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- // Generate By EToy
- // Don't Edit It!!
- using XGame.Framework.Database;
- using XGame.Framework.Serialization;
- namespace XGame.Database
- {
- /// <summary> treasure </summary>
- public sealed class treasureTable : ITable
- {
- long ITable.Key => Id;
- /// <summary> 箱子等级 </summary>
- public int Id { get; private set; } // sc
- /// <summary> 升级所需的经验 </summary>
- public int Expend { get; private set; } // sc
- /// <summary> 获取装备品质的概率-10万分比 [品质,概率]…… </summary>
- public int[] EquipmentProbability { get; private set; } // sc
- /// <summary> 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)】 </summary>
- public int[] WoodenChestDrop { get; private set; }
- /// <summary> 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)】 </summary>
- public int[] BlackIronChestDrop { get; private set; }
- /// <summary> 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 </summary>
- public int[] PlatinumChestDrop { get; private set; }
- /// <summary> 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)】 </summary>
- public int[] ChemistryChestDrop { get; private set; }
- /// <summary> 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)】 </summary>
- public int[] PearlsChestDrop { get; private set; }
- /// <summary> 升级时间 </summary>
- public int Time { get; private set; } // sc
- void ISerializable.Deserialize(IReader reader)
- {
- Id = reader.ReadInt();
- Expend = reader.ReadInt();
- EquipmentProbability = reader.ReadEnumerable<int[]>();
- WoodenChestDrop = reader.ReadEnumerable<int[]>();
- BlackIronChestDrop = reader.ReadEnumerable<int[]>();
- PlatinumChestDrop = reader.ReadEnumerable<int[]>();
- ChemistryChestDrop = reader.ReadEnumerable<int[]>();
- PearlsChestDrop = reader.ReadEnumerable<int[]>();
- 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);
- }
- }
- }
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