// Generate By EToy // Don't Edit It!! using XGame.Framework.Database; using XGame.Framework.Serialization; namespace XGame.Database { /// Epigraph public sealed class EpigraphTable : ITable { long ITable.Key => Id; /// 铭文ID public int Id { get; private set; } /// 图标 public string Icon { get; private set; } // c /// 名字 public string Name { get; private set; } // c /// 描述 public string Desc { get; private set; } // c /// 1: 白2:绿3:蓝4:紫5: 黄6:橙7:红8: 粉9:蓝钻10:鎏金11:璀璨 public EQualityLevel Quality { get; private set; } // c /// 元素系1:火2:雷3:冰4:毒5:风0:无元素 public EElementType Element { get; private set; } /// 效果参数 public int[] EffectArgs { get; private set; } /// 铭文小图标 public string Icon2 { get; private set; } // c /// 技能id,星级条件 public int[] Skill { get; private set; } // sc /// 拥有属性属性名称1,属性值,属性名称2,属性值…… public int[] Own_attr { get; private set; } // sc void ISerializable.Deserialize(IReader reader) { Id = reader.ReadInt(); Icon = reader.ReadString(); Name = reader.ReadString(); Desc = reader.ReadString(); Quality = (EQualityLevel)reader.ReadInt(); Element = (EElementType)reader.ReadInt(); EffectArgs = reader.ReadEnumerable(); Icon2 = reader.ReadString(); Skill = reader.ReadEnumerable(); Own_attr = reader.ReadEnumerable(); } void ISerializable.Serialize(IWriter writer) { writer.Write(Id); writer.Write(Icon); writer.Write(Name); writer.Write(Desc); writer.Write((int)Quality); writer.Write((int)Element); writer.Write(EffectArgs); writer.Write(Icon2); writer.Write(Skill); writer.Write(Own_attr); } } }