// Generate By EToy // Don't Edit It!! using XGame.Framework.Database; using XGame.Framework.Serialization; namespace XGame.Database { /// Monster public sealed class MonsterTable : ITable { long ITable.Key => Id; /// 怪物ID public int Id { get; private set; } // sc /// 怪物类型1:普通怪物2:BOSS public int Type { get; private set; } // c /// 名称 public string Name { get; private set; } // c /// 头像 public string Heat { get; private set; } // c /// 怪物属性 public int Attr { get; private set; } // sc /// 怪物技能 public int[] Skills { get; private set; } // sc /// 模型 public string Model { get; private set; } // c /// 模型大小 public float ModelSize { get; private set; } // c /// 攻击力 public int Atk { get; private set; } /// 攻击范围 public float AtkRange { get; private set; } /// 血量 public int Hp { get; private set; } /// 移动速度 public float Speed { get; private set; } void ISerializable.Deserialize(IReader reader) { Id = reader.ReadInt(); Type = reader.ReadInt(); Name = reader.ReadString(); Heat = reader.ReadString(); Attr = reader.ReadInt(); Skills = reader.ReadEnumerable(); Model = reader.ReadString(); ModelSize = reader.ReadFloat(); Atk = reader.ReadInt(); AtkRange = reader.ReadFloat(); Hp = reader.ReadInt(); Speed = reader.ReadFloat(); } void ISerializable.Serialize(IWriter writer) { writer.Write(Id); writer.Write(Type); writer.Write(Name); writer.Write(Heat); writer.Write(Attr); writer.Write(Skills); writer.Write(Model); writer.Write(ModelSize); writer.Write(Atk); writer.Write(AtkRange); writer.Write(Hp); writer.Write(Speed); } } }