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using System;
using System.Collections.Generic;
using MongoDB.Bson.Serialization.Attributes;
using ProtoBuf;
namespace ET
{
[ProtoContract]
[Config]
public partial class SkillBuffConfigCategory : ProtoObject, IMerge
{
public static SkillBuffConfigCategory Instance;
[ProtoIgnore]
[BsonIgnore]
private Dictionary<int, SkillBuffConfig> dict = new Dictionary<int, SkillBuffConfig>();
[BsonElement]
[ProtoMember(1)]
private List<SkillBuffConfig> list = new List<SkillBuffConfig>();
public SkillBuffConfigCategory()
{
Instance = this;
}
public void Merge(object o)
{
SkillBuffConfigCategory s = o as SkillBuffConfigCategory;
this.list.AddRange(s.list);
}
public override void EndInit()
{
foreach (SkillBuffConfig config in list)
{
config.EndInit();
this.dict.Add(config.Id, config);
}
this.AfterEndInit();
}
public SkillBuffConfig Get(int id)
{
this.dict.TryGetValue(id, out SkillBuffConfig item);
if (item == null)
{
throw new Exception($"配置找不到,配置表名: {nameof (SkillBuffConfig)},配置id: {id}");
}
return item;
}
public bool Contain(int id)
{
return this.dict.ContainsKey(id);
}
public Dictionary<int, SkillBuffConfig> GetAll()
{
return this.dict;
}
public List<SkillBuffConfig> GetList()
{
return this.list;
}
public SkillBuffConfig GetOne()
{
if (this.dict == null || this.dict.Count <= 0)
{
return null;
}
return this.dict.Values.GetEnumerator().Current;
}
}
[ProtoContract]
public partial class SkillBuffConfig: ProtoObject, IConfig
{
/// <summary>编号</summary>
[ProtoMember(1)]
public int Id { get; set; }
/// <summary>名称</summary>
[ProtoMember(2)]
public string Name { get; set; }
/// <summary>触发事件</summary>
[ProtoMember(3)]
public int TriggerEvent { get; set; }
/// <summary>触发参数</summary>
[ProtoMember(4)]
public int TriggerParameter { get; set; }
/// <summary>目标类型</summary>
[ProtoMember(5)]
public int ObjectType { get; set; }
/// <summary>范围类型</summary>
[ProtoMember(6)]
public int ScopeType { get; set; }
/// <summary>冷却类型</summary>
[ProtoMember(7)]
public int CDType { get; set; }
/// <summary>冷却参数</summary>
[ProtoMember(8)]
public int CDParameter { get; set; }
/// <summary>增益性</summary>
[ProtoMember(9)]
public int Gain { get; set; }
/// <summary>可被驱散</summary>
[ProtoMember(10)]
public int Disperse { get; set; }
/// <summary>持续类型</summary>
[ProtoMember(11)]
public int ContinuedType { get; set; }
/// <summary>持续参数</summary>
[ProtoMember(12)]
public int ContinuedParameter { get; set; }
/// <summary>BUFF概率</summary>
[ProtoMember(13)]
public int BuffProbability { get; set; }
/// <summary>关联效果</summary>
[ProtoMember(14)]
public int[] LinkEffect { get; set; }
/// <summary>生效触发</summary>
[ProtoMember(15)]
public int[] StartTrigger { get; set; }
/// <summary>消失触发</summary>
[ProtoMember(16)]
public int EndTrigger { get; set; }
/// <summary>是否叠加</summary>
[ProtoMember(17)]
public int Overlay { get; set; }
/// <summary>最大叠加</summary>
[ProtoMember(18)]
public int OverlayMax { get; set; }
/// <summary>图标</summary>
[ProtoMember(19)]
public string Icon { get; set; }
/// <summary>战斗显示</summary>
[ProtoMember(20)]
public int BattleShow { get; set; }
/// <summary>描述</summary>
[ProtoMember(21)]
public string Describe { get; set; }
}
}