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
112 lines
5.3 KiB
C#
112 lines
5.3 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 EventJigsawPuzzleRound : Bright.Config.BeanBase
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{
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public JSONNode json;
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public EventJigsawPuzzleRound(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["PictureCount"].IsNumber) { throw new SerializationException(); } PictureCount = _json["PictureCount"]; }
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{ var __json0 = _json["PictureList"]; if(!__json0.IsArray) { throw new SerializationException(); } PictureList = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } PictureList.Add(__v0); } }
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{ var __json0 = _json["PuzzleRewardList"]; if(!__json0.IsArray) { throw new SerializationException(); } PuzzleRewardList = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } PuzzleRewardList.Add(__v0); } }
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{ var __json0 = _json["ProbList"]; if(!__json0.IsArray) { throw new SerializationException(); } ProbList = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } ProbList.Add(__v0); } }
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{ var __json0 = _json["PictureRewardList"]; if(!__json0.IsArray) { throw new SerializationException(); } PictureRewardList = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } PictureRewardList.Add(__v0); } }
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{ if(!_json["FinalReward"].IsNumber) { throw new SerializationException(); } FinalReward = _json["FinalReward"]; }
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{ if(!_json["SameFragmentExchange"].IsNumber) { throw new SerializationException(); } SameFragmentExchange = _json["SameFragmentExchange"]; }
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json = _json;
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PostInit();
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}
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public EventJigsawPuzzleRound(int ID, int PictureCount, System.Collections.Generic.List<int> PictureList, System.Collections.Generic.List<int> PuzzleRewardList, System.Collections.Generic.List<int> ProbList, System.Collections.Generic.List<int> PictureRewardList, int FinalReward, int SameFragmentExchange )
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{
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this.ID = ID;
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this.PictureCount = PictureCount;
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this.PictureList = PictureList;
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this.PuzzleRewardList = PuzzleRewardList;
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this.ProbList = ProbList;
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this.PictureRewardList = PictureRewardList;
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this.FinalReward = FinalReward;
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this.SameFragmentExchange = SameFragmentExchange;
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PostInit();
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}
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public static EventJigsawPuzzleRound DeserializeEventJigsawPuzzleRound(JSONNode _json)
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{
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return new EventJigsawPuzzleRound(_json);
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}
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public int ID { get; private set; }
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/// <summary>
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/// 从3张拼图到5张拼图
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/// </summary>
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public int PictureCount { get; private set; }
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/// <summary>
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/// 从3张拼图到5张拼图
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/// </summary>
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public System.Collections.Generic.List<int> PictureList { get; private set; }
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/// <summary>
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/// 对应EventJigsawPuzzleReward
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/// </summary>
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public System.Collections.Generic.List<int> PuzzleRewardList { get; private set; }
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/// <summary>
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/// 对应EventJigsawPuzzleExProb主键
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/// </summary>
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public System.Collections.Generic.List<int> ProbList { get; private set; }
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/// <summary>
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/// 对应PictureList,每个拼图完成后的Drop表主键
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/// </summary>
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public System.Collections.Generic.List<int> PictureRewardList { get; private set; }
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/// <summary>
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/// 对应Drop表主键
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/// </summary>
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public int FinalReward { get; private set; }
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/// <summary>
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/// 多少个相同碎片会兑换1个新碎片
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/// </summary>
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public int SameFragmentExchange { get; private set; }
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public const int __ID__ = -1527880203;
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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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+ "PictureCount:" + PictureCount + ","
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+ "PictureList:" + Bright.Common.StringUtil.CollectionToString(PictureList) + ","
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+ "PuzzleRewardList:" + Bright.Common.StringUtil.CollectionToString(PuzzleRewardList) + ","
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+ "ProbList:" + Bright.Common.StringUtil.CollectionToString(ProbList) + ","
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+ "PictureRewardList:" + Bright.Common.StringUtil.CollectionToString(PictureRewardList) + ","
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+ "FinalReward:" + FinalReward + ","
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+ "SameFragmentExchange:" + SameFragmentExchange + ","
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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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