Files
MinFt/Client/Assets/Scripts/Tables/ETChangeMaterial.cs
2026-04-27 12:07:32 +08:00

167 lines
8.0 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
//------------------------------------------------------------------------------
// <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
{
/// <summary>
/// 鱼材质变化
/// </summary>
public sealed partial class ETChangeMaterial : EventTargetExtraDrop
{
public ETChangeMaterial(JSONNode _json) : base(_json)
{
{ 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); } }
{ if(!_json["ExtraCashDropList"].IsNumber) { throw new SerializationException(); } ExtraCashDropList = _json["ExtraCashDropList"]; }
{ var __json0 = _json["StatsChange"]; if(!__json0.IsArray) { throw new SerializationException(); } StatsChange = new System.Collections.Generic.List<System.Collections.Generic.List<float>>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { System.Collections.Generic.List<float> __v0; { var __json1 = __e0; if(!__json1.IsArray) { throw new SerializationException(); } __v0 = new System.Collections.Generic.List<float>(__json1.Count); foreach(JSONNode __e1 in __json1.Children) { float __v1; { if(!__e1.IsNumber) { throw new SerializationException(); } __v1 = __e1; } __v0.Add(__v1); } } StatsChange.Add(__v0); } }
{ if(!_json["Mode"].IsString) { throw new SerializationException(); } Mode = _json["Mode"]; }
{ if(!_json["Bone"].IsString) { throw new SerializationException(); } Bone = _json["Bone"]; }
{ if(!_json["MaterialChange"].IsString) { throw new SerializationException(); } MaterialChange = _json["MaterialChange"]; }
{ if(!_json["MaterialChangeDelay"].IsNumber) { throw new SerializationException(); } MaterialChangeDelay = _json["MaterialChangeDelay"]; }
{ if(!_json["FxChangeStartWater"].IsString) { throw new SerializationException(); } FxChangeStartWater = _json["FxChangeStartWater"]; }
{ if(!_json["FxChangeStartUI"].IsString) { throw new SerializationException(); } FxChangeStartUI = _json["FxChangeStartUI"]; }
{ if(!_json["FxChange"].IsString) { throw new SerializationException(); } FxChange = _json["FxChange"]; }
{ if(!_json["FxChangeFish"].IsString) { throw new SerializationException(); } FxChangeFish = _json["FxChangeFish"]; }
{ if(!_json["FxAnimation"].IsString) { throw new SerializationException(); } FxAnimation = _json["FxAnimation"]; }
{ if(!_json["FxChangeDelay"].IsNumber) { throw new SerializationException(); } FxChangeDelay = _json["FxChangeDelay"]; }
{ if(!_json["AudioChange"].IsString) { throw new SerializationException(); } AudioChange = _json["AudioChange"]; }
{ if(!_json["FxRewardScene"].IsString) { throw new SerializationException(); } FxRewardScene = _json["FxRewardScene"]; }
PostInit();
}
public ETChangeMaterial(System.Collections.Generic.List<int> ExtraDropList, int ExtraCashDropList, System.Collections.Generic.List<System.Collections.Generic.List<float>> StatsChange, string Mode, string Bone, string MaterialChange, float MaterialChangeDelay, string FxChangeStartWater, string FxChangeStartUI, string FxChange, string FxChangeFish, string FxAnimation, float FxChangeDelay, string AudioChange, string FxRewardScene ) : base()
{
this.ExtraDropList = ExtraDropList;
this.ExtraCashDropList = ExtraCashDropList;
this.StatsChange = StatsChange;
this.Mode = Mode;
this.Bone = Bone;
this.MaterialChange = MaterialChange;
this.MaterialChangeDelay = MaterialChangeDelay;
this.FxChangeStartWater = FxChangeStartWater;
this.FxChangeStartUI = FxChangeStartUI;
this.FxChange = FxChange;
this.FxChangeFish = FxChangeFish;
this.FxAnimation = FxAnimation;
this.FxChangeDelay = FxChangeDelay;
this.AudioChange = AudioChange;
this.FxRewardScene = FxRewardScene;
PostInit();
}
public static ETChangeMaterial DeserializeETChangeMaterial(JSONNode _json)
{
return new ETChangeMaterial(_json);
}
/// <summary>
/// 触发材质变化后一定有该掉落目标道具
/// </summary>
public System.Collections.Generic.List<int> ExtraDropList { get; private set; }
/// <summary>
/// 触发材质变化后一定有该掉落,结算界面的钞票增加
/// </summary>
public int ExtraCashDropList { get; private set; }
/// <summary>
/// 属性变化一共6个参数都是直接乘力量速度警惕血量逃跑速度技能蓄力速度逃跑触发血量提升
/// </summary>
public System.Collections.Generic.List<System.Collections.Generic.List<float>> StatsChange { get; private set; }
/// <summary>
/// 挂接模型名称
/// </summary>
public string Mode { get; private set; }
/// <summary>
/// 挂接挂点名称
/// </summary>
public string Bone { get; private set; }
/// <summary>
/// 材质替换方案
/// </summary>
public string MaterialChange { get; private set; }
/// <summary>
/// 特效音效出现延迟
/// </summary>
public float MaterialChangeDelay { get; private set; }
/// <summary>
/// 进入Drawing之后在鱼所在的水面上播放这个特效
/// </summary>
public string FxChangeStartWater { get; private set; }
/// <summary>
/// 进入Drawing之后在鱼的头像上播放特效
/// </summary>
public string FxChangeStartUI { get; private set; }
/// <summary>
/// 材质替换时的特效
/// </summary>
public string FxChange { get; private set; }
/// <summary>
/// 材质替换后,持续挂鱼身上的特效
/// </summary>
public string FxChangeFish { get; private set; }
/// <summary>
/// 材质替换后,鱼材质的动画,很少有
/// </summary>
public string FxAnimation { get; private set; }
/// <summary>
/// 材质替换时的特效延迟播放时间从pulling阶段算起
/// </summary>
public float FxChangeDelay { get; private set; }
/// <summary>
/// 材质变换瞬间的音效
/// </summary>
public string AudioChange { get; private set; }
/// <summary>
/// 结算界面持续特效
/// </summary>
public string FxRewardScene { get; private set; }
public const int __ID__ = 224699270;
public override int GetTypeId() => __ID__;
public override void Resolve(Dictionary<string, object> _tables)
{
base.Resolve(_tables);
PostResolve();
}
public override void TranslateText(System.Func<string, string, string> translator)
{
base.TranslateText(translator);
}
public override string ToString()
{
return "{ "
+ "ExtraDropList:" + Bright.Common.StringUtil.CollectionToString(ExtraDropList) + ","
+ "ExtraCashDropList:" + ExtraCashDropList + ","
+ "StatsChange:" + Bright.Common.StringUtil.CollectionToString(StatsChange) + ","
+ "Mode:" + Mode + ","
+ "Bone:" + Bone + ","
+ "MaterialChange:" + MaterialChange + ","
+ "MaterialChangeDelay:" + MaterialChangeDelay + ","
+ "FxChangeStartWater:" + FxChangeStartWater + ","
+ "FxChangeStartUI:" + FxChangeStartUI + ","
+ "FxChange:" + FxChange + ","
+ "FxChangeFish:" + FxChangeFish + ","
+ "FxAnimation:" + FxAnimation + ","
+ "FxChangeDelay:" + FxChangeDelay + ","
+ "AudioChange:" + AudioChange + ","
+ "FxRewardScene:" + FxRewardScene + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}