NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/DataTable/MonsterCfg/DataMonsterClass.cs

309 lines
13 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.MonsterCfg
{
public sealed partial class DataMonsterClass : Bright.Config.BeanBase
{
public DataMonsterClass(JSONNode _json)
{
{ if(!_json["MonsterClassID"].IsNumber) { throw new SerializationException(); } MonsterClassID = _json["MonsterClassID"]; }
{ if(!_json["Name"].IsString) { throw new SerializationException(); } Name = _json["Name"]; }
{ if(!_json["StandCrossLevel"].IsNumber) { throw new SerializationException(); } StandCrossLevel = _json["StandCrossLevel"]; }
{ if(!_json["MoveCrossLevel"].IsNumber) { throw new SerializationException(); } MoveCrossLevel = _json["MoveCrossLevel"]; }
{ if(!_json["EmojiEyeBowsType"].IsString) { throw new SerializationException(); } EmojiEyeBowsType = _json["EmojiEyeBowsType"]; }
{ if(!_json["EmojiEyesColor"].IsString) { throw new SerializationException(); } EmojiEyesColor = _json["EmojiEyesColor"]; }
{ if(!_json["Attack"].IsNumber) { throw new SerializationException(); } Attack = _json["Attack"]; }
{ 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["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["DefenceStatusPara"].IsNumber) { throw new SerializationException(); } DefenceStatusPara = _json["DefenceStatusPara"]; }
{ 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["SkillId"].IsNumber) { throw new SerializationException(); } SkillId = _json["SkillId"]; }
{ 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["PrefabPath"].IsString) { throw new SerializationException(); } PrefabPath = _json["PrefabPath"]; }
PostInit();
}
public DataMonsterClass(int MonsterClassID, string Name, int StandCrossLevel, int MoveCrossLevel, string EmojiEyeBowsType, string EmojiEyesColor, int Attack, int ShootSpeed, float FirstShootTime, int ManagazinContain, int ChangeBulletTime, float Speed, float TurnSpeed, int ShootRange, int Defence, float Hp, float Shield, float DefenceStatusPara, int 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, int SkillId, CharacterCfg.Ejob Job, CharacterCfg.Army Army, CharacterCfg.Efaction Fraction, string PrefabPath )
{
this.MonsterClassID = MonsterClassID;
this.Name = Name;
this.StandCrossLevel = StandCrossLevel;
this.MoveCrossLevel = MoveCrossLevel;
this.EmojiEyeBowsType = EmojiEyeBowsType;
this.EmojiEyesColor = EmojiEyesColor;
this.Attack = Attack;
this.ShootSpeed = ShootSpeed;
this.FirstShootTime = FirstShootTime;
this.ManagazinContain = ManagazinContain;
this.ChangeBulletTime = ChangeBulletTime;
this.Speed = Speed;
this.TurnSpeed = TurnSpeed;
this.ShootRange = ShootRange;
this.Defence = Defence;
this.Hp = Hp;
this.Shield = Shield;
this.DefenceStatusPara = DefenceStatusPara;
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.SkillId = SkillId;
this.Job = Job;
this.Army = Army;
this.Fraction = Fraction;
this.PrefabPath = PrefabPath;
PostInit();
}
public static DataMonsterClass DeserializeDataMonsterClass(JSONNode _json)
{
return new MonsterCfg.DataMonsterClass(_json);
}
/// <summary>
/// 怪物类ID
/// </summary>
public int MonsterClassID { get; private set; }
/// <summary>
/// 角色名
/// </summary>
public string Name { 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>
/// 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>
/// 单发伤害
/// </summary>
public int Attack { get; private set; }
/// <summary>
/// 射速
/// </summary>
public int ShootSpeed { get; private set; }
/// <summary>
/// 第一次开枪时间
/// </summary>
public float FirstShootTime { get; private set; }
/// <summary>
/// 弹夹容量
/// </summary>
public int ManagazinContain { get; private set; }
/// <summary>
/// 换弹时间
/// </summary>
public int 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>
/// 防御
/// </summary>
public int Defence { get; private set; }
/// <summary>
/// 生命
/// </summary>
public float Hp { get; private set; }
/// <summary>
/// 护盾
/// </summary>
public float Shield { get; private set; }
/// <summary>
/// 防御状态加成系数
/// </summary>
public float DefenceStatusPara { get; private set; }
/// <summary>
/// 压制
/// </summary>
public int 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>
/// 主动技能id
/// </summary>
public int SkillId { 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>
/// 3d预制件位置
/// </summary>
public string PrefabPath { get; private set; }
public const int __ID__ = 1477791180;
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 "{ "
+ "MonsterClassID:" + MonsterClassID + ","
+ "Name:" + Name + ","
+ "StandCrossLevel:" + StandCrossLevel + ","
+ "MoveCrossLevel:" + MoveCrossLevel + ","
+ "EmojiEyeBowsType:" + EmojiEyeBowsType + ","
+ "EmojiEyesColor:" + EmojiEyesColor + ","
+ "Attack:" + Attack + ","
+ "ShootSpeed:" + ShootSpeed + ","
+ "FirstShootTime:" + FirstShootTime + ","
+ "ManagazinContain:" + ManagazinContain + ","
+ "ChangeBulletTime:" + ChangeBulletTime + ","
+ "Speed:" + Speed + ","
+ "TurnSpeed:" + TurnSpeed + ","
+ "ShootRange:" + ShootRange + ","
+ "Defence:" + Defence + ","
+ "Hp:" + Hp + ","
+ "Shield:" + Shield + ","
+ "DefenceStatusPara:" + DefenceStatusPara + ","
+ "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 + ","
+ "SkillId:" + SkillId + ","
+ "Job:" + Job + ","
+ "Army:" + Army + ","
+ "Fraction:" + Fraction + ","
+ "PrefabPath:" + PrefabPath + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}