using System; using System.Collections.Generic; using MongoDB.Bson.Serialization.Attributes; using ProtoBuf; namespace ET { [ProtoContract] [Config] public partial class MonsterCategory : ConfigSingleton, IMerge { [ProtoIgnore] [BsonIgnore] private Dictionary dict = new Dictionary(); [BsonElement] [ProtoMember(1)] private List list = new List(); public void Merge(object o) { MonsterCategory s = o as MonsterCategory; this.list.AddRange(s.list); } [ProtoAfterDeserialization] public void ProtoEndInit() { foreach (Monster config in list) { config.AfterEndInit(); this.dict.Add(config.Id, config); } this.list.Clear(); this.AfterEndInit(); } public Monster Get(int id) { this.dict.TryGetValue(id, out Monster item); if (item == null) { throw new Exception($"配置找不到,配置表名: {nameof (Monster)},配置id: {id}"); } return item; } public bool Contain(int id) { return this.dict.ContainsKey(id); } public Dictionary GetAll() { return this.dict; } public Monster GetOne() { if (this.dict == null || this.dict.Count <= 0) { return null; } return this.dict.Values.GetEnumerator().Current; } } [ProtoContract] public partial class Monster: ProtoObject, IConfig { /// Id [ProtoMember(1)] public int Id { get; set; } /// 怪物名字 [ProtoMember(2)] public string Name { get; set; } /// 副名字/称号 [ProtoMember(3)] public string Title { get; set; } /// 等级 [ProtoMember(4)] public int Level { get; set; } /// 战斗规模 [ProtoMember(5)] public int FightType { get; set; } /// 1等级压制 0或空不压制 [ProtoMember(6)] public int LvRepress { get; set; } /// 名字颜色 [ProtoMember(7)] public int Qcolor { get; set; } /// 怪物类型 [ProtoMember(8)] public int Type { get; set; } /// 定力值 [ProtoMember(9)] public int MPValue { get; set; } /// 怪物可获取的技能类型 [ProtoMember(10)] public int SkillType { get; set; } /// 玩家围攻数量 [ProtoMember(11)] public float FightCount { get; set; } /// 存活时间 [ProtoMember(12)] public float AliveTime { get; set; } /// 致死玩家时间 [ProtoMember(13)] public float KillPlayerTime { get; set; } /// 生命 [ProtoMember(14)] public int MaxHP { get; set; } /// 攻击 [ProtoMember(15)] public int MaxAttack { get; set; } /// 防御 [ProtoMember(16)] public int MaxDefence { get; set; } /// 暴击率 [ProtoMember(17)] public int CritRate { get; set; } /// 暴击伤害 [ProtoMember(18)] public int CritDamage { get; set; } /// 穿透 [ProtoMember(19)] public int IgnoreDefencePer { get; set; } /// 变成普通怪的概率 [ProtoMember(20)] public int Prob1 { get; set; } /// 普通怪ID [ProtoMember(21)] public int ReviveID1 { get; set; } /// 变成稀有怪的概率 [ProtoMember(22)] public int Prob2 { get; set; } /// 稀有怪ID [ProtoMember(23)] public int ReviveID2 { get; set; } /// 变成首脑怪的概率 [ProtoMember(24)] public int Prob3 { get; set; } /// 首脑怪ID [ProtoMember(25)] public int ReviveID3 { get; set; } /// 变成精英怪的概率 [ProtoMember(26)] public int Prob4 { get; set; } /// 精英怪ID [ProtoMember(27)] public int ReviveID4 { get; set; } /// 显示个性语言概率 [ProtoMember(28)] public int DialogChance { get; set; } /// 个性语言 [ProtoMember(29)] public string DialogWords { get; set; } /// 战死时语言概率 [ProtoMember(30)] public int DeadDialogChance { get; set; } /// 战死时语言内容 [ProtoMember(31)] public string DeadDialogWords { get; set; } /// 非战斗状态时语音概率 [ProtoMember(32)] public int IdleSpeakChance { get; set; } /// 非战斗状态时语音内容 [ProtoMember(33)] public string IdleSpeakWords { get; set; } /// 战斗状态时语音概率 [ProtoMember(35)] public int FightSpeakChance { get; set; } /// 战斗状态时语音内容 [ProtoMember(36)] public string FightSpeakWords { get; set; } /// 非战斗状态时语音播放间隔4 [ProtoMember(37)] public string FightSpeakCoolDown { get; set; } /// 死亡时播放的语音 [ProtoMember(38)] public string DeadSpeakWords { get; set; } /// 是否主动攻击 [ProtoMember(39)] public int isAttack { get; set; } /// 身负特殊技能 [ProtoMember(40)] public string Ability { get; set; } /// 触发特殊技能血量万分比 [ProtoMember(41)] public string CallAbilityPerHP { get; set; } /// 特殊技能参数 [ProtoMember(42)] public string AbilityPar { get; set; } /// 是否任务共享 [ProtoMember(43)] public int ShareType { get; set; } /// 图标文件 [ProtoMember(44)] public string Icon { get; set; } /// 怪物描述 [ProtoMember(45)] public string MonsterDes { get; set; } /// 怪物攻略 [ProtoMember(46)] public string MonsterRaid { get; set; } /// 性别 [ProtoMember(47)] public int Sex { get; set; } /// 生物类型 [ProtoMember(48)] public int Atype { get; set; } /// 首杀TC [ProtoMember(49)] public string FirstTc { get; set; } /// 常规TC [ProtoMember(50)] public string Tc { get; set; } /// 队伍模式TC [ProtoMember(51)] public string TeamTc { get; set; } /// 个人TC [ProtoMember(52)] public string PersonTc { get; set; } /// 助攻tc [ProtoMember(53)] public string AssistTC { get; set; } /// 基础经验 [ProtoMember(54)] public int BaseExp { get; set; } /// 基础灵石 [ProtoMember(55)] public int GoldBase { get; set; } /// 经验万分比 [ProtoMember(56)] public int ExpRatio { get; set; } } }