2025-05-18 01:04:31 +08:00

286 lines
4.5 KiB
C#

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