NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/DataTable/CharacterCfg/DataCharacterAttri.cs

428 lines
21 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;
using SimpleJSON;
namespace cfg.CharacterCfg
{
public sealed partial class DataCharacterAttri : Bright.Config.BeanBase
{
public DataCharacterAttri(JSONNode _json)
{
{ if(!_json["RoleID"].IsNumber) { throw new SerializationException(); } RoleID = _json["RoleID"]; }
{ if(!_json["NameRead"].IsString) { throw new SerializationException(); } NameRead = _json["NameRead"]; }
{ if(!_json["Name"].IsString) { throw new SerializationException(); } Name = _json["Name"]; }
{ if(!_json["NickName"].IsString) { throw new SerializationException(); } NickName = _json["NickName"]; }
{ if(!_json["StartStar"].IsNumber) { throw new SerializationException(); } StartStar = _json["StartStar"]; }
{ if(!_json["ExchangePiece"].IsNumber) { throw new SerializationException(); } ExchangePiece = _json["ExchangePiece"]; }
{ if(!_json["ExchangeCount"].IsNumber) { throw new SerializationException(); } ExchangeCount = _json["ExchangeCount"]; }
{ if(!_json["EmojiEyeBowsType"].IsString) { throw new SerializationException(); } EmojiEyeBowsType = _json["EmojiEyeBowsType"]; }
{ if(!_json["EmojiEyesColor"].IsString) { throw new SerializationException(); } EmojiEyesColor = _json["EmojiEyesColor"]; }
{ if(!_json["StandCrossLevel"].IsNumber) { throw new SerializationException(); } StandCrossLevel = _json["StandCrossLevel"]; }
{ if(!_json["MoveCrossLevel"].IsNumber) { throw new SerializationException(); } MoveCrossLevel = _json["MoveCrossLevel"]; }
{ var __json0 = _json["Attack"]; if(!__json0.IsArray) { throw new SerializationException(); } Attack = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } Attack.Add(__v0); } }
{ var __json0 = _json["Defence"]; if(!__json0.IsArray) { throw new SerializationException(); } Defence = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } Defence.Add(__v0); } }
{ var __json0 = _json["Hp"]; if(!__json0.IsArray) { throw new SerializationException(); } Hp = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } Hp.Add(__v0); } }
{ var __json0 = _json["Shield"]; if(!__json0.IsArray) { throw new SerializationException(); } Shield = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } Shield.Add(__v0); } }
{ if(!_json["DefenceStatusPara"].IsNumber) { throw new SerializationException(); } DefenceStatusPara = _json["DefenceStatusPara"]; }
{ if(!_json["ShieldRecoverDelay"].IsNumber) { throw new SerializationException(); } ShieldRecoverDelay = _json["ShieldRecoverDelay"]; }
{ if(!_json["ShiledRecoverValueFixed"].IsNumber) { throw new SerializationException(); } ShiledRecoverValueFixed = _json["ShiledRecoverValueFixed"]; }
{ if(!_json["ShiledRecoverValuePercent"].IsNumber) { throw new SerializationException(); } ShiledRecoverValuePercent = _json["ShiledRecoverValuePercent"]; }
{ if(!_json["OverFlowShiledMax"].IsNumber) { throw new SerializationException(); } OverFlowShiledMax = _json["OverFlowShiledMax"]; }
{ if(!_json["HPRecoverDelay"].IsNumber) { throw new SerializationException(); } HPRecoverDelay = _json["HPRecoverDelay"]; }
{ if(!_json["HPRecoverValueFixed"].IsNumber) { throw new SerializationException(); } HPRecoverValueFixed = _json["HPRecoverValueFixed"]; }
{ if(!_json["HPRecoverValuePercent"].IsNumber) { throw new SerializationException(); } HPRecoverValuePercent = _json["HPRecoverValuePercent"]; }
{ if(!_json["AttackShiledScale"].IsNumber) { throw new SerializationException(); } AttackShiledScale = _json["AttackShiledScale"]; }
{ if(!_json["AttackHpScale"].IsNumber) { throw new SerializationException(); } AttackHpScale = _json["AttackHpScale"]; }
{ if(!_json["ShootSpeed"].IsNumber) { throw new SerializationException(); } ShootSpeed = _json["ShootSpeed"]; }
{ if(!_json["FirstShootTime"].IsNumber) { throw new SerializationException(); } FirstShootTime = _json["FirstShootTime"]; }
{ if(!_json["ManagazinContain"].IsNumber) { throw new SerializationException(); } ManagazinContain = _json["ManagazinContain"]; }
{ if(!_json["ChangeBulletTime"].IsNumber) { throw new SerializationException(); } ChangeBulletTime = _json["ChangeBulletTime"]; }
{ if(!_json["Speed"].IsNumber) { throw new SerializationException(); } Speed = _json["Speed"]; }
{ if(!_json["TurnSpeed"].IsNumber) { throw new SerializationException(); } TurnSpeed = _json["TurnSpeed"]; }
{ if(!_json["ShootRange"].IsNumber) { throw new SerializationException(); } ShootRange = _json["ShootRange"]; }
{ if(!_json["YaZhi"].IsNumber) { throw new SerializationException(); } YaZhi = _json["YaZhi"]; }
{ if(!_json["MaxMorale"].IsNumber) { throw new SerializationException(); } MaxMorale = _json["MaxMorale"]; }
{ if(!_json["SuppressMorale"].IsNumber) { throw new SerializationException(); } SuppressMorale = _json["SuppressMorale"]; }
{ if(!_json["RetreatMorale"].IsNumber) { throw new SerializationException(); } RetreatMorale = _json["RetreatMorale"]; }
{ if(!_json["CorrageRecover"].IsNumber) { throw new SerializationException(); } CorrageRecover = _json["CorrageRecover"]; }
{ if(!_json["DamageToHuman"].IsNumber) { throw new SerializationException(); } DamageToHuman = _json["DamageToHuman"]; }
{ if(!_json["DamageToCarrier"].IsNumber) { throw new SerializationException(); } DamageToCarrier = _json["DamageToCarrier"]; }
{ if(!_json["CriticalRatio"].IsNumber) { throw new SerializationException(); } CriticalRatio = _json["CriticalRatio"]; }
{ if(!_json["CriticalDamage"].IsNumber) { throw new SerializationException(); } CriticalDamage = _json["CriticalDamage"]; }
{ if(!_json["WeaponId"].IsNumber) { throw new SerializationException(); } WeaponId = _json["WeaponId"]; }
{ if(!_json["MoveShootType"].IsNumber) { throw new SerializationException(); } MoveShootType = _json["MoveShootType"]; }
{ if(!_json["PerShootCount"].IsNumber) { throw new SerializationException(); } PerShootCount = _json["PerShootCount"]; }
{ if(!_json["ShootMode"].IsNumber) { throw new SerializationException(); } ShootMode = (CharacterCfg.EShootMode)_json["ShootMode"].AsInt; }
{ if(!_json["Job"].IsNumber) { throw new SerializationException(); } Job = (CharacterCfg.Ejob)_json["Job"].AsInt; }
{ if(!_json["Army"].IsNumber) { throw new SerializationException(); } Army = (CharacterCfg.Army)_json["Army"].AsInt; }
{ if(!_json["Fraction"].IsNumber) { throw new SerializationException(); } Fraction = (CharacterCfg.Efaction)_json["Fraction"].AsInt; }
{ if(!_json["DefaultSkinIndex"].IsNumber) { throw new SerializationException(); } DefaultSkinIndex = _json["DefaultSkinIndex"]; }
{ if(!_json["PIcHeadPath"].IsString) { throw new SerializationException(); } PIcHeadPath = _json["PIcHeadPath"]; }
{ if(!_json["PIcDeathHeadPath"].IsString) { throw new SerializationException(); } PIcDeathHeadPath = _json["PIcDeathHeadPath"]; }
{ if(!_json["PassiveBreakSkillID"].IsNumber) { throw new SerializationException(); } PassiveBreakSkillID = _json["PassiveBreakSkillID"]; }
{ if(!_json["PassiveAwakeSkillID"].IsNumber) { throw new SerializationException(); } PassiveAwakeSkillID = _json["PassiveAwakeSkillID"]; }
PostInit();
}
public DataCharacterAttri(int RoleID, string NameRead, string Name, string NickName, int StartStar, int ExchangePiece, int ExchangeCount, string EmojiEyeBowsType, string EmojiEyesColor, int StandCrossLevel, int MoveCrossLevel, System.Collections.Generic.List<int> Attack, System.Collections.Generic.List<int> Defence, System.Collections.Generic.List<int> Hp, System.Collections.Generic.List<int> Shield, float DefenceStatusPara, float ShieldRecoverDelay, int ShiledRecoverValueFixed, float ShiledRecoverValuePercent, int OverFlowShiledMax, float HPRecoverDelay, int HPRecoverValueFixed, float HPRecoverValuePercent, float AttackShiledScale, float AttackHpScale, float ShootSpeed, float FirstShootTime, int ManagazinContain, float ChangeBulletTime, float Speed, float TurnSpeed, int ShootRange, float YaZhi, int MaxMorale, int SuppressMorale, int RetreatMorale, float CorrageRecover, float DamageToHuman, float DamageToCarrier, float CriticalRatio, float CriticalDamage, int WeaponId, int MoveShootType, int PerShootCount, CharacterCfg.EShootMode ShootMode, CharacterCfg.Ejob Job, CharacterCfg.Army Army, CharacterCfg.Efaction Fraction, int DefaultSkinIndex, string PIcHeadPath, string PIcDeathHeadPath, int PassiveBreakSkillID, int PassiveAwakeSkillID )
{
this.RoleID = RoleID;
this.NameRead = NameRead;
this.Name = Name;
this.NickName = NickName;
this.StartStar = StartStar;
this.ExchangePiece = ExchangePiece;
this.ExchangeCount = ExchangeCount;
this.EmojiEyeBowsType = EmojiEyeBowsType;
this.EmojiEyesColor = EmojiEyesColor;
this.StandCrossLevel = StandCrossLevel;
this.MoveCrossLevel = MoveCrossLevel;
this.Attack = Attack;
this.Defence = Defence;
this.Hp = Hp;
this.Shield = Shield;
this.DefenceStatusPara = DefenceStatusPara;
this.ShieldRecoverDelay = ShieldRecoverDelay;
this.ShiledRecoverValueFixed = ShiledRecoverValueFixed;
this.ShiledRecoverValuePercent = ShiledRecoverValuePercent;
this.OverFlowShiledMax = OverFlowShiledMax;
this.HPRecoverDelay = HPRecoverDelay;
this.HPRecoverValueFixed = HPRecoverValueFixed;
this.HPRecoverValuePercent = HPRecoverValuePercent;
this.AttackShiledScale = AttackShiledScale;
this.AttackHpScale = AttackHpScale;
this.ShootSpeed = ShootSpeed;
this.FirstShootTime = FirstShootTime;
this.ManagazinContain = ManagazinContain;
this.ChangeBulletTime = ChangeBulletTime;
this.Speed = Speed;
this.TurnSpeed = TurnSpeed;
this.ShootRange = ShootRange;
this.YaZhi = YaZhi;
this.MaxMorale = MaxMorale;
this.SuppressMorale = SuppressMorale;
this.RetreatMorale = RetreatMorale;
this.CorrageRecover = CorrageRecover;
this.DamageToHuman = DamageToHuman;
this.DamageToCarrier = DamageToCarrier;
this.CriticalRatio = CriticalRatio;
this.CriticalDamage = CriticalDamage;
this.WeaponId = WeaponId;
this.MoveShootType = MoveShootType;
this.PerShootCount = PerShootCount;
this.ShootMode = ShootMode;
this.Job = Job;
this.Army = Army;
this.Fraction = Fraction;
this.DefaultSkinIndex = DefaultSkinIndex;
this.PIcHeadPath = PIcHeadPath;
this.PIcDeathHeadPath = PIcDeathHeadPath;
this.PassiveBreakSkillID = PassiveBreakSkillID;
this.PassiveAwakeSkillID = PassiveAwakeSkillID;
PostInit();
}
public static DataCharacterAttri DeserializeDataCharacterAttri(JSONNode _json)
{
return new CharacterCfg.DataCharacterAttri(_json);
}
/// <summary>
/// 配置用ID
/// </summary>
public int RoleID { get; private set; }
/// <summary>
/// 角色名
/// </summary>
public string NameRead { get; private set; }
/// <summary>
/// 角色名
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 外号
/// </summary>
public string NickName { get; private set; }
/// <summary>
/// 初始星级
/// </summary>
public int StartStar { get; private set; }
/// <summary>
/// 重复获得角色兑换碎片ID
/// </summary>
public int ExchangePiece { get; private set; }
/// <summary>
/// 重复获得角色兑换碎片数量
/// </summary>
public int ExchangeCount { get; private set; }
/// <summary>
/// 表情-眉毛类型
/// </summary>
public string EmojiEyeBowsType { get; private set; }
/// <summary>
/// 表情-眼镜颜色
/// </summary>
public string EmojiEyesColor { get; private set; }
/// <summary>
/// 占位的通行级别
/// </summary>
public int StandCrossLevel { get; private set; }
/// <summary>
/// 可通行级别
/// </summary>
public int MoveCrossLevel { get; private set; }
/// <summary>
/// 攻击力
/// </summary>
public System.Collections.Generic.List<int> Attack { get; private set; }
/// <summary>
/// 防御力
/// </summary>
public System.Collections.Generic.List<int> Defence { get; private set; }
/// <summary>
/// 血量
/// </summary>
public System.Collections.Generic.List<int> Hp { get; private set; }
/// <summary>
/// 护盾
/// </summary>
public System.Collections.Generic.List<int> Shield { get; private set; }
/// <summary>
/// 防御状态加成系数
/// </summary>
public float DefenceStatusPara { get; private set; }
/// <summary>
/// 护盾恢复延迟
/// </summary>
public float ShieldRecoverDelay { get; private set; }
/// <summary>
/// 护盾恢复固定值
/// </summary>
public int ShiledRecoverValueFixed { get; private set; }
/// <summary>
/// 护盾恢复百分比值
/// </summary>
public float ShiledRecoverValuePercent { get; private set; }
/// <summary>
/// 过量护盾上限
/// </summary>
public int OverFlowShiledMax { get; private set; }
/// <summary>
/// 生命恢复延迟
/// </summary>
public float HPRecoverDelay { get; private set; }
/// <summary>
/// 生命恢复固定值
/// </summary>
public int HPRecoverValueFixed { get; private set; }
/// <summary>
/// 生命恢复百分比值
/// </summary>
public float HPRecoverValuePercent { get; private set; }
/// <summary>
/// 穿甲系数
/// </summary>
public float AttackShiledScale { get; private set; }
/// <summary>
/// 杀伤系数
/// </summary>
public float AttackHpScale { get; private set; }
/// <summary>
/// 射速
/// </summary>
public float ShootSpeed { get; private set; }
/// <summary>
/// 第一次开枪时间
/// </summary>
public float FirstShootTime { get; private set; }
/// <summary>
/// 弹匣容量
/// </summary>
public int ManagazinContain { get; private set; }
/// <summary>
/// 换弹时间
/// </summary>
public float ChangeBulletTime { get; private set; }
/// <summary>
/// 移速
/// </summary>
public float Speed { get; private set; }
/// <summary>
/// 转身速度
/// </summary>
public float TurnSpeed { get; private set; }
/// <summary>
/// 射程
/// </summary>
public int ShootRange { get; private set; }
/// <summary>
/// 压制
/// </summary>
public float YaZhi { get; private set; }
/// <summary>
/// 最大士气
/// </summary>
public int MaxMorale { get; private set; }
/// <summary>
/// 被压制士气
/// </summary>
public int SuppressMorale { get; private set; }
/// <summary>
/// 撤退士气
/// </summary>
public int RetreatMorale { get; private set; }
/// <summary>
/// 士气恢复
/// </summary>
public float CorrageRecover { get; private set; }
/// <summary>
/// 对人伤害
/// </summary>
public float DamageToHuman { get; private set; }
/// <summary>
/// 对载具伤害
/// </summary>
public float DamageToCarrier { get; private set; }
/// <summary>
/// 暴击率
/// </summary>
public float CriticalRatio { get; private set; }
/// <summary>
/// 暴击伤害
/// </summary>
public float CriticalDamage { get; private set; }
/// <summary>
/// 使用武器
/// </summary>
public int WeaponId { get; private set; }
/// <summary>
/// 移动射击类型
/// </summary>
public int MoveShootType { get; private set; }
/// <summary>
/// 一次发射几颗子弹
/// </summary>
public int PerShootCount { get; private set; }
/// <summary>
/// 射击模式
/// </summary>
public CharacterCfg.EShootMode ShootMode { get; private set; }
/// <summary>
/// 职业
/// </summary>
public CharacterCfg.Ejob Job { get; private set; }
/// <summary>
/// 所属 部队
/// </summary>
public CharacterCfg.Army Army { get; private set; }
/// <summary>
/// 所属势力
/// </summary>
public CharacterCfg.Efaction Fraction { get; private set; }
/// <summary>
/// 默认皮肤索引
/// </summary>
public int DefaultSkinIndex { get; private set; }
/// <summary>
/// 2d英雄头像位置
/// </summary>
public string PIcHeadPath { get; private set; }
/// <summary>
/// 2d英雄死亡头像位置
/// </summary>
public string PIcDeathHeadPath { get; private set; }
/// <summary>
/// 突破0级被动技能id
/// </summary>
public int PassiveBreakSkillID { get; private set; }
/// <summary>
/// 觉醒0级被动技能ID
/// </summary>
public int PassiveAwakeSkillID { get; private set; }
public const int __ID__ = -1330345588;
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 "{ "
+ "RoleID:" + RoleID + ","
+ "NameRead:" + NameRead + ","
+ "Name:" + Name + ","
+ "NickName:" + NickName + ","
+ "StartStar:" + StartStar + ","
+ "ExchangePiece:" + ExchangePiece + ","
+ "ExchangeCount:" + ExchangeCount + ","
+ "EmojiEyeBowsType:" + EmojiEyeBowsType + ","
+ "EmojiEyesColor:" + EmojiEyesColor + ","
+ "StandCrossLevel:" + StandCrossLevel + ","
+ "MoveCrossLevel:" + MoveCrossLevel + ","
+ "Attack:" + Bright.Common.StringUtil.CollectionToString(Attack) + ","
+ "Defence:" + Bright.Common.StringUtil.CollectionToString(Defence) + ","
+ "Hp:" + Bright.Common.StringUtil.CollectionToString(Hp) + ","
+ "Shield:" + Bright.Common.StringUtil.CollectionToString(Shield) + ","
+ "DefenceStatusPara:" + DefenceStatusPara + ","
+ "ShieldRecoverDelay:" + ShieldRecoverDelay + ","
+ "ShiledRecoverValueFixed:" + ShiledRecoverValueFixed + ","
+ "ShiledRecoverValuePercent:" + ShiledRecoverValuePercent + ","
+ "OverFlowShiledMax:" + OverFlowShiledMax + ","
+ "HPRecoverDelay:" + HPRecoverDelay + ","
+ "HPRecoverValueFixed:" + HPRecoverValueFixed + ","
+ "HPRecoverValuePercent:" + HPRecoverValuePercent + ","
+ "AttackShiledScale:" + AttackShiledScale + ","
+ "AttackHpScale:" + AttackHpScale + ","
+ "ShootSpeed:" + ShootSpeed + ","
+ "FirstShootTime:" + FirstShootTime + ","
+ "ManagazinContain:" + ManagazinContain + ","
+ "ChangeBulletTime:" + ChangeBulletTime + ","
+ "Speed:" + Speed + ","
+ "TurnSpeed:" + TurnSpeed + ","
+ "ShootRange:" + ShootRange + ","
+ "YaZhi:" + YaZhi + ","
+ "MaxMorale:" + MaxMorale + ","
+ "SuppressMorale:" + SuppressMorale + ","
+ "RetreatMorale:" + RetreatMorale + ","
+ "CorrageRecover:" + CorrageRecover + ","
+ "DamageToHuman:" + DamageToHuman + ","
+ "DamageToCarrier:" + DamageToCarrier + ","
+ "CriticalRatio:" + CriticalRatio + ","
+ "CriticalDamage:" + CriticalDamage + ","
+ "WeaponId:" + WeaponId + ","
+ "MoveShootType:" + MoveShootType + ","
+ "PerShootCount:" + PerShootCount + ","
+ "ShootMode:" + ShootMode + ","
+ "Job:" + Job + ","
+ "Army:" + Army + ","
+ "Fraction:" + Fraction + ","
+ "DefaultSkinIndex:" + DefaultSkinIndex + ","
+ "PIcHeadPath:" + PIcHeadPath + ","
+ "PIcDeathHeadPath:" + PIcDeathHeadPath + ","
+ "PassiveBreakSkillID:" + PassiveBreakSkillID + ","
+ "PassiveAwakeSkillID:" + PassiveAwakeSkillID + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}