//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ namespace G { using System.Collections; using System.Collections.Generic; using F; using F.Item; /// /// Generated from: enemy.xlsx /// public partial class ItemElite : Item, IItem { public const string ASSET_NAME = "enemy"; /// /// /// index:1 /// public string name { get; private set; } /// /// 资源 /// index:2 /// public string assets { get; private set; } /// /// 等级 /// index:3 /// public int level { get; private set; } /// /// 血量 /// index:4 /// public int maxHp { get; private set; } /// /// 伤害 /// index:5 /// public int power { get; private set; } /// /// /// index:6 /// public int block { get; private set; } /// /// 攻击范围 /// index:7 /// public float fireRange { get; private set; } /// /// 移动速度 /// index:8 /// public float runSpeed { get; private set; } /// /// 转身速度 /// index:9 /// public float backSpeed { get; private set; } /// /// 冲撞 /// index:10 /// public int dash { get; private set; } /// /// 攻击动画速度 /// index:11 /// public float moving_attack { get; private set; } /// /// 附加特效 /// index:12 /// public int attach_ef { get; private set; } /// /// 移动动画速度 /// index:13 /// public float speed_move { get; private set; } /// /// 攻击动画抬手速度 /// index:14 /// public float speed_attack { get; private set; } /// /// 攻击动画收手速度 /// index:15 /// public float speed_attack_i { get; private set; } /// /// 待机动画时间 /// index:16 /// public float speed_idle { get; private set; } /// /// 模型大小 /// index:17 /// public int sizeKind { get; private set; } /// /// 类型 /// index:18 /// public int kind { get; private set; } /// /// 掉落类型 /// index:19 /// public int boxDrop { get; private set; } /// /// 质量 /// index:20 /// public float mass { get; private set; } /// /// 半径 /// index:21 /// public float radius { get; private set; } /// /// 子弹预制体 /// index:22 /// public string bullet { get; private set; } /// /// 攻击预警 /// index:23 /// public string preview { get; private set; } public void Load(IList list) { id = list.GetInt(0); name = list.GetString(1); assets = list.GetString(2); level = list.GetInt(3); maxHp = list.GetInt(4); power = list.GetInt(5); block = list.GetInt(6); fireRange = list.GetFloat(7); runSpeed = list.GetFloat(8); backSpeed = list.GetFloat(9); dash = list.GetInt(10); moving_attack = list.GetFloat(11); attach_ef = list.GetInt(12); speed_move = list.GetFloat(13); speed_attack = list.GetFloat(14); speed_attack_i = list.GetFloat(15); speed_idle = list.GetFloat(16); sizeKind = list.GetInt(17); kind = list.GetInt(18); boxDrop = list.GetInt(19); mass = list.GetFloat(20); radius = list.GetFloat(21); bullet = list.GetString(22); preview = list.GetString(23); } public static bool LoadAll(IDictionary dictionary, List result) { if (result == null) { return false; } var list = dictionary.GetList("Elite"); if (list == null || list.Count == 0) { return false; } int i = 0; for (int c = list.Count; i < c; i++) { var item = CreateThis(); item.Load((IList)list[i]); result.Add(item); } return true; } private static ItemElite CreateThis() { return new ItemElite(); } } }