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
118 lines
6.0 KiB
C#
118 lines
6.0 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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/// 沙尘暴,支持Jump
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/// </summary>
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public sealed partial class SandStorm : FishSpSkillLabel
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{
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public SandStorm(JSONNode _json) : base(_json)
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{
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{ if(!_json["SkillStageMaxCount"].IsNumber) { throw new SerializationException(); } SkillStageMaxCount = _json["SkillStageMaxCount"]; }
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{ var __json0 = _json["UISandFxDelay"]; if(!__json0.IsArray) { throw new SerializationException(); } UISandFxDelay = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } UISandFxDelay.Add(__v0); } }
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{ var __json0 = _json["UISandFx"]; if(!__json0.IsArray) { throw new SerializationException(); } UISandFx = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } UISandFx.Add(__v0); } }
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{ if(!_json["JumpFx"].IsString) { throw new SerializationException(); } JumpFx = _json["JumpFx"]; }
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{ var __json0 = _json["JumpFxDelay"]; if(!__json0.IsArray) { throw new SerializationException(); } JumpFxDelay = new System.Collections.Generic.List<float>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { float __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } JumpFxDelay.Add(__v0); } }
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{ if(!_json["SceneFx"].IsString) { throw new SerializationException(); } SceneFx = _json["SceneFx"]; }
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{ var __json0 = _json["ChangeFx"]; if(!__json0.IsArray) { throw new SerializationException(); } ChangeFx = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } ChangeFx.Add(__v0); } }
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{ var __json0 = _json["DisappearFx"]; if(!__json0.IsArray) { throw new SerializationException(); } DisappearFx = new System.Collections.Generic.List<string>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { string __v0; { if(!__e0.IsString) { throw new SerializationException(); } __v0 = __e0; } DisappearFx.Add(__v0); } }
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PostInit();
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}
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public SandStorm(int SkillStageMaxCount, System.Collections.Generic.List<float> UISandFxDelay, System.Collections.Generic.List<string> UISandFx, string JumpFx, System.Collections.Generic.List<float> JumpFxDelay, string SceneFx, System.Collections.Generic.List<string> ChangeFx, System.Collections.Generic.List<string> DisappearFx ) : base()
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{
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this.SkillStageMaxCount = SkillStageMaxCount;
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this.UISandFxDelay = UISandFxDelay;
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this.UISandFx = UISandFx;
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this.JumpFx = JumpFx;
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this.JumpFxDelay = JumpFxDelay;
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this.SceneFx = SceneFx;
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this.ChangeFx = ChangeFx;
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this.DisappearFx = DisappearFx;
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PostInit();
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}
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public static SandStorm DeserializeSandStorm(JSONNode _json)
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{
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return new SandStorm(_json);
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}
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/// <summary>
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/// 技能阶段的最大数
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/// </summary>
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public int SkillStageMaxCount { get; private set; }
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/// <summary>
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/// 数组,分别对应Jump动画开始播后,特效延迟时间,有几个动画写几个
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/// </summary>
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public System.Collections.Generic.List<float> UISandFxDelay { get; private set; }
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/// <summary>
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/// 每个阶段对应的ui特效,有几个阶段配几个
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/// </summary>
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public System.Collections.Generic.List<string> UISandFx { get; private set; }
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/// <summary>
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/// 鱼起跳后,根据JumpFxDelay延迟,在场景里挂一个特效
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/// </summary>
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public string JumpFx { get; private set; }
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/// <summary>
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/// 数组,分别对应Jump动画开始播后,特效延迟时间,有几个动画写几个
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/// </summary>
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public System.Collections.Generic.List<float> JumpFxDelay { get; private set; }
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/// <summary>
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/// 场景特效,全程循环播放
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/// </summary>
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public string SceneFx { get; private set; }
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/// <summary>
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/// 转场特效,播放UI特效前播放,数组,每个阶段单独配置
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/// </summary>
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public System.Collections.Generic.List<string> ChangeFx { get; private set; }
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/// <summary>
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/// 特效消失前播放的特效,和技能阶段数有关,有几个UISandFx特效写几个
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/// </summary>
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public System.Collections.Generic.List<string> DisappearFx { get; private set; }
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public const int __ID__ = -656663899;
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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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+ "SkillStageMaxCount:" + SkillStageMaxCount + ","
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+ "UISandFxDelay:" + Bright.Common.StringUtil.CollectionToString(UISandFxDelay) + ","
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+ "UISandFx:" + Bright.Common.StringUtil.CollectionToString(UISandFx) + ","
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+ "JumpFx:" + JumpFx + ","
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+ "JumpFxDelay:" + Bright.Common.StringUtil.CollectionToString(JumpFxDelay) + ","
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+ "SceneFx:" + SceneFx + ","
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+ "ChangeFx:" + Bright.Common.StringUtil.CollectionToString(ChangeFx) + ","
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+ "DisappearFx:" + Bright.Common.StringUtil.CollectionToString(DisappearFx) + ","
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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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