326 lines
5.0 KiB
C#
326 lines
5.0 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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namespace G
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{
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using System.Collections;
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using System.Collections.Generic;
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using F;
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using F.Item;
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/// <summary>
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/// Generated from: enemy.xlsx
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/// </summary>
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public partial class ItemBoss : Item, IItem
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{
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public const string ASSET_NAME = "enemy";
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/// <summary>
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///
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/// index:1
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/// </summary>
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public string name
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{
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get; private set;
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}
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/// <summary>
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/// 资源
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/// index:2
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/// </summary>
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public string assets
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:3
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/// </summary>
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public int level
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{
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get; private set;
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}
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/// <summary>
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/// 血量
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/// index:4
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/// </summary>
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public int hp
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{
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get; private set;
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}
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/// <summary>
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/// 伤害
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/// index:5
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/// </summary>
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public int[] power
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{
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get; private set;
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}
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/// <summary>
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/// 防御
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/// index:6
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/// </summary>
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public int defence
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{
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get; private set;
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}
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/// <summary>
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/// 格挡 (命中)
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/// index:7
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/// </summary>
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public int block
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{
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get; private set;
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}
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/// <summary>
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/// 抵抗 (暴击)
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/// index:8
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/// </summary>
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public int resist
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:9
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/// </summary>
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public float[] fireRange
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:10
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/// </summary>
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public int turnSpeed
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:11
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/// </summary>
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public float runSpeed
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:12
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/// </summary>
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public int[] dash
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:13
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/// </summary>
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public float[][] moving_attack
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:14
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/// </summary>
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public int[] attach_ef
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:15
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/// </summary>
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public int[] colliderOff
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:16
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/// </summary>
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public float speed_move
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:17
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/// </summary>
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public float[] speed_attack
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:18
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/// </summary>
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public float[] speed_attack_i
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:19
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/// </summary>
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public float speed_idle
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:20
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/// </summary>
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public float speed_down
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:21
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/// </summary>
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public int sizeKind
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{
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get; private set;
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}
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/// <summary>
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/// 质量
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/// index:22
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/// </summary>
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public float mass
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{
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get; private set;
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}
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/// <summary>
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/// 半径
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/// index:23
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/// </summary>
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public float radius
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{
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get; private set;
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}
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/// <summary>
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/// 子弹预制体
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/// index:24
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/// </summary>
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public string bullet
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{
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get; private set;
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}
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/// <summary>
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/// 攻击预警
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/// index:25
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/// </summary>
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public string preview
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{
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get; private set;
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}
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/// <summary>
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///
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/// index:26
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/// </summary>
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public float attackCd
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{
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get; private set;
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}
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/// <summary>
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/// 掉落类型
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/// index:27
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/// </summary>
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public int boxDrop
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{
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get; private set;
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}
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public void Load(IList<object> list)
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{
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id = list.GetInt(0);
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name = list.GetString(1);
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assets = list.GetString(2);
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level = list.GetInt(3);
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hp = list.GetInt(4);
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power = list.GetIntArray(5);
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defence = list.GetInt(6);
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block = list.GetInt(7);
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resist = list.GetInt(8);
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fireRange = list.GetFloatArray(9);
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turnSpeed = list.GetInt(10);
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runSpeed = list.GetFloat(11);
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dash = list.GetIntArray(12);
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moving_attack = list.GetFloatArray2(13);
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attach_ef = list.GetIntArray(14);
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colliderOff = list.GetIntArray(15);
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speed_move = list.GetFloat(16);
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speed_attack = list.GetFloatArray(17);
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speed_attack_i = list.GetFloatArray(18);
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speed_idle = list.GetFloat(19);
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speed_down = list.GetFloat(20);
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sizeKind = list.GetInt(21);
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mass = list.GetFloat(22);
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radius = list.GetFloat(23);
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bullet = list.GetString(24);
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preview = list.GetString(25);
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attackCd = list.GetFloat(26);
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boxDrop = list.GetInt(27);
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}
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public static bool LoadAll(IDictionary<string, object> dictionary, List<ItemBoss> result)
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{
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if (result == null)
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{
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return false;
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}
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var list = dictionary.GetList("Boss");
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if (list == null || list.Count == 0)
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{
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return false;
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}
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int i = 0;
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for (int c = list.Count; i < c; i++)
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{
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var item = CreateThis();
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item.Load((IList<object>)list[i]);
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result.Add(item);
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}
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return true;
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}
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private static ItemBoss CreateThis()
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{
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return new ItemBoss();
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}
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}
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}
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