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

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//------------------------------------------------------------------------------
// <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>
/// 沙尘暴支持Jump
/// </summary>
public sealed partial class SandStorm : FishSpSkillLabel
{
public SandStorm(JSONNode _json) : base(_json)
{
{ if(!_json["SkillStageMaxCount"].IsNumber) { throw new SerializationException(); } SkillStageMaxCount = _json["SkillStageMaxCount"]; }
{ 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); } }
{ 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); } }
{ if(!_json["JumpFx"].IsString) { throw new SerializationException(); } JumpFx = _json["JumpFx"]; }
{ 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); } }
{ if(!_json["SceneFx"].IsString) { throw new SerializationException(); } SceneFx = _json["SceneFx"]; }
{ 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); } }
{ 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); } }
PostInit();
}
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()
{
this.SkillStageMaxCount = SkillStageMaxCount;
this.UISandFxDelay = UISandFxDelay;
this.UISandFx = UISandFx;
this.JumpFx = JumpFx;
this.JumpFxDelay = JumpFxDelay;
this.SceneFx = SceneFx;
this.ChangeFx = ChangeFx;
this.DisappearFx = DisappearFx;
PostInit();
}
public static SandStorm DeserializeSandStorm(JSONNode _json)
{
return new SandStorm(_json);
}
/// <summary>
/// 技能阶段的最大数
/// </summary>
public int SkillStageMaxCount { get; private set; }
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<float> UISandFxDelay { get; private set; }
/// <summary>
/// 每个阶段对应的ui特效,有几个阶段配几个
/// </summary>
public System.Collections.Generic.List<string> UISandFx { get; private set; }
/// <summary>
/// 鱼起跳后根据JumpFxDelay延迟在场景里挂一个特效
/// </summary>
public string JumpFx { get; private set; }
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<float> JumpFxDelay { get; private set; }
/// <summary>
/// 场景特效,全程循环播放
/// </summary>
public string SceneFx { get; private set; }
/// <summary>
/// 转场特效播放UI特效前播放数组每个阶段单独配置
/// </summary>
public System.Collections.Generic.List<string> ChangeFx { get; private set; }
/// <summary>
/// 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
/// </summary>
public System.Collections.Generic.List<string> DisappearFx { get; private set; }
public const int __ID__ = -656663899;
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 "{ "
+ "SkillStageMaxCount:" + SkillStageMaxCount + ","
+ "UISandFxDelay:" + Bright.Common.StringUtil.CollectionToString(UISandFxDelay) + ","
+ "UISandFx:" + Bright.Common.StringUtil.CollectionToString(UISandFx) + ","
+ "JumpFx:" + JumpFx + ","
+ "JumpFxDelay:" + Bright.Common.StringUtil.CollectionToString(JumpFxDelay) + ","
+ "SceneFx:" + SceneFx + ","
+ "ChangeFx:" + Bright.Common.StringUtil.CollectionToString(ChangeFx) + ","
+ "DisappearFx:" + Bright.Common.StringUtil.CollectionToString(DisappearFx) + ","
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
}