// Generate By EToy
// Don't Edit It!!
using XGame.Framework.Database;
using XGame.Framework.Serialization;
namespace XGame.Database
{
/// Partner
public sealed class PartnerTable : ITable
{
long ITable.Key => Id;
/// 20000+类型*100+品质*10+序号
public int Id { get; private set; } // sc
public string Name { get; private set; } // c
public string Icon { get; private set; } // c
public string Desc { get; private set; } // c
/// 1:剑 2:锤 3:斧 4:匕首 5:法杖
public int Type { get; private set; } // sc
/// 1:白2:绿3:蓝4:紫5:橙6:红7:彩
public int Quality { get; private set; } // sc
/// 0:无1:活动
public int Label { get; private set; } // c
/// 属性名称1,属性值,属性名称2,属性值……
public int[] Base_attr { get; private set; } // sc
/// 技能id
public int Skill { get; private set; } // sc
/// 属性名称1,属性值,属性名称2,属性值……
public int[] Own_attr { get; private set; } // sc
/// 模型
public string Model { get; private set; } // c
/// 尺寸
public float Size { get; private set; } // c
void ISerializable.Deserialize(IReader reader)
{
Id = reader.ReadInt();
Name = reader.ReadString();
Icon = reader.ReadString();
Desc = reader.ReadString();
Type = reader.ReadInt();
Quality = reader.ReadInt();
Label = reader.ReadInt();
Base_attr = reader.ReadEnumerable();
Skill = reader.ReadInt();
Own_attr = reader.ReadEnumerable();
Model = reader.ReadString();
Size = reader.ReadFloat();
}
void ISerializable.Serialize(IWriter writer)
{
writer.Write(Id);
writer.Write(Name);
writer.Write(Icon);
writer.Write(Desc);
writer.Write(Type);
writer.Write(Quality);
writer.Write(Label);
writer.Write(Base_attr);
writer.Write(Skill);
writer.Write(Own_attr);
writer.Write(Model);
writer.Write(Size);
}
}
}