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- // Generate By EToy
- // Don't Edit It!!
- using XGame.Framework.Database;
- using XGame.Framework.Serialization;
- namespace XGame.Database
- {
- /// <summary> SkillVfxs </summary>
- public sealed class SkillVfxsTable : ITable
- {
- long ITable.Key => Id;
- /// <summary> id职业技能:职业ID*10+序号飞剑技能:飞剑ID*10+序号怪物技能:怪物ID*10+序号通用技能:200000+技能品质*100+序号家族技能:300000+技能品质*100+序号车位技能:400000+技能品质*100+序号 </summary>
- public int Id { get; private set; }
- /// <summary> 施法特效和施法动作配套 </summary>
- public string CastVfx { get; private set; }
- /// <summary> 施法特效跟随类型控制施法特效父节点0:角色中心(跟随玩家移动)1:角色始发点(跟随玩家移动)2:世界坐标 </summary>
- public int VfxFollowType { get; private set; }
- /// <summary> 施法特效时长单位:毫秒不能超过技能持续时长 </summary>
- public int CastVfxTime { get; private set; }
- /// <summary> 动作名字 </summary>
- public EAnimationName AniName { get; private set; }
- /// <summary> 技能特效 </summary>
- public string SkillVfx { get; private set; }
- /// <summary> 技能特效出现的时间单位:毫秒 </summary>
- public int SkillVfxDelay { get; private set; }
- /// <summary> 技能特效数量 </summary>
- public int SkillVfxCount { get; private set; }
- /// <summary> 技能特效间隔单位:毫秒 </summary>
- public int SkillVfxInterval { get; private set; }
- /// <summary> 技能特效持续时长单位:毫秒-1表示不限时间 </summary>
- public int SkillVfxTime { get; private set; }
- /// <summary> 0:不移动1:线性2:随机贝塞尔3:抛物线 </summary>
- public int SkillVfxMoveType { get; private set; }
- /// <summary> 移动速度曲线,默认线性,名字参考:https://blog.csdn.net/qq_44119541/article/details/107397494 </summary>
- public string SkillVfxMoveEase { get; private set; }
- /// <summary> 移动速度 </summary>
- public float SkillVfxSpeed { get; private set; }
- /// <summary> 技能特效坐标参数Y坐标根据施法者为玩家/怪物动态加/减0:特效出生点相对施法点偏移坐标1:特效结束点相对施法点偏移坐标 </summary>
- public Vec3[] SkillVfxPositions { get; private set; }
- /// <summary> 受击特效 </summary>
- public string HitVfx { get; private set; }
- /// <summary> 受击特效时长单位:毫秒 </summary>
- public int HitVfxTime { get; private set; }
- /// <summary> 201:["陷阱展开特效","陷阱爆炸特效"] </summary>
- public string[] CustomArgs { get; private set; }
- void ISerializable.Deserialize(IReader reader)
- {
- Id = reader.ReadInt();
- CastVfx = reader.ReadString();
- VfxFollowType = reader.ReadInt();
- CastVfxTime = reader.ReadInt();
- AniName = (EAnimationName)reader.ReadInt();
- SkillVfx = reader.ReadString();
- SkillVfxDelay = reader.ReadInt();
- SkillVfxCount = reader.ReadInt();
- SkillVfxInterval = reader.ReadInt();
- SkillVfxTime = reader.ReadInt();
- SkillVfxMoveType = reader.ReadInt();
- SkillVfxMoveEase = reader.ReadString();
- SkillVfxSpeed = reader.ReadFloat();
- SkillVfxPositions = reader.ReadEnumerable<Vec3[]>();
- HitVfx = reader.ReadString();
- HitVfxTime = reader.ReadInt();
- CustomArgs = reader.ReadEnumerable<string[]>();
- }
- void ISerializable.Serialize(IWriter writer)
- {
- writer.Write(Id);
- writer.Write(CastVfx);
- writer.Write(VfxFollowType);
- writer.Write(CastVfxTime);
- writer.Write((int)AniName);
- writer.Write(SkillVfx);
- writer.Write(SkillVfxDelay);
- writer.Write(SkillVfxCount);
- writer.Write(SkillVfxInterval);
- writer.Write(SkillVfxTime);
- writer.Write(SkillVfxMoveType);
- writer.Write(SkillVfxMoveEase);
- writer.Write(SkillVfxSpeed);
- writer.Write(SkillVfxPositions);
- writer.Write(HitVfx);
- writer.Write(HitVfxTime);
- writer.Write(CustomArgs);
- }
- }
- }
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