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using System;
using System.Collections.Generic;
using MongoDB.Bson.Serialization.Attributes;
using ProtoBuf;
namespace ET
{
[ProtoContract]
[Config]
public partial class SkillFatherConfigCategory : ProtoObject, IMerge
{
public static SkillFatherConfigCategory Instance;
[ProtoIgnore]
[BsonIgnore]
private Dictionary<int, SkillFatherConfig> dict = new Dictionary<int, SkillFatherConfig>();
[BsonElement]
[ProtoMember(1)]
private List<SkillFatherConfig> list = new List<SkillFatherConfig>();
public SkillFatherConfigCategory()
{
Instance = this;
}
public void Merge(object o)
{
SkillFatherConfigCategory s = o as SkillFatherConfigCategory;
this.list.AddRange(s.list);
}
public override void EndInit()
{
foreach (SkillFatherConfig config in list)
{
config.EndInit();
this.dict.Add(config.Id, config);
}
this.AfterEndInit();
}
public SkillFatherConfig Get(int id)
{
this.dict.TryGetValue(id, out SkillFatherConfig item);
if (item == null)
{
throw new Exception($"配置找不到,配置表名: {nameof (SkillFatherConfig)},配置id: {id}");
}
return item;
}
public bool Contain(int id)
{
return this.dict.ContainsKey(id);
}
public Dictionary<int, SkillFatherConfig> GetAll()
{
return this.dict;
}
public List<SkillFatherConfig> GetList()
{
return this.list;
}
public SkillFatherConfig GetOne()
{
if (this.dict == null || this.dict.Count <= 0)
{
return null;
}
return this.dict.Values.GetEnumerator().Current;
}
}
[ProtoContract]
public partial class SkillFatherConfig: ProtoObject, IConfig
{
/// <summary>编号</summary>
[ProtoMember(1)]
public int Id { get; set; }
/// <summary>技能名称</summary>
[ProtoMember(2)]
public string SkillName { get; set; }
/// <summary>武器限制</summary>
[ProtoMember(3)]
public int Weapon { get; set; }
/// <summary>学习等级</summary>
[ProtoMember(4)]
public int LearningLevel { get; set; }
/// <summary>类型</summary>
[ProtoMember(5)]
public int Type { get; set; }
/// <summary>技能类型</summary>
[ProtoMember(6)]
public int SkillType { get; set; }
/// <summary>施放类型</summary>
[ProtoMember(7)]
public int ActionType { get; set; }
/// <summary>可否被沉默</summary>
[ProtoMember(8)]
public int Silence { get; set; }
/// <summary>技能近身性</summary>
[ProtoMember(9)]
public int GetClose { get; set; }
/// <summary>冷却类型</summary>
[ProtoMember(10)]
public int CDType { get; set; }
/// <summary>冷却参数</summary>
[ProtoMember(11)]
public int CDParameter { get; set; }
/// <summary>等级上限</summary>
[ProtoMember(12)]
public int LevelCap { get; set; }
/// <summary>战意消耗</summary>
[ProtoMember(13)]
public int FightingSpiritConsume { get; set; }
/// <summary>属性1</summary>
[ProtoMember(14)]
public int Attribute1 { get; set; }
/// <summary>属性1参数</summary>
[ProtoMember(15)]
public string Attribute1Parameter { get; set; }
/// <summary>属性2</summary>
[ProtoMember(16)]
public int Attribute2 { get; set; }
/// <summary>属性2参数</summary>
[ProtoMember(17)]
public string Attribute2Parameter { get; set; }
/// <summary>子技能组</summary>
[ProtoMember(18)]
public int[] SkillSonGroup { get; set; }
/// <summary>升级组</summary>
[ProtoMember(19)]
public int SkillUp { get; set; }
/// <summary>技能图标</summary>
[ProtoMember(20)]
public string Icon { get; set; }
/// <summary>技能描述</summary>
[ProtoMember(21)]
public string Describe { get; set; }
}
}