using System; using System.Collections.Generic; using MongoDB.Bson.Serialization.Attributes; using ProtoBuf; namespace ET { [ProtoContract] [Config] public partial class SkillConfigCategory : ConfigSingleton<SkillConfigCategory>, IMerge { [ProtoIgnore] [BsonIgnore] private Dictionary<int, SkillConfig> dict = new Dictionary<int, SkillConfig>(); [BsonElement] [ProtoMember(1)] private List<SkillConfig> list = new List<SkillConfig>(); public void Merge(object o) { SkillConfigCategory s = o as SkillConfigCategory; this.list.AddRange(s.list); } [ProtoAfterDeserialization] public void ProtoEndInit() { foreach (SkillConfig config in list) { config.AfterEndInit(); this.dict.Add(config.Id, config); } this.list.Clear(); this.AfterEndInit(); } public SkillConfig Get(int id) { this.dict.TryGetValue(id, out SkillConfig item); if (item == null) { throw new Exception($"配置找不到,配置表名: {nameof (SkillConfig)},配置id: {id}"); } return item; } public bool Contain(int id) { return this.dict.ContainsKey(id); } public Dictionary<int, SkillConfig> GetAll() { return this.dict; } public SkillConfig GetOne() { if (this.dict == null || this.dict.Count <= 0) { return null; } return this.dict.Values.GetEnumerator().Current; } } [ProtoContract] public partial class SkillConfig: ProtoObject, IConfig { /// <summary>Id</summary> [ProtoMember(1)] public int Id { get; set; } /// <summary>显示序列</summary> [ProtoMember(2)] public int SkillIndex { get; set; } /// <summary>技能名称</summary> [ProtoMember(3)] public string SkillName { get; set; } /// <summary>系别</summary> [ProtoMember(4)] public int ProId { get; set; } /// <summary>系别</summary> [ProtoMember(5)] public int Tab { get; set; } /// <summary>技能类型</summary> [ProtoMember(6)] public int SkillType { get; set; } /// <summary>技能描述</summary> [ProtoMember(7)] public string SkillDesc { get; set; } /// <summary>基础技能升级描述</summary> [ProtoMember(8)] public string UpDesc { get; set; } /// <summary>基础技能学习物品code</summary> [ProtoMember(9)] public string SkillItemCode { get; set; } /// <summary>最高等级</summary> [ProtoMember(10)] public int MaxLevel { get; set; } /// <summary>是否绑定解锁</summary> [ProtoMember(11)] public int LearnSkill { get; set; } /// <summary>技能图标</summary> [ProtoMember(12)] public string SkillIcon { get; set; } /// <summary>解锁升级需要人物等级序列</summary> [ProtoMember(13)] public string UpReqLevel { get; set; } /// <summary>重置人物等级序列需要金币</summary> [ProtoMember(14)] public string ResetReqLevel { get; set; } /// <summary>升级需要人物仙阶等级</summary> [ProtoMember(15)] public int UpReqLevel2 { get; set; } /// <summary>升级花费金币序列</summary> [ProtoMember(16)] public string UpCostGold { get; set; } /// <summary>升至本级花费技能点序列</summary> [ProtoMember(17)] public string UpCostSP { get; set; } /// <summary>升级消耗道具序列</summary> [ProtoMember(18)] public string UpCostItem { get; set; } /// <summary>每等级提供战斗力</summary> [ProtoMember(19)] public string Power { get; set; } /// <summary>对应基础技能</summary> [ProtoMember(20)] public int BaseId { get; set; } /// <summary>强化技能孔位</summary> [ProtoMember(21)] public int Pos { get; set; } /// <summary>强化技能分支类型</summary> [ProtoMember(22)] public int BranchType { get; set; } /// <summary>强化技能分支Icon</summary> [ProtoMember(23)] public string StrongIcon { get; set; } /// <summary>强化技能阶段前置</summary> [ProtoMember(24)] public int StrongUnLockPre { get; set; } /// <summary>强化技能描述</summary> [ProtoMember(25)] public string StrongBranchDesc { get; set; } /// <summary>对应强化名称</summary> [ProtoMember(27)] public string StrongName { get; set; } } }