// 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);
}
}
}