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https://github.com/Alex-Rachel/TEngine.git
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Update
Update
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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 Bright.Serialization;
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using System.Collections.Generic;
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namespace GameConfig.Battle
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{
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public sealed partial class SkillBaseConfig : Bright.Config.BeanBase
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{
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public SkillBaseConfig(ByteBuf _buf)
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{
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Id = _buf.ReadInt();
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Name = _buf.ReadString();
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SkillDispID = _buf.ReadInt();
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SkillType = _buf.ReadInt();
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Desc = _buf.ReadString();
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CostMP = _buf.ReadInt();
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GCDID = _buf.ReadInt();
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SkillCD = _buf.ReadFloat();
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IsRepeatTrigger = _buf.ReadBool();
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{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);BuffID = new System.Collections.Generic.List<int>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { int _e0; _e0 = _buf.ReadInt(); BuffID.Add(_e0);}}
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{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);AttrDamageData = new System.Collections.Generic.List<Battle.SkillAttrDamageData>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { Battle.SkillAttrDamageData _e0; _e0 = Battle.SkillAttrDamageData.DeserializeSkillAttrDamageData(_buf); AttrDamageData.Add(_e0);}}
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PostInit();
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}
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public static SkillBaseConfig DeserializeSkillBaseConfig(ByteBuf _buf)
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{
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return new Battle.SkillBaseConfig(_buf);
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}
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/// <summary>
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/// 技能ID
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/// </summary>
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public int Id { get; private set; }
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/// <summary>
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/// 名字
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/// </summary>
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public string Name { get; private set; }
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/// <summary>
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/// 表现ID
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/// </summary>
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public int SkillDispID { get; private set; }
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/// <summary>
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/// 技能类型SkillType
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/// </summary>
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public int SkillType { get; private set; }
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/// <summary>
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/// 描述
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/// </summary>
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public string Desc { get; private set; }
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/// <summary>
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/// 消耗MP
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/// </summary>
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public int CostMP { get; private set; }
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/// <summary>
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/// 所属公CD组ID
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/// </summary>
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public int GCDID { get; private set; }
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/// <summary>
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/// 技能CD
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/// </summary>
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public float SkillCD { get; private set; }
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/// <summary>
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/// 是否重复触发
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/// </summary>
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public bool IsRepeatTrigger { get; private set; }
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/// <summary>
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/// BuffIDList
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/// </summary>
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public System.Collections.Generic.List<int> BuffID { get; private set; }
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public System.Collections.Generic.List<Battle.SkillAttrDamageData> AttrDamageData { get; private set; }
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public const int __ID__ = 2067672430;
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public override int GetTypeId() => __ID__;
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public void Resolve(Dictionary<string, object> _tables)
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{
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foreach(var _e in AttrDamageData) { _e?.Resolve(_tables); }
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PostResolve();
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}
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public void TranslateText(System.Func<string, string, string> translator)
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{
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foreach(var _e in AttrDamageData) { _e?.TranslateText(translator); }
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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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+ "SkillDispID:" + SkillDispID + ","
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+ "SkillType:" + SkillType + ","
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+ "Desc:" + Desc + ","
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+ "CostMP:" + CostMP + ","
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+ "GCDID:" + GCDID + ","
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+ "SkillCD:" + SkillCD + ","
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+ "IsRepeatTrigger:" + IsRepeatTrigger + ","
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+ "BuffID:" + Bright.Common.StringUtil.CollectionToString(BuffID) + ","
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+ "AttrDamageData:" + Bright.Common.StringUtil.CollectionToString(AttrDamageData) + ","
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+ "}";
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}
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partial void PostInit();
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partial void PostResolve();
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}
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}
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