// 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);
}
}
}