epigraphUpTable.cs 1.6 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> epigraphUp </summary>
  8. public sealed class epigraphUpTable : ITable
  9. {
  10. long ITable.Key => Id;
  11. /// <summary> 铭文ID*1000+等级 </summary>
  12. public int Id { get; private set; } // sc
  13. /// <summary> 铭文ID </summary>
  14. public int PetId { get; private set; } // sc
  15. /// <summary> 等级 </summary>
  16. public int Level { get; private set; } // sc
  17. /// <summary> 升级消耗同ID铭文的数量 </summary>
  18. public int LevelUpCost { get; private set; } // sc
  19. /// <summary> 拥有效果属性名称1,属性值,属性名称2,属性值…… </summary>
  20. public int[] LvOwnAttr { get; private set; } // sc
  21. /// <summary> 效果参数 </summary>
  22. public int[] EffectArgs { get; private set; } // sc
  23. void ISerializable.Deserialize(IReader reader)
  24. {
  25. Id = reader.ReadInt();
  26. PetId = reader.ReadInt();
  27. Level = reader.ReadInt();
  28. LevelUpCost = reader.ReadInt();
  29. LvOwnAttr = reader.ReadEnumerable<int[]>();
  30. EffectArgs = reader.ReadEnumerable<int[]>();
  31. }
  32. void ISerializable.Serialize(IWriter writer)
  33. {
  34. writer.Write(Id);
  35. writer.Write(PetId);
  36. writer.Write(Level);
  37. writer.Write(LevelUpCost);
  38. writer.Write(LvOwnAttr);
  39. writer.Write(EffectArgs);
  40. }
  41. }
  42. }