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
104 lines
5.4 KiB
C#
104 lines
5.4 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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/// <summary>
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/// 新的物品参与权重
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/// </summary>
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public sealed partial class ETNewItem : EventTargetExtraDrop
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{
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public ETNewItem(JSONNode _json) : base(_json)
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{
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{ var __json0 = _json["NewItemID"]; if(!__json0.IsArray) { throw new SerializationException(); } NewItemID = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } NewItemID.Add(__v0); } }
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{ var __json0 = _json["ExtraDropList"]; if(!__json0.IsArray) { throw new SerializationException(); } ExtraDropList = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } ExtraDropList.Add(__v0); } }
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{ var __json0 = _json["PerformanceDelay"]; if(!__json0.IsArray) { throw new SerializationException(); } PerformanceDelay = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } PerformanceDelay.Add(__v0); } }
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{ var __json0 = _json["IsDarkness"]; if(!__json0.IsArray) { throw new SerializationException(); } IsDarkness = new System.Collections.Generic.List<bool>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { bool __v0; { if(!__e0.IsBoolean) { throw new SerializationException(); } __v0 = __e0; } IsDarkness.Add(__v0); } }
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{ var __json0 = _json["FxScene"]; if(!__json0.IsArray) { throw new SerializationException(); } FxScene = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } FxScene.Add(__v0); } }
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{ var __json0 = _json["AudioScene"]; if(!__json0.IsArray) { throw new SerializationException(); } AudioScene = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } AudioScene.Add(__v0); } }
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PostInit();
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}
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public ETNewItem(System.Collections.Generic.List<int> NewItemID, System.Collections.Generic.List<int> ExtraDropList, System.Collections.Generic.List<float> PerformanceDelay, System.Collections.Generic.List<bool> IsDarkness, System.Collections.Generic.List<string> FxScene, System.Collections.Generic.List<string> AudioScene ) : base()
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{
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this.NewItemID = NewItemID;
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this.ExtraDropList = ExtraDropList;
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this.PerformanceDelay = PerformanceDelay;
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this.IsDarkness = IsDarkness;
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this.FxScene = FxScene;
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this.AudioScene = AudioScene;
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PostInit();
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}
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public static ETNewItem DeserializeETNewItem(JSONNode _json)
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{
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return new ETNewItem(_json);
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}
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/// <summary>
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/// 新增参与掉落的物品的编号
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/// </summary>
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public System.Collections.Generic.List<int> NewItemID { get; private set; }
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/// <summary>
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/// 参与掉落的物品的额外掉落
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/// </summary>
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public System.Collections.Generic.List<int> ExtraDropList { get; private set; }
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/// <summary>
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/// 天气压黑,特效,音效出现的延迟时间
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/// </summary>
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public System.Collections.Generic.List<float> PerformanceDelay { get; private set; }
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/// <summary>
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/// 是否天气压黑,钓到这鱼的时候就压黑,无论是否吃鱼
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/// </summary>
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public System.Collections.Generic.List<bool> IsDarkness { get; private set; }
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/// <summary>
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/// 钓鱼时场景播放的特效,进入pulling阶段时消失
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/// </summary>
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public System.Collections.Generic.List<string> FxScene { get; private set; }
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/// <summary>
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/// 钓鱼时场景播放的音效
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/// </summary>
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public System.Collections.Generic.List<string> AudioScene { get; private set; }
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public const int __ID__ = -578550492;
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public override int GetTypeId() => __ID__;
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public override void Resolve(Dictionary<string, object> _tables)
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{
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base.Resolve(_tables);
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PostResolve();
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}
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public override void TranslateText(System.Func<string, string, string> translator)
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{
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base.TranslateText(translator);
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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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+ "NewItemID:" + Bright.Common.StringUtil.CollectionToString(NewItemID) + ","
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+ "ExtraDropList:" + Bright.Common.StringUtil.CollectionToString(ExtraDropList) + ","
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+ "PerformanceDelay:" + Bright.Common.StringUtil.CollectionToString(PerformanceDelay) + ","
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+ "IsDarkness:" + Bright.Common.StringUtil.CollectionToString(IsDarkness) + ","
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+ "FxScene:" + Bright.Common.StringUtil.CollectionToString(FxScene) + ","
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+ "AudioScene:" + Bright.Common.StringUtil.CollectionToString(AudioScene) + ","
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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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