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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using MongoDB.Bson.Serialization.Attributes;
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using MongoDB.Bson.Serialization.Options;
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using UnityEngine;
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namespace ET
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{
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public struct ExtraOut
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{
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public int CfgId; //allitem表的Id
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public int MaxAmount;
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public int GatherAmount;
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}
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public struct ResourceAttri
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{
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public int ConfigId;
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public int MaxAmount;
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public int GatherAmount; //当前采集了多少
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public List<ExtraOut> ExtraOuts; //额外产出
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// [BsonIgnore]
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//public ResourcesConfig Config => ResourcesConfigCategory.Instance.Get(this.ConfigId);
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}
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public class ResourcePoint: Entity, IAwake,ISerializeToEntity
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{
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public int ConfigId;
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public Vector2 Position;
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public int MatureState; //1表示已经成熟,2表示未成熟
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public long GatherId; //采集id
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public long MonsterGroupId;
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[BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)]
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public Dictionary<int, ResourceAttri> ResAttriDic = new Dictionary<int, ResourceAttri>();
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[BsonIgnore]
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public ResourcesPointConfig Config => ResourcesPointConfigCategory.Instance.Get(this.ConfigId);
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}
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}
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