// Generate By EToy // Don't Edit It!! using XGame.Framework.Database; using XGame.Framework.Serialization; namespace XGame.Database { /// treasure public sealed class treasureTable : ITable { long ITable.Key => Id; /// 箱子等级 public int Id { get; private set; } // sc /// 升级所需的经验 public int Expend { get; private set; } // sc /// 获取装备品质的概率-10万分比 [品质,概率]…… public int[] EquipmentProbability { get; private set; } // sc /// 木质宝箱掉落【掉落ID,0/1(0不支持掉落装备/1支持掉落装备)】 public int[] WoodenChestDrop { get; private set; } /// 黑铁宝箱掉落【掉落ID,0/1(0不支持掉落装备/1支持掉落装备)】 public int[] BlackIronChestDrop { get; private set; } /// 黄金宝箱掉落掉落的资源+装备【掉落ID,0/1(0不支持掉落装备/1支持掉落装备)】装备走自动品质获取,不走掉落表 public int[] PlatinumChestDrop { get; private set; } /// 铂金宝箱掉落【掉落ID,0/1(0不支持掉落装备/1支持掉落装备)】 public int[] ChemistryChestDrop { get; private set; } /// 钻石宝箱掉落【掉落ID,0/1(0不支持掉落装备/1支持掉落装备)】 public int[] PearlsChestDrop { get; private set; } /// 升级时间 public int Time { get; private set; } // sc void ISerializable.Deserialize(IReader reader) { Id = reader.ReadInt(); Expend = reader.ReadInt(); EquipmentProbability = reader.ReadEnumerable(); WoodenChestDrop = reader.ReadEnumerable(); BlackIronChestDrop = reader.ReadEnumerable(); PlatinumChestDrop = reader.ReadEnumerable(); ChemistryChestDrop = reader.ReadEnumerable(); PearlsChestDrop = reader.ReadEnumerable(); Time = reader.ReadInt(); } void ISerializable.Serialize(IWriter writer) { writer.Write(Id); writer.Write(Expend); writer.Write(EquipmentProbability); writer.Write(WoodenChestDrop); writer.Write(BlackIronChestDrop); writer.Write(PlatinumChestDrop); writer.Write(ChemistryChestDrop); writer.Write(PearlsChestDrop); writer.Write(Time); } } }