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
91 lines
4.2 KiB
C#
91 lines
4.2 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 RodLevelup : Bright.Config.BeanBase
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{
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public JSONNode json;
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public RodLevelup(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["MaxLevel"].IsNumber) { throw new SerializationException(); } MaxLevel = _json["MaxLevel"]; }
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{ var __json0 = _json["Millestones"]; if(!__json0.IsArray) { throw new SerializationException(); } Millestones = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } Millestones.Add(__v0); } }
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{ var __json0 = _json["LevelupBasicStats"]; if(!__json0.IsArray) { throw new SerializationException(); } LevelupBasicStats = new System.Collections.Generic.List<System.Collections.Generic.List<int>>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { System.Collections.Generic.List<int> __v0; { var __json1 = __e0; if(!__json1.IsArray) { throw new SerializationException(); } __v0 = new System.Collections.Generic.List<int>(__json1.Count); foreach(JSONNode __e1 in __json1.Children) { int __v1; { if(!__e1.IsNumber) { throw new SerializationException(); } __v1 = __e1; } __v0.Add(__v1); } } LevelupBasicStats.Add(__v0); } }
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{ var __json0 = _json["LevelupConsume"]; if(!__json0.IsArray) { throw new SerializationException(); } LevelupConsume = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } LevelupConsume.Add(__v0); } }
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json = _json;
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PostInit();
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}
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public RodLevelup(int ID, int MaxLevel, System.Collections.Generic.List<int> Millestones, System.Collections.Generic.List<System.Collections.Generic.List<int>> LevelupBasicStats, System.Collections.Generic.List<int> LevelupConsume )
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{
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this.ID = ID;
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this.MaxLevel = MaxLevel;
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this.Millestones = Millestones;
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this.LevelupBasicStats = LevelupBasicStats;
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this.LevelupConsume = LevelupConsume;
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PostInit();
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}
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public static RodLevelup DeserializeRodLevelup(JSONNode _json)
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{
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return new RodLevelup(_json);
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}
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/// <summary>
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/// 对应鱼竿编号
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/// </summary>
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public int ID { get; private set; }
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public int MaxLevel { get; private set; }
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/// <summary>
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/// 在这些等级时,需要升星才能继续提升等级
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/// </summary>
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public System.Collections.Generic.List<int> Millestones { get; private set; }
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/// <summary>
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/// 分别对应RodBasicStats中1,2,3的顺序,可能1级内成长多个属性
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/// </summary>
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public System.Collections.Generic.List<System.Collections.Generic.List<int>> LevelupBasicStats { get; private set; }
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/// <summary>
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/// 道具编号1003,逗号隔开
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/// </summary>
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public System.Collections.Generic.List<int> LevelupConsume { get; private set; }
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public const int __ID__ = -2071374472;
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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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+ "MaxLevel:" + MaxLevel + ","
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+ "Millestones:" + Bright.Common.StringUtil.CollectionToString(Millestones) + ","
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+ "LevelupBasicStats:" + Bright.Common.StringUtil.CollectionToString(LevelupBasicStats) + ","
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+ "LevelupConsume:" + Bright.Common.StringUtil.CollectionToString(LevelupConsume) + ","
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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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