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

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5.3 KiB
C#
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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 cfg.CharacterCfg
{
public sealed partial class DataCharacterSkin : Bright.Config.BeanBase
{
public DataCharacterSkin(JSONNode _json)
{
{ if(!_json["SkinID"].IsNumber) { throw new SerializationException(); } SkinID = _json["SkinID"]; }
{ if(!_json["RoleID"].IsNumber) { throw new SerializationException(); } RoleID = _json["RoleID"]; }
{ if(!_json["NameID"].IsString) { throw new SerializationException(); } NameID = _json["NameID"]; }
{ if(!_json["Name"].IsString) { throw new SerializationException(); } Name = _json["Name"]; }
{ if(!_json["NickName"].IsString) { throw new SerializationException(); } NickName = _json["NickName"]; }
{ if(!_json["Cultivate"].IsString) { throw new SerializationException(); } Cultivate = _json["Cultivate"]; }
{ if(!_json["Favorable"].IsString) { throw new SerializationException(); } Favorable = _json["Favorable"]; }
{ if(!_json["LevelUp"].IsString) { throw new SerializationException(); } LevelUp = _json["LevelUp"]; }
{ if(!_json["SelectCharacter"].IsString) { throw new SerializationException(); } SelectCharacter = _json["SelectCharacter"]; }
{ if(!_json["Poster"].IsString) { throw new SerializationException(); } Poster = _json["Poster"]; }
{ if(!_json["PrefabPath"].IsString) { throw new SerializationException(); } PrefabPath = _json["PrefabPath"]; }
{ if(!_json["DisplayPrefabPath"].IsString) { throw new SerializationException(); } DisplayPrefabPath = _json["DisplayPrefabPath"]; }
PostInit();
}
public DataCharacterSkin(int SkinID, int RoleID, string NameID, string Name, string NickName, string Cultivate, string Favorable, string LevelUp, string SelectCharacter, string Poster, string PrefabPath, string DisplayPrefabPath )
{
this.SkinID = SkinID;
this.RoleID = RoleID;
this.NameID = NameID;
this.Name = Name;
this.NickName = NickName;
this.Cultivate = Cultivate;
this.Favorable = Favorable;
this.LevelUp = LevelUp;
this.SelectCharacter = SelectCharacter;
this.Poster = Poster;
this.PrefabPath = PrefabPath;
this.DisplayPrefabPath = DisplayPrefabPath;
PostInit();
}
public static DataCharacterSkin DeserializeDataCharacterSkin(JSONNode _json)
{
return new CharacterCfg.DataCharacterSkin(_json);
}
/// <summary>
/// 皮肤索引ID
/// </summary>
public int SkinID { get; private set; }
/// <summary>
/// 配置id
/// </summary>
public int RoleID { get; private set; }
/// <summary>
/// 角色ID策划用
/// </summary>
public string NameID { 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>
/// Cultivate养成主界面Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Cutivate
/// </summary>
public string Cultivate { get; private set; }
/// <summary>
/// Favorable好感度界面Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Favorate
/// </summary>
public string Favorable { get; private set; }
/// <summary>
/// LevelUp考核、进阶、人物所有升级界面 Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/LevelUp
/// </summary>
public string LevelUp { get; private set; }
/// <summary>
/// SelectCharacter干员一览界面Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Select
/// </summary>
public string SelectCharacter { get; private set; }
/// <summary>
/// Poster立绘查看界面Assets/Art/UI/Texture/Poster/Poster_Default
/// </summary>
public string Poster { get; private set; }
/// <summary>
/// 3d预制件位置
/// </summary>
public string PrefabPath { get; private set; }
/// <summary>
/// 非战斗内用的prefab路径
/// </summary>
public string DisplayPrefabPath { get; private set; }
public const int __ID__ = -1982049783;
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 "{ "
+ "SkinID:" + SkinID + ","
+ "RoleID:" + RoleID + ","
+ "NameID:" + NameID + ","
+ "Name:" + Name + ","
+ "NickName:" + NickName + ","
+ "Cultivate:" + Cultivate + ","
+ "Favorable:" + Favorable + ","
+ "LevelUp:" + LevelUp + ","
+ "SelectCharacter:" + SelectCharacter + ","
+ "Poster:" + Poster + ","
+ "PrefabPath:" + PrefabPath + ","
+ "DisplayPrefabPath:" + DisplayPrefabPath + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}