// 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);
}
}
}