先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
96 lines
3.3 KiB
C#
96 lines
3.3 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Bright.Serialization;
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using System.Collections.Generic;
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using SimpleJSON;
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namespace cfg
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{
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public sealed partial class ConstructionUnits : Bright.Config.BeanBase
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{
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public JSONNode json;
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public ConstructionUnits(JSONNode _json)
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{
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{ if(!_json["ID"].IsNumber) { throw new SerializationException(); } ID = _json["ID"]; }
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{ if(!_json["Prefab"].IsString) { throw new SerializationException(); } Prefab = _json["Prefab"]; }
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{ if(!_json["Height"].IsNumber) { throw new SerializationException(); } Height = _json["Height"]; }
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{ if(!_json["Weight"].IsNumber) { throw new SerializationException(); } Weight = _json["Weight"]; }
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{ if(!_json["UnlockedHeight"].IsNumber) { throw new SerializationException(); } UnlockedHeight = _json["UnlockedHeight"]; }
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{ if(!_json["FallPoint"].IsNumber) { throw new SerializationException(); } FallPoint = _json["FallPoint"]; }
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{ if(!_json["StackPoint"].IsNumber) { throw new SerializationException(); } StackPoint = _json["StackPoint"]; }
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json = _json;
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PostInit();
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}
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public ConstructionUnits(int ID, string Prefab, float Height, float Weight, float UnlockedHeight, int FallPoint, int StackPoint )
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{
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this.ID = ID;
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this.Prefab = Prefab;
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this.Height = Height;
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this.Weight = Weight;
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this.UnlockedHeight = UnlockedHeight;
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this.FallPoint = FallPoint;
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this.StackPoint = StackPoint;
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PostInit();
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}
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public static ConstructionUnits DeserializeConstructionUnits(JSONNode _json)
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{
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return new ConstructionUnits(_json);
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}
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public int ID { get; private set; }
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/// <summary>
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/// 基本单元的名称
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/// </summary>
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public string Prefab { get; private set; }
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public float Height { get; private set; }
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public float Weight { get; private set; }
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/// <summary>
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/// 到达这个高度才会出现
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/// </summary>
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public float UnlockedHeight { get; private set; }
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/// <summary>
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/// 总积分 = 下落积分 + 底座难度积分<br/>下落积分:和下落的块面积和高度有关,块越小分越高,块越高分越高<br/>底座难度积分:和最上层的块的面积有关,块越小分越低
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/// </summary>
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public int FallPoint { get; private set; }
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public int StackPoint { get; private set; }
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public const int __ID__ = 2110550270;
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public override int GetTypeId() => __ID__;
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public void Resolve(Dictionary<string, object> _tables)
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{
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PostResolve();
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}
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public void TranslateText(System.Func<string, string, string> translator)
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{
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}
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public override string ToString()
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{
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return "{ "
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+ "ID:" + ID + ","
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+ "Prefab:" + Prefab + ","
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+ "Height:" + Height + ","
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+ "Weight:" + Weight + ","
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+ "UnlockedHeight:" + UnlockedHeight + ","
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+ "FallPoint:" + FallPoint + ","
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+ "StackPoint:" + StackPoint + ","
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+ "}";
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}
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partial void PostInit();
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partial void PostResolve();
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}
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}
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