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
95 lines
3.1 KiB
C#
95 lines
3.1 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 FaceUI : Bright.Config.BeanBase
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{
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public JSONNode json;
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public FaceUI(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["NoticeType"].IsNumber) { throw new SerializationException(); } NoticeType = _json["NoticeType"]; }
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{ if(!_json["NoticeParam"].IsNumber) { throw new SerializationException(); } NoticeParam = _json["NoticeParam"]; }
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{ if(!_json["FaceOrder"].IsNumber) { throw new SerializationException(); } FaceOrder = _json["FaceOrder"]; }
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{ if(!_json["ServerType"].IsNumber) { throw new SerializationException(); } ServerType = _json["ServerType"]; }
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json = _json;
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PostInit();
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}
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public FaceUI(int ID, string Prefab, int NoticeType, int NoticeParam, int FaceOrder, int ServerType )
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{
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this.ID = ID;
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this.Prefab = Prefab;
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this.NoticeType = NoticeType;
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this.NoticeParam = NoticeParam;
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this.FaceOrder = FaceOrder;
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this.ServerType = ServerType;
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PostInit();
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}
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public static FaceUI DeserializeFaceUI(JSONNode _json)
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{
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return new FaceUI(_json);
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}
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public int ID { get; private set; }
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public string Prefab { get; private set; }
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/// <summary>
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/// 1:活动开启时,玩家每日登录时;2、活动结束后,玩家首次登录时
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/// </summary>
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public int NoticeType { get; private set; }
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/// <summary>
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/// 每日最多几次
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/// </summary>
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public int NoticeParam { get; private set; }
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/// <summary>
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/// 按照1、2、3、4的先后顺序弹出
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/// </summary>
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public int FaceOrder { get; private set; }
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/// <summary>
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/// 如果为1,则为服务器事件<br/>不受到拍脸顺序和最大拍脸数量的影响
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/// </summary>
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public int ServerType { get; private set; }
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public const int __ID__ = 2096671185;
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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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+ "NoticeType:" + NoticeType + ","
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+ "NoticeParam:" + NoticeParam + ","
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+ "FaceOrder:" + FaceOrder + ","
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+ "ServerType:" + ServerType + ","
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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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