// Generate By EToy // Don't Edit It!! using XGame.Framework.Database; using XGame.Framework.Serialization; namespace XGame.Database { /// Partner public sealed class PartnerTable : ITable { long ITable.Key => Id; /// 20000+类型*100+品质*10+序号 public int Id { get; private set; } // sc public string Name { get; private set; } // c public string Icon { 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; } // c /// 1:剑 2:锤 3:斧 4:匕首 5:法杖 public int Type { get; private set; } // sc /// 1:白2:绿3:蓝4:紫5:橙6:红7:彩 public EQualityLevel Quality { get; private set; } // sc /// 0:无1:活动 public int Label { get; private set; } // c /// 基础属性属性名称1,属性值,属性名称2,属性值…… public int[] Base_attr { get; private set; } // sc /// 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 /// 模型 public string Model { get; private set; } // c /// 尺寸 public float Size { get; private set; } // c /// 圣兵小图标 public string Icon2 { get; private set; } void ISerializable.Deserialize(IReader reader) { Id = reader.ReadInt(); Name = reader.ReadString(); Icon = reader.ReadString(); Element = (EElementType)reader.ReadInt(); Type = reader.ReadInt(); Quality = (EQualityLevel)reader.ReadInt(); Label = reader.ReadInt(); Base_attr = reader.ReadEnumerable(); Skill = reader.ReadEnumerable(); Own_attr = reader.ReadEnumerable(); Model = reader.ReadString(); Size = reader.ReadFloat(); Icon2 = reader.ReadString(); } void ISerializable.Serialize(IWriter writer) { writer.Write(Id); writer.Write(Name); writer.Write(Icon); writer.Write((int)Element); writer.Write(Type); writer.Write((int)Quality); writer.Write(Label); writer.Write(Base_attr); writer.Write(Skill); writer.Write(Own_attr); writer.Write(Model); writer.Write(Size); writer.Write(Icon2); } } }