// 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);
}
}
}