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using System;
using System.Collections.Generic;
using MongoDB.Bson.Serialization.Attributes;
using ProtoBuf;
namespace ET
{
[ProtoContract]
[Config]
public partial class SkillConfigCategory : ProtoObject, IMerge
{
public static SkillConfigCategory Instance;
[ProtoIgnore]
[BsonIgnore]
private Dictionary<int, SkillConfig> dict = new Dictionary<int, SkillConfig>();
[BsonElement]
[ProtoMember(1)]
private List<SkillConfig> list = new List<SkillConfig>();
public SkillConfigCategory()
{
Instance = this;
}
public void Merge(object o)
{
SkillConfigCategory s = o as SkillConfigCategory;
this.list.AddRange(s.list);
}
public override void EndInit()
{
foreach (SkillConfig config in list)
{
config.EndInit();
this.dict.Add(config.Id, config);
}
this.AfterEndInit();
}
public SkillConfig Get(int id)
{
this.dict.TryGetValue(id, out SkillConfig item);
if (item == null)
{
throw new Exception($"配置找不到,配置表名: {nameof (SkillConfig)},配置id: {id}");
}
return item;
}
public bool Contain(int id)
{
return this.dict.ContainsKey(id);
}
public Dictionary<int, SkillConfig> GetAll()
{
return this.dict;
}
public List<SkillConfig> GetList()
{
return this.list;
}
public SkillConfig GetOne()
{
if (this.dict == null || this.dict.Count <= 0)
{
return null;
}
return this.dict.Values.GetEnumerator().Current;
}
}
[ProtoContract]
public partial class SkillConfig: ProtoObject, IConfig
{
/// <summary>编号</summary>
[ProtoMember(1)]
public int Id { get; set; }
/// <summary>技能名称</summary>
[ProtoMember(2)]
public string Name { get; set; }
/// <summary>施放类型</summary>
[ProtoMember(3)]
public int Type { get; set; }
/// <summary>等级上限</summary>
[ProtoMember(4)]
public int LevelCap { get; set; }
/// <summary>一级解锁等级</summary>
[ProtoMember(5)]
public int UnlockOne { get; set; }
/// <summary>一级效果</summary>
[ProtoMember(6)]
public int EffectOne { get; set; }
/// <summary>一级被动效果</summary>
[ProtoMember(7)]
public int PassiveEffectOne { get; set; }
/// <summary>二级解锁等级</summary>
[ProtoMember(8)]
public int UnlockTwo { get; set; }
/// <summary>二级效果</summary>
[ProtoMember(9)]
public int EffectTwo { get; set; }
/// <summary>二级被动效果</summary>
[ProtoMember(10)]
public int PassiveEffectTwo { get; set; }
/// <summary>三级解锁等级</summary>
[ProtoMember(11)]
public int UnlockThree { get; set; }
/// <summary>三级效果</summary>
[ProtoMember(12)]
public int EffectThree { get; set; }
/// <summary>三级被动效果</summary>
[ProtoMember(13)]
public int PassiveEffectThree { get; set; }
/// <summary>四级解锁等级</summary>
[ProtoMember(14)]
public int UnlockFour { get; set; }
/// <summary>四级效果</summary>
[ProtoMember(15)]
public int EffectFour { get; set; }
/// <summary>四级被动效果</summary>
[ProtoMember(16)]
public int PassiveEffectFour { get; set; }
/// <summary>五级解锁等级</summary>
[ProtoMember(17)]
public int UnlockFive { get; set; }
/// <summary>五级效果</summary>
[ProtoMember(18)]
public int EffectFive { get; set; }
/// <summary>五级被动效果</summary>
[ProtoMember(19)]
public int PassiveEffectFive { get; set; }
/// <summary>六级解锁等级</summary>
[ProtoMember(20)]
public int UnlockSix { get; set; }
/// <summary>六级效果</summary>
[ProtoMember(21)]
public int EffectSix { get; set; }
/// <summary>六级被动效果</summary>
[ProtoMember(22)]
public int PassiveEffectSix { get; set; }
/// <summary>七级解锁等级</summary>
[ProtoMember(23)]
public int UnlockSeven { get; set; }
/// <summary>七级效果</summary>
[ProtoMember(24)]
public int EffectSeven { get; set; }
/// <summary>七级被动效果</summary>
[ProtoMember(25)]
public int PassiveEffectSeven { get; set; }
/// <summary>八级解锁等级</summary>
[ProtoMember(26)]
public int UnlockEight { get; set; }
/// <summary>八级效果</summary>
[ProtoMember(27)]
public int EffectEight { get; set; }
/// <summary>八级被动效果</summary>
[ProtoMember(28)]
public int PassiveEffectEight { get; set; }
/// <summary>九级解锁等级</summary>
[ProtoMember(29)]
public int UnlockNine { get; set; }
/// <summary>九级效果</summary>
[ProtoMember(30)]
public int EffectNine { get; set; }
/// <summary>九级被动效果</summary>
[ProtoMember(31)]
public int PassiveEffectNine { get; set; }
/// <summary>十级解锁等级</summary>
[ProtoMember(32)]
public int UnlockTen { get; set; }
/// <summary>十级效果</summary>
[ProtoMember(33)]
public int EffectTen { get; set; }
/// <summary>十级被动效果</summary>
[ProtoMember(34)]
public int PassiveEffectTen { get; set; }
/// <summary>技能动作</summary>
[ProtoMember(35)]
public string Action { get; set; }
/// <summary>技能图标</summary>
[ProtoMember(36)]
public string Icon { get; set; }
/// <summary>技能描述</summary>
[ProtoMember(37)]
public string Describe { get; set; }
}
}