//------------------------------------------------------------------------------ // // This code was generated by a tool. // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using Bright.Serialization; using System.Collections.Generic; using SimpleJSON; namespace cfg { public sealed partial class SingleEnemyConfig : Bright.Config.BeanBase { public SingleEnemyConfig(JSONNode _json) { { if(!_json["ID"].IsNumber) { throw new SerializationException(); } ID = _json["ID"]; } { if(!_json["EnemyPrefab"].IsString) { throw new SerializationException(); } EnemyPrefab = _json["EnemyPrefab"]; } { if(!_json["HP"].IsNumber) { throw new SerializationException(); } HP = _json["HP"]; } { var __json0 = _json["Attack1"]; if(!__json0.IsArray) { throw new SerializationException(); } Attack1 = new System.Collections.Generic.List(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } Attack1.Add(__v0); } } { var __json0 = _json["Attack2"]; if(!__json0.IsArray) { throw new SerializationException(); } Attack2 = new System.Collections.Generic.List(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } Attack2.Add(__v0); } } { if(!_json["SortingOrder"].IsNumber) { throw new SerializationException(); } SortingOrder = _json["SortingOrder"]; } PostInit(); } public SingleEnemyConfig(int ID, string EnemyPrefab, int HP, System.Collections.Generic.List Attack1, System.Collections.Generic.List Attack2, int SortingOrder ) { this.ID = ID; this.EnemyPrefab = EnemyPrefab; this.HP = HP; this.Attack1 = Attack1; this.Attack2 = Attack2; this.SortingOrder = SortingOrder; PostInit(); } public static SingleEnemyConfig DeserializeSingleEnemyConfig(JSONNode _json) { return new SingleEnemyConfig(_json); } /// /// 怪物ID /// public int ID { get; private set; } /// /// 怪物Prefab /// public string EnemyPrefab { get; private set; } /// /// 基础血量 /// public int HP { get; private set; } /// /// Attack1攻击力 /// public System.Collections.Generic.List Attack1 { get; private set; } /// /// Attack2攻击力 /// public System.Collections.Generic.List Attack2 { get; private set; } /// /// 基础显示层级(1000递增) /// public int SortingOrder { get; private set; } public const int __ID__ = 491839330; public override int GetTypeId() => __ID__; public void Resolve(Dictionary _tables) { PostResolve(); } public void TranslateText(System.Func translator) { } public override string ToString() { return "{ " + "ID:" + ID + "," + "EnemyPrefab:" + EnemyPrefab + "," + "HP:" + HP + "," + "Attack1:" + Bright.Common.StringUtil.CollectionToString(Attack1) + "," + "Attack2:" + Bright.Common.StringUtil.CollectionToString(Attack2) + "," + "SortingOrder:" + SortingOrder + "," + "}"; } partial void PostInit(); partial void PostResolve(); } }