using System;
using System.Collections.Generic;
using MongoDB.Bson.Serialization.Attributes;
using ProtoBuf;

namespace ET
{
    [ProtoContract]
    [Config]
    public partial class CharacterCategory : ConfigSingleton<CharacterCategory>, IMerge
    {
        [ProtoIgnore]
        [BsonIgnore]
        private Dictionary<int, Character> dict = new Dictionary<int, Character>();
		
        [BsonElement]
        [ProtoMember(1)]
        private List<Character> list = new List<Character>();
		
        public void Merge(object o)
        {
            CharacterCategory s = o as CharacterCategory;
            this.list.AddRange(s.list);
        }
		
		[ProtoAfterDeserialization]        
        public void ProtoEndInit()
        {
            foreach (Character config in list)
            {
                config.AfterEndInit();
                this.dict.Add(config.Id, config);
            }
            this.list.Clear();
            
            this.AfterEndInit();
        }
		
        public Character Get(int id)
        {
            this.dict.TryGetValue(id, out Character item);

            if (item == null)
            {
                throw new Exception($"配置找不到,配置表名: {nameof (Character)},配置id: {id}");
            }

            return item;
        }
		
        public bool Contain(int id)
        {
            return this.dict.ContainsKey(id);
        }

        public Dictionary<int, Character> GetAll()
        {
            return this.dict;
        }

        public Character GetOne()
        {
            if (this.dict == null || this.dict.Count <= 0)
            {
                return null;
            }
            return this.dict.Values.GetEnumerator().Current;
        }
    }

    [ProtoContract]
	public partial class Character: ProtoObject, IConfig
	{
		/// <summary>Id</summary>
		[ProtoMember(1)]
		public int Id { get; set; }
		/// <summary>职业名称</summary>
		[ProtoMember(2)]
		public string ProName { get; set; }
		/// <summary>职业ID</summary>
		[ProtoMember(3)]
		public int pro { get; set; }
		/// <summary>初始等级</summary>
		[ProtoMember(4)]
		public int initLevel { get; set; }
		/// <summary>初始暴击率</summary>
		[ProtoMember(5)]
		public int initCritRata { get; set; }
		/// <summary>初始暴伤%</summary>
		[ProtoMember(6)]
		public int CritDamage { get; set; }
		/// <summary>初始穿透</summary>
		[ProtoMember(7)]
		public int Piercethrough { get; set; }
		/// <summary>生命恢复</summary>
		[ProtoMember(8)]
		public int baseHPRegen { get; set; }
		/// <summary>治疗效果</summary>
		[ProtoMember(9)]
		public int HealEffect { get; set; }
		/// <summary>被治疗效果</summary>
		[ProtoMember(10)]
		public int HealedEffect { get; set; }
		/// <summary>基础攻速</summary>
		[ProtoMember(11)]
		public int baseAtkSpeed { get; set; }
		/// <summary>基础移动速度</summary>
		[ProtoMember(12)]
		public int baseMoveSpeed { get; set; }
		/// <summary>初始模型</summary>
		[ProtoMember(13)]
		public string model { get; set; }
		/// <summary>初始武器模型</summary>
		[ProtoMember(14)]
		public string weaponmodel { get; set; }
		/// <summary>初始时装</summary>
		[ProtoMember(15)]
		public string initFashion { get; set; }
		/// <summary>初始装备</summary>
		[ProtoMember(16)]
		public string initEquip { get; set; }
		/// <summary>初始携带道具</summary>
		[ProtoMember(17)]
		public string initItem { get; set; }
		/// <summary>初始技能列表</summary>
		[ProtoMember(18)]
		public string initSkill { get; set; }
		/// <summary>总数</summary>
		[ProtoMember(19)]
		public string count { get; set; }
		/// <summary>音效</summary>
		[ProtoMember(20)]
		public string Sound { get; set; }
		/// <summary>等级上限</summary>
		[ProtoMember(21)]
		public int finalLevel { get; set; }
		/// <summary>基础移速值</summary>
		[ProtoMember(22)]
		public string inspeed { get; set; }

	}
}