// 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);
}
}
}