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

190 lines
7.3 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 DataCharacterLikability : Bright.Config.BeanBase
{
public DataCharacterLikability(JSONNode _json)
{
{ if(!_json["RoleID"].IsNumber) { throw new SerializationException(); } RoleID = _json["RoleID"]; }
{ if(!_json["LikabilityLevel"].IsNumber) { throw new SerializationException(); } LikabilityLevel = _json["LikabilityLevel"]; }
{ if(!_json["LikabilityExp"].IsNumber) { throw new SerializationException(); } LikabilityExp = _json["LikabilityExp"]; }
{ if(!_json["Attack"].IsNumber) { throw new SerializationException(); } Attack = _json["Attack"]; }
{ if(!_json["ShootSpeed"].IsNumber) { throw new SerializationException(); } ShootSpeed = _json["ShootSpeed"]; }
{ if(!_json["ManagazinContain"].IsNumber) { throw new SerializationException(); } ManagazinContain = _json["ManagazinContain"]; }
{ if(!_json["ChangeBulletTime"].IsNumber) { throw new SerializationException(); } ChangeBulletTime = _json["ChangeBulletTime"]; }
{ if(!_json["Defence"].IsNumber) { throw new SerializationException(); } Defence = _json["Defence"]; }
{ if(!_json["Hp"].IsNumber) { throw new SerializationException(); } Hp = _json["Hp"]; }
{ if(!_json["Shield"].IsNumber) { throw new SerializationException(); } Shield = _json["Shield"]; }
{ if(!_json["Speed"].IsNumber) { throw new SerializationException(); } Speed = _json["Speed"]; }
{ if(!_json["ShootRange"].IsNumber) { throw new SerializationException(); } ShootRange = _json["ShootRange"]; }
{ if(!_json["YaZhi"].IsNumber) { throw new SerializationException(); } YaZhi = _json["YaZhi"]; }
{ if(!_json["Corrage"].IsNumber) { throw new SerializationException(); } Corrage = _json["Corrage"]; }
{ 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"]; }
PostInit();
}
public DataCharacterLikability(int RoleID, int LikabilityLevel, int LikabilityExp, int Attack, float ShootSpeed, int ManagazinContain, float ChangeBulletTime, int Defence, int Hp, int Shield, float Speed, float ShootRange, float YaZhi, float Corrage, float CorrageRecover, float DamageToHuman, float DamageToCarrier, float CriticalRatio, float CriticalDamage )
{
this.RoleID = RoleID;
this.LikabilityLevel = LikabilityLevel;
this.LikabilityExp = LikabilityExp;
this.Attack = Attack;
this.ShootSpeed = ShootSpeed;
this.ManagazinContain = ManagazinContain;
this.ChangeBulletTime = ChangeBulletTime;
this.Defence = Defence;
this.Hp = Hp;
this.Shield = Shield;
this.Speed = Speed;
this.ShootRange = ShootRange;
this.YaZhi = YaZhi;
this.Corrage = Corrage;
this.CorrageRecover = CorrageRecover;
this.DamageToHuman = DamageToHuman;
this.DamageToCarrier = DamageToCarrier;
this.CriticalRatio = CriticalRatio;
this.CriticalDamage = CriticalDamage;
PostInit();
}
public static DataCharacterLikability DeserializeDataCharacterLikability(JSONNode _json)
{
return new CharacterCfg.DataCharacterLikability(_json);
}
/// <summary>
/// 配置用ID
/// </summary>
public int RoleID { get; private set; }
/// <summary>
/// 好感度等级
/// </summary>
public int LikabilityLevel { get; private set; }
/// <summary>
/// 需要的好感度经验
/// </summary>
public int LikabilityExp { get; private set; }
/// <summary>
/// 攻击力
/// </summary>
public int Attack { get; private set; }
/// <summary>
/// 射速
/// </summary>
public float ShootSpeed { 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>
/// 防御力
/// </summary>
public int Defence { get; private set; }
/// <summary>
/// 血量
/// </summary>
public int Hp { get; private set; }
/// <summary>
/// 护盾
/// </summary>
public int Shield { get; private set; }
/// <summary>
/// 移速
/// </summary>
public float Speed { get; private set; }
/// <summary>
/// 射程
/// </summary>
public float ShootRange { get; private set; }
/// <summary>
/// 压制
/// </summary>
public float YaZhi { get; private set; }
/// <summary>
/// 士气
/// </summary>
public float Corrage { 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; }
public const int __ID__ = 1185581672;
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 + ","
+ "LikabilityLevel:" + LikabilityLevel + ","
+ "LikabilityExp:" + LikabilityExp + ","
+ "Attack:" + Attack + ","
+ "ShootSpeed:" + ShootSpeed + ","
+ "ManagazinContain:" + ManagazinContain + ","
+ "ChangeBulletTime:" + ChangeBulletTime + ","
+ "Defence:" + Defence + ","
+ "Hp:" + Hp + ","
+ "Shield:" + Shield + ","
+ "Speed:" + Speed + ","
+ "ShootRange:" + ShootRange + ","
+ "YaZhi:" + YaZhi + ","
+ "Corrage:" + Corrage + ","
+ "CorrageRecover:" + CorrageRecover + ","
+ "DamageToHuman:" + DamageToHuman + ","
+ "DamageToCarrier:" + DamageToCarrier + ","
+ "CriticalRatio:" + CriticalRatio + ","
+ "CriticalDamage:" + CriticalDamage + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}