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TEngine/Assets/GameScripts/DotNet/Logic/Config~/GameConfig/Battle/SkillBaseConfig.cs
ALEXTANG 95e4dd93a8 Update
Update
2023-07-13 19:05:40 +08:00

114 lines
3.7 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 Bright.Serialization;
using System.Collections.Generic;
namespace GameConfig.Battle
{
public sealed partial class SkillBaseConfig : Bright.Config.BeanBase
{
public SkillBaseConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Name = _buf.ReadString();
SkillDispID = _buf.ReadInt();
SkillType = _buf.ReadInt();
Desc = _buf.ReadString();
CostMP = _buf.ReadInt();
GCDID = _buf.ReadInt();
SkillCD = _buf.ReadFloat();
IsRepeatTrigger = _buf.ReadBool();
{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);}}
{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);}}
PostInit();
}
public static SkillBaseConfig DeserializeSkillBaseConfig(ByteBuf _buf)
{
return new Battle.SkillBaseConfig(_buf);
}
/// <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();
}
}