// Generate By EToy // Don't Edit It!! using XGame.Framework.Database; using XGame.Framework.Serialization; namespace XGame.Database { /// arena public sealed class arenaTable : ITable { long ITable.Key => Id; /// 功能ID public int Id { get; private set; } /// 挑战卷回复时间(分钟) public int Time { get; private set; } /// 挑战卷回复上限 public int Maximums { get; private set; } /// 挑战卷购买次数+消耗钻石消耗钻石数量 public int[] Purchase { get; private set; } /// 刷新消耗刷新次数+消耗钻石数量 public int[] Flushed { get; private set; } /// 积分<0%(高于%+获得积分加成%+扣除积分加成%) public int[] Higher { get; private set; } /// 积分>0%(低于%+获得积分加成+扣除积分加成) public int[] Below { get; private set; } /// 基础积分 public int Basis { get; private set; } /// 挑战成功奖励道具id+数量 public int[] Rewardwin { get; private set; } /// 挑战失败奖励道具id+数量 public int[] Rewardlose { get; private set; } void ISerializable.Deserialize(IReader reader) { Id = reader.ReadInt(); Time = reader.ReadInt(); Maximums = reader.ReadInt(); Purchase = reader.ReadEnumerable(); Flushed = reader.ReadEnumerable(); Higher = reader.ReadEnumerable(); Below = reader.ReadEnumerable(); Basis = reader.ReadInt(); Rewardwin = reader.ReadEnumerable(); Rewardlose = reader.ReadEnumerable(); } void ISerializable.Serialize(IWriter writer) { writer.Write(Id); writer.Write(Time); writer.Write(Maximums); writer.Write(Purchase); writer.Write(Flushed); writer.Write(Higher); writer.Write(Below); writer.Write(Basis); writer.Write(Rewardwin); writer.Write(Rewardlose); } } }