// Generate By EToy // Don't Edit It!! using XGame.Framework.Database; using XGame.Framework.Serialization; namespace XGame.Database { /// Item public sealed class ItemTable : ITable { long ITable.Key => Id; public int Id { get; private set; } /// 0:资源类1:代币类2:常规道具3:宝箱4:礼包类5:头衔6:外观7:特权卡8:红包9:符石10:装备11:飞剑12:技能13:坐骑14:混沌秘宝15:元素核心 public int Type { get; private set; } /// 0:无1:获取时自动开启2:手动开启 public int Subtype { get; private set; } public string Name { get; private set; } public string Desc { get; private set; } public string Icon { get; private set; } public EQualityLevel Quality { get; private set; } /// [1,加速时间][3,经验,积分] public int[] Effect { get; private set; } /// 回收价格 public int RecyclingPrices { get; private set; } /// 时效 public int Duration { get; private set; } /// 前往跳转 public int[] Jump { get; private set; } // c /// 功能类型(用于特殊道具处理)1=公会2=主线关卡3=副本4=家园 public int SystemsType { get; private set; } void ISerializable.Deserialize(IReader reader) { Id = reader.ReadInt(); Type = reader.ReadInt(); Subtype = reader.ReadInt(); Name = reader.ReadString(); Desc = reader.ReadString(); Icon = reader.ReadString(); Quality = (EQualityLevel)reader.ReadInt(); Effect = reader.ReadEnumerable(); RecyclingPrices = reader.ReadInt(); Duration = reader.ReadInt(); Jump = reader.ReadEnumerable(); SystemsType = reader.ReadInt(); } void ISerializable.Serialize(IWriter writer) { writer.Write(Id); writer.Write(Type); writer.Write(Subtype); writer.Write(Name); writer.Write(Desc); writer.Write(Icon); writer.Write((int)Quality); writer.Write(Effect); writer.Write(RecyclingPrices); writer.Write(Duration); writer.Write(Jump); writer.Write(SystemsType); } } }