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3.6 KiB

using System;
using System.Collections.Generic;
using MongoDB.Bson.Serialization.Attributes;
using ProtoBuf;
namespace ET
{
[ProtoContract]
[Config]
public partial class MonsterConfigCategory : ProtoObject, IMerge
{
public static MonsterConfigCategory Instance;
[ProtoIgnore]
[BsonIgnore]
private Dictionary<int, MonsterConfig> dict = new Dictionary<int, MonsterConfig>();
[BsonElement]
[ProtoMember(1)]
private List<MonsterConfig> list = new List<MonsterConfig>();
public MonsterConfigCategory()
{
Instance = this;
}
public void Merge(object o)
{
MonsterConfigCategory s = o as MonsterConfigCategory;
this.list.AddRange(s.list);
}
public override void EndInit()
{
foreach (MonsterConfig config in list)
{
config.EndInit();
this.dict.Add(config.Id, config);
}
this.AfterEndInit();
}
public MonsterConfig Get(int id)
{
this.dict.TryGetValue(id, out MonsterConfig item);
if (item == null)
{
throw new Exception($"配置找不到,配置表名: {nameof (MonsterConfig)},配置id: {id}");
}
return item;
}
public bool Contain(int id)
{
return this.dict.ContainsKey(id);
}
public Dictionary<int, MonsterConfig> GetAll()
{
return this.dict;
}
public List<MonsterConfig> GetList()
{
return this.list;
}
public MonsterConfig GetOne()
{
if (this.dict == null || this.dict.Count <= 0)
{
return null;
}
return this.dict.Values.GetEnumerator().Current;
}
}
[ProtoContract]
public partial class MonsterConfig: ProtoObject, IConfig
{
/// <summary>编号</summary>
[ProtoMember(1)]
public int Id { get; set; }
/// <summary>怪物名称</summary>
[ProtoMember(2)]
public string Name { get; set; }
/// <summary>等级</summary>
[ProtoMember(3)]
public int LV { get; set; }
/// <summary>生命</summary>
[ProtoMember(4)]
public int HP { get; set; }
/// <summary>攻击</summary>
[ProtoMember(5)]
public int ATK { get; set; }
/// <summary>防御</summary>
[ProtoMember(6)]
public int DEF { get; set; }
/// <summary>攻击速度</summary>
[ProtoMember(7)]
public int AttackSpeed { get; set; }
/// <summary>命中率</summary>
[ProtoMember(8)]
public int HitRate { get; set; }
/// <summary>招架率</summary>
[ProtoMember(9)]
public int ParryRate { get; set; }
/// <summary>闪避率</summary>
[ProtoMember(10)]
public int DodgeRate { get; set; }
/// <summary>移动速度</summary>
[ProtoMember(11)]
public int MoveSpeed { get; set; }
/// <summary>使用武器</summary>
[ProtoMember(12)]
public int Weapon { get; set; }
/// <summary>无武器普通攻击</summary>
[ProtoMember(13)]
public int UnarmedAttack { get; set; }
/// <summary>普通攻击</summary>
[ProtoMember(14)]
public int NormalAttack { get; set; }
/// <summary>技能</summary>
[ProtoMember(15)]
public int SkillSet { get; set; }
/// <summary>经验产出</summary>
[ProtoMember(16)]
public int EXP { get; set; }
/// <summary>修为产出</summary>
[ProtoMember(17)]
public int Sophisticate { get; set; }
/// <summary>物品掉落</summary>
[ProtoMember(18)]
public int DropGroup { get; set; }
}
}