ChapterTable.cs 4.4 KB

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  1. // Generate By EToy
  2. // Don't Edit It!!
  3. using XGame.Framework.Database;
  4. using XGame.Framework.Serialization;
  5. namespace XGame.Database
  6. {
  7. /// <summary> Chapter </summary>
  8. public sealed class ChapterTable : ITable
  9. {
  10. long ITable.Key => Id;
  11. /// <summary> ID10000000*关卡类型+章节*10000+关卡*100+节点 </summary>
  12. public int Id { get; private set; }
  13. /// <summary> 关卡类型1:常规关卡 </summary>
  14. public int Type { get; private set; } // c
  15. /// <summary> 关卡名称 </summary>
  16. public string Name { get; private set; } // c
  17. /// <summary> 等级 </summary>
  18. public int Level { get; private set; }
  19. /// <summary> 调节系数 </summary>
  20. public int Power { get; private set; }
  21. /// <summary> 地图 </summary>
  22. public int Map { get; private set; } // c
  23. /// <summary> 章节 </summary>
  24. public int Chapter { get; private set; }
  25. /// <summary> 关卡 </summary>
  26. public int Section { get; private set; }
  27. /// <summary> 节点 </summary>
  28. public int Part { get; private set; }
  29. /// <summary> 0:普通节点1:BOSS节点 </summary>
  30. public int Part_type { get; private set; } // c
  31. /// <summary> 每波出怪间隔(单位:豪秒) </summary>
  32. public int Interval { get; private set; } // c
  33. /// <summary> 第1波怪物ID,数量,列数 </summary>
  34. public int[] Monster_refresh1 { get; private set; }
  35. /// <summary> 第2波怪物ID,数量,列数 </summary>
  36. public int[] Monster_refresh2 { get; private set; }
  37. /// <summary> 第3波怪物ID,数量,列数 </summary>
  38. public int[] Monster_refresh3 { get; private set; }
  39. /// <summary> 第4波怪物ID,数量,列数 </summary>
  40. public int[] Monster_refresh4 { get; private set; }
  41. /// <summary> 第5波怪物ID,数量,列数 </summary>
  42. public int[] Monster_refresh5 { get; private set; }
  43. /// <summary> 关卡通关限时(单位:豪秒)-1:表现不限制 </summary>
  44. public int Time { get; private set; }
  45. /// <summary> 首通奖励[道具ID,道具数量] </summary>
  46. public int[] Section_reward { get; private set; }
  47. /// <summary> 在线奖励(道具id+道具数量+秒) </summary>
  48. public int[] Online_reward { get; private set; }
  49. /// <summary> 离线奖励(道具id+道具数量+秒) </summary>
  50. public int[] Offline_reward { get; private set; }
  51. void ISerializable.Deserialize(IReader reader)
  52. {
  53. Id = reader.ReadInt();
  54. Type = reader.ReadInt();
  55. Name = reader.ReadString();
  56. Level = reader.ReadInt();
  57. Power = reader.ReadInt();
  58. Map = reader.ReadInt();
  59. Chapter = reader.ReadInt();
  60. Section = reader.ReadInt();
  61. Part = reader.ReadInt();
  62. Part_type = reader.ReadInt();
  63. Interval = reader.ReadInt();
  64. Monster_refresh1 = reader.ReadEnumerable<int[]>();
  65. Monster_refresh2 = reader.ReadEnumerable<int[]>();
  66. Monster_refresh3 = reader.ReadEnumerable<int[]>();
  67. Monster_refresh4 = reader.ReadEnumerable<int[]>();
  68. Monster_refresh5 = reader.ReadEnumerable<int[]>();
  69. Time = reader.ReadInt();
  70. Section_reward = reader.ReadEnumerable<int[]>();
  71. Online_reward = reader.ReadEnumerable<int[]>();
  72. Offline_reward = reader.ReadEnumerable<int[]>();
  73. }
  74. void ISerializable.Serialize(IWriter writer)
  75. {
  76. writer.Write(Id);
  77. writer.Write(Type);
  78. writer.Write(Name);
  79. writer.Write(Level);
  80. writer.Write(Power);
  81. writer.Write(Map);
  82. writer.Write(Chapter);
  83. writer.Write(Section);
  84. writer.Write(Part);
  85. writer.Write(Part_type);
  86. writer.Write(Interval);
  87. writer.Write(Monster_refresh1);
  88. writer.Write(Monster_refresh2);
  89. writer.Write(Monster_refresh3);
  90. writer.Write(Monster_refresh4);
  91. writer.Write(Monster_refresh5);
  92. writer.Write(Time);
  93. writer.Write(Section_reward);
  94. writer.Write(Online_reward);
  95. writer.Write(Offline_reward);
  96. }
  97. }
  98. }