//------------------------------------------------------------------------------ // // 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: item.xlsx /// public partial class ItemWeapon : Item, IItem { public const string ASSET_NAME = "item"; /// /// /// index:1 /// public string name { get; private set; } /// /// /// index:2 /// public float moveSpeed { get; private set; } /// /// /// index:3 /// public float attackSpeed { get; private set; } /// /// 武器特性 /// index:4 /// public string[] attributes { get; private set; } public void Load(IList list) { id = list.GetInt(0); name = list.GetString(1); moveSpeed = list.GetFloat(2); attackSpeed = list.GetFloat(3); attributes = list.GetStringArray(4); } public static bool LoadAll(IDictionary dictionary, List result) { if (result == null) { return false; } var list = dictionary.GetList("Weapon"); 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 ItemWeapon CreateThis() { return new ItemWeapon(); } } }