collect_rewardTable.cs 1.8 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> collect_reward </summary>
  8. public sealed class collect_rewardTable : ITable
  9. {
  10. long ITable.Key => Id;
  11. /// <summary> 功能ID100000+羁绊ID*1000+等级 </summary>
  12. public int Id { get; private set; }
  13. /// <summary> (关联collect表 ID) </summary>
  14. public int CollectId { get; private set; }
  15. /// <summary> 羁绊等级 </summary>
  16. public int Level { get; private set; }
  17. /// <summary> 羁绊解锁描述描述 </summary>
  18. public string Name { get; private set; }
  19. /// <summary> 羁绊奖励领取条件所有物品达到对应的星级(圣兵/铭文总星级) </summary>
  20. public int Unlock { get; private set; }
  21. /// <summary> 羁绊奖励(道具ID+数量) </summary>
  22. public int[] Reward { get; private set; }
  23. /// <summary> 属性加成(属性表ID,属性表ID) </summary>
  24. public int[] Attribute { get; private set; }
  25. void ISerializable.Deserialize(IReader reader)
  26. {
  27. Id = reader.ReadInt();
  28. CollectId = reader.ReadInt();
  29. Level = reader.ReadInt();
  30. Name = reader.ReadString();
  31. Unlock = reader.ReadInt();
  32. Reward = reader.ReadEnumerable<int[]>();
  33. Attribute = reader.ReadEnumerable<int[]>();
  34. }
  35. void ISerializable.Serialize(IWriter writer)
  36. {
  37. writer.Write(Id);
  38. writer.Write(CollectId);
  39. writer.Write(Level);
  40. writer.Write(Name);
  41. writer.Write(Unlock);
  42. writer.Write(Reward);
  43. writer.Write(Attribute);
  44. }
  45. }
  46. }