// Generate By EToy // Don't Edit It!! using XGame.Framework.Database; using XGame.Framework.Serialization; namespace XGame.Database { /// SkillVfxs public sealed class SkillVfxsTable : ITable { long ITable.Key => Id; /// id职业技能:职业ID*10+序号飞剑技能:飞剑ID*10+序号怪物技能:怪物ID*10+序号通用技能:200000+技能品质*100+序号家族技能:300000+技能品质*100+序号车位技能:400000+技能品质*100+序号 public int Id { get; private set; } /// 施法特效和施法动作配套 public string CastVfx { get; private set; } /// 施法特效跟随类型控制施法特效父节点0:角色中心(跟随玩家移动)1:角色始发点(跟随玩家移动)2:世界坐标 public int VfxFollowType { get; private set; } /// 施法特效时长单位:毫秒不能超过技能持续时长 public int CastVfxTime { get; private set; } /// 动作名字 public EAnimationName AniName { get; private set; } /// 技能特效 public string SkillVfx { get; private set; } /// 技能特效出现的时间单位:毫秒 public int SkillVfxDelay { get; private set; } /// 技能特效数量 public int SkillVfxCount { get; private set; } /// 技能特效间隔单位:毫秒 public int SkillVfxInterval { get; private set; } /// 技能特效持续时长单位:毫秒-1表示不限时间 public int SkillVfxTime { get; private set; } /// 0:不移动1:线性2:随机贝塞尔3:抛物线 public int SkillVfxMoveType { get; private set; } /// 移动速度曲线,默认线性,名字参考:https://blog.csdn.net/qq_44119541/article/details/107397494 public string SkillVfxMoveEase { get; private set; } /// 移动速度 public float SkillVfxSpeed { get; private set; } /// 技能特效坐标参数Y坐标根据施法者为玩家/怪物动态加/减0:特效出生点相对施法点偏移坐标1:特效结束点相对施法点偏移坐标 public Vec3[] SkillVfxPositions { get; private set; } /// 受击特效 public string HitVfx { get; private set; } /// 受击特效时长单位:毫秒 public int HitVfxTime { get; private set; } /// 201:["陷阱展开特效","陷阱爆炸特效"] public string[] CustomArgs { get; private set; } void ISerializable.Deserialize(IReader reader) { Id = reader.ReadInt(); CastVfx = reader.ReadString(); VfxFollowType = reader.ReadInt(); CastVfxTime = reader.ReadInt(); AniName = (EAnimationName)reader.ReadInt(); SkillVfx = reader.ReadString(); SkillVfxDelay = reader.ReadInt(); SkillVfxCount = reader.ReadInt(); SkillVfxInterval = reader.ReadInt(); SkillVfxTime = reader.ReadInt(); SkillVfxMoveType = reader.ReadInt(); SkillVfxMoveEase = reader.ReadString(); SkillVfxSpeed = reader.ReadFloat(); SkillVfxPositions = reader.ReadEnumerable(); HitVfx = reader.ReadString(); HitVfxTime = reader.ReadInt(); CustomArgs = reader.ReadEnumerable(); } void ISerializable.Serialize(IWriter writer) { writer.Write(Id); writer.Write(CastVfx); writer.Write(VfxFollowType); writer.Write(CastVfxTime); writer.Write((int)AniName); writer.Write(SkillVfx); writer.Write(SkillVfxDelay); writer.Write(SkillVfxCount); writer.Write(SkillVfxInterval); writer.Write(SkillVfxTime); writer.Write(SkillVfxMoveType); writer.Write(SkillVfxMoveEase); writer.Write(SkillVfxSpeed); writer.Write(SkillVfxPositions); writer.Write(HitVfx); writer.Write(HitVfxTime); writer.Write(CustomArgs); } } }