItemExchange __v0; { if(!__e0.IsObject) { throw new SerializationException(); } __v0 = item.ItemExchange.DeserializeItemExchange(__e0); } ExchangeList.Add(__v0); } }
{ if(!_json["exchange_column"].IsObject) { throw new SerializationException(); } ExchangeColumn = item.ItemExchange.DeserializeItemExchange(_json["exchange_column"]); }
PostInit();
}
public Item(int id, string name, string desc, int price, int upgrade_to_item_id, int? expire_time, bool batch_useable, item.EQuality quality, item.ItemExchange exchange_stream, System.Collections.Generic.List<item.ItemExchange> exchange_list, item.ItemExchange exchange_column )
{
this.Id = id;
this.Name = name;
this.Desc = desc;
this.Price = price;
this.UpgradeToItemId = upgrade_to_item_id;
this.ExpireTime = expire_time;
this.BatchUseable = batch_useable;
this.Quality = quality;
this.ExchangeStream = exchange_stream;
this.ExchangeList = exchange_list;
this.ExchangeColumn = exchange_column;
PostInit();
}
public static Item DeserializeItem(JSONNode _json)
{
return new item.Item(_json);
}
/// <summary>
/// 这是id
/// </summary>
public int Id { get; private set; }
/// <summary>
/// 名字
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 描述
/// </summary>
public string Desc { get; private set; }
/// <summary>
/// 价格
/// </summary>
public int Price { get; private set; }
/// <summary>
/// 引用当前表
/// </summary>
public int UpgradeToItemId { get; private set; }
public item.Item UpgradeToItemId_Ref { get; private set; }
/// <summary>
/// 过期时间
/// </summary>
public int? ExpireTime { get; private set; }
/// <summary>
/// 能否批量使用
/// </summary>
public bool BatchUseable { get; private set; }
/// <summary>
/// 品质
/// </summary>
public item.EQuality Quality { get; private set; }
/// <summary>
/// 道具兑换配置
/// </summary>
public item.ItemExchange ExchangeStream { get; private set; }
public System.Collections.Generic.List<item.ItemExchange> ExchangeList { get; private set; }
/// <summary>
/// 道具兑换配置
/// </summary>
public item.ItemExchange ExchangeColumn { get; private set; }
public const int __ID__ = 2107285806;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
this.UpgradeToItemId_Ref = (_tables["item.TbItem"] as item.TbItem).GetOrDefault(UpgradeToItemId);
ExchangeStream?.Resolve(_tables);
foreach(var _e in ExchangeList) { _e?.Resolve(_tables); }
ExchangeColumn?.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
ExchangeStream?.TranslateText(translator);
foreach(var _e in ExchangeList) { _e?.TranslateText(translator); }
ExchangeColumn?.TranslateText(translator);
}
public override string ToString()
{
return "{ "
+ "Id:" + Id + ","
+ "Name:" + Name + ","
+ "Desc:" + Desc + ","
+ "Price:" + Price + ","
+ "UpgradeToItemId:" + UpgradeToItemId + ","
+ "ExpireTime:" + ExpireTime + ","
+ "BatchUseable:" + BatchUseable + ","
+ "Quality:" + Quality + ","
+ "ExchangeStream:" + ExchangeStream + ","
+ "ExchangeList:" + Bright.Common.StringUtil.CollectionToString(ExchangeList) + ","
+ "ExchangeColumn:" + ExchangeColumn + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3e65d3e4aa74f27438c746308c434ed9
MonoImporter:
externalObjects: {}
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@@ -0,0 +1,70 @@
//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.item
{
public sealed partial class ItemExchange : Bright.Config.BeanBase
{
public ItemExchange(JSONNode _json)
{
{ if(!_json["id"].IsNumber) { throw new SerializationException(); } Id = _json["id"]; }
{ if(!_json["num"].IsNumber) { throw new SerializationException(); } Num = _json["num"]; }
PostInit();
}
public ItemExchange(int id, int num )
{
this.Id = id;
this.Num = num;
PostInit();
}
public static ItemExchange DeserializeItemExchange(JSONNode _json)
{
return new item.ItemExchange(_json);
}
/// <summary>
/// 道具id
/// </summary>
public int Id { get; private set; }
/// <summary>
/// 道具数量
/// </summary>
public int Num { get; private set; }
public const int __ID__ = 1814660465;
public override int GetTypeId() => __ID__;
public void Resolve(Dictionary<string, object> _tables)
{
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "Id:" + Id + ","
+ "Num:" + Num + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,65 @@
//------------------------------------------------------------------------------
// <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 Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace GameConfig.item
{
public sealed partial class TbItem
{
private readonly Dictionary<int, item.Item> _dataMap;
private readonly List<item.Item> _dataList;
public TbItem(JSONNode _json)
{
_dataMap = new Dictionary<int, item.Item>();
_dataList = new List<item.Item>();
foreach(JSONNode _row in _json.Children)
{
var _v = item.Item.DeserializeItem(_row);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
PostInit();
}
public Dictionary<int, item.Item> DataMap => _dataMap;
public List<item.Item> DataList => _dataList;
public item.Item GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public item.Item Get(int key) => _dataMap[key];
public item.Item this[int key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
partial void PostInit();
partial void PostResolve();
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2ab4162ad0234444ea02f248b5c325c9
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serializedVersion: 2
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 1fb403cf09ac38a49aea0b887a068cba
folderAsset: yes
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externalObjects: {}
userData:
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View File

@@ -0,0 +1,25 @@
//------------------------------------------------------------------------------
// <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>
//------------------------------------------------------------------------------
namespace GameConfig.test
{
[System.Flags]
public enum AccessFlag
{
WRITE = 1,
READ = 2,
TRUNCATE = 4,
NEW = 8,
/// <summary>
/// 位标记使用示例
/// </summary>
READ_WRITE = WRITE|READ,
}
}

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@@ -0,0 +1,11 @@
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View File

@@ -3,6 +3,7 @@
"rootNamespace": "",
"references": [
"GUID:b48be955427611241bcb6f2a07949c5b",
"GUID:08c3762f54316454ca6b6fbcb22b40e5",
"GUID:aa06d4cc755c979489c256c1bcca1dfb"
],
"includePlatforms": [],