AlicizaX/Client/Assets/Scripts/Hotfix/GameProto/Config/Generate/StoryCondition.cs

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2025-01-23 19:06:48 +08:00
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
using AlicizaX.Config;
namespace Game.Config
{
/// <summary>
/// 用于设置剧情的前置条件配置
/// </summary>
public sealed partial class StoryCondition : Luban.BeanBase
{
public StoryCondition(int StoryId, story.ConditionType Type, System.Collections.Generic.List<int> Condition)
{
this.StoryId = StoryId;
this.Type = Type;
this.Condition = Condition;
PostInit();
}
public StoryCondition(ByteBuf _buf)
{
StoryId = _buf.ReadInt();
Type = (story.ConditionType)_buf.ReadInt();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);Condition = new System.Collections.Generic.List<int>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { int _e0; _e0 = _buf.ReadInt(); Condition.Add(_e0);}}
// Localization Key Begin
// Localization Key End
PostInit();
}
public static StoryCondition DeserializeStoryCondition(ByteBuf _buf)
{
return new StoryCondition(_buf);
}
/// <summary>
/// 剧情ID
/// </summary>
public int StoryId { private set; get; }
/// <summary>
/// 类型
/// </summary>
public story.ConditionType Type { private set; get; }
/// <summary>
/// 条件
/// </summary>
public System.Collections.Generic.List<int> Condition { private set; get; }
public const int __ID__ = -1393056826;
public override int GetTypeId() => __ID__;
public void ResolveRef(TablesComponent tables)
{
PostResolveRef();
}
public void TranslateText(System.Func<string, string, string> translator)
{
}
public override string ToString()
{
return "{ "
+ "StoryId:" + StoryId + ","
+ "Type:" + Type + ","
+ "Condition:" + StringUtil.CollectionToString(Condition) + ","
+ "}";
}
partial void PostInit();
partial void PostResolveRef();
}
}