// 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);
}
}
}