More table stuff
This commit is contained in:
parent
1fb4231684
commit
e318033b21
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@ -22,11 +22,67 @@ public class LoadDataAttribute(string fileName, LoadDataType dataType) : Attribu
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public static class Table
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{
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#region CatchData
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[LoadData("gun_exp_info.json", LoadDataType.CatchData)]
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public static List<gun_exp_info> gun_exp_info { get; private set; } = null!;
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public static List<GunExpInfo> gun_exp_info { get; private set; } = null!;
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#endregion
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#region STC
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[LoadData("daily.json", LoadDataType.STC)]
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public static List<Daily> daily { get; private set; } = null!;
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[LoadData("equip.json", LoadDataType.STC)]
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public static List<Equip> equip { get; private set; } = null!;
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[LoadData("fairy.json", LoadDataType.STC)]
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public static List<Fairy> fairy { get; private set; } = null!;
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[LoadData("furniture.json", LoadDataType.STC)]
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public static List<Furniture> furniture { get; private set; } = null!;
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[LoadData("gift_item.json", LoadDataType.STC)]
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public static List<GiftItem> gift_item { get; private set; } = null!;
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[LoadData("gun.json", LoadDataType.STC)]
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public static List<Gun> gun { get; private set; } = null!;
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[LoadData("item.json", LoadDataType.STC)]
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public static List<Item> item { get; private set; } = null!;
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[LoadData("mission.json", LoadDataType.STC)]
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public static List<Mission> mission { get; private set; } = null!;
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[LoadData("present.json", LoadDataType.STC)]
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public static List<Present> present { get; private set; } = null!;
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[LoadData("prize.json", LoadDataType.STC)]
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public static List<Prize> prize { get; private set; } = null!;
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[LoadData("sangvis.json", LoadDataType.STC)]
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public static List<Sangvis> sangvis { get; private set; } = null!;
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[LoadData("skin.json", LoadDataType.STC)]
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public static List<Skin> skin { get; private set; } = null!;
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[LoadData("spot.json", LoadDataType.STC)]
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public static List<spot> spot { get; private set; } = null!;
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public static List<Spot> spot { get; private set; } = null!;
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[LoadData("squad.json", LoadDataType.STC)]
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public static List<Squad> squad { get; private set; } = null!;
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[LoadData("vehicle.json", LoadDataType.STC)]
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public static List<Vehicle> vehicle { get; private set; } = null!;
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[LoadData("vehicle_component.json", LoadDataType.STC)]
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public static List<VehicleComponent> vehicle_component { get; private set; } = null!;
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[LoadData("weekly.json", LoadDataType.STC)]
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public static List<Weekly> weekly { get; private set; } = null!;
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#endregion
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public static void Load()
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{
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@ -1,7 +1,7 @@
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namespace Elisa.Data.Tables;
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public class gun_exp_info : Model
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public class GunExpInfo : Model
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{
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public string lv;
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public string exp;
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public string lv;
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}
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@ -1,31 +1,745 @@
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namespace Elisa.Data.Tables;
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public class spot : Model
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public class Daily : Model
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{
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public int ammo;
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public string content;
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public int core;
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public int count;
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public int exchange_prize_id;
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public int function_control_id;
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public int gem;
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public int goto_page_id;
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public int gun_id;
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public int identity;
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public string item_ids;
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public int mission_type;
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public int mp;
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public int mre;
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public int part;
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public int prize_id;
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public string title;
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public string type;
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public int user_exp;
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}
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public class Equip : Model
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{
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public string armor;
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public string armor_piercing;
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public int auto_select_id;
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public string bonus_type;
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public string bullet_number_up;
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public int category;
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public string code;
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public string company;
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public string critical_harm_rate;
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public string critical_percent;
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public string damage_amplify;
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public string damage_reduction;
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public string description;
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public int description_skill;
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public int develop_duration;
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public string dodge;
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public int dot_damage;
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public int dot_percent;
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public int dot_time;
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public string equip_introduction;
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public double exclusive_rate;
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public string fit_guns;
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public string group_id;
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public string hit;
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public int id;
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public int mission_id;
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public int is_addition;
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public int is_show;
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public int max_level;
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public string name;
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public string night_view_percent;
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public string obtain_ids;
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public string passive_skill;
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public string pow;
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public double powerup_ammo;
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public double powerup_mp;
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public double powerup_mre;
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public double powerup_part;
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public int rank;
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public string rate;
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public int retire_ammo;
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public int retire_mp;
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public int retire_mre;
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public int retire_part;
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public string shield;
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public int skill;
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public int skill_effect;
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public int skill_effect_per;
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public int skill_level_up;
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public int slow_down_percent;
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public int slow_down_rate;
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public int slow_down_time;
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public string sp_description;
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public string speed;
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public int type;
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public int special_eft;
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public string route;
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}
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public class Fairy : Model
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{
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public int ai;
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public int armor;
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public int armor_mod;
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public int armor_piercing;
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public string avatar_offset;
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public string avatar_scale;
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public int category;
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public string code;
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public int critical_harm_rate;
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public int critical_harm_rate_mod;
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public string description;
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public int develop_duration;
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public int dodge;
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public int dodge_mod;
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public int grow;
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public int hit;
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public int hit_mod;
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public int id;
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public int if_mod;
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public string introduce;
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public int is_additional;
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public int mod_exp;
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public string name;
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public string obtain_ids;
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public int org_id;
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public string passive_skill_mod;
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public string picture_offset;
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public string picture_scale;
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public int pow;
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public int pow_mod;
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public int powerup_ammo;
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public int powerup_mp;
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public int powerup_mre;
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public int powerup_part;
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public string proportion;
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public int quality_exp;
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public string quality_need_number;
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public int retireammo;
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public int retiremp;
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public int retiremre;
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public int retirepart;
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public string skill_id;
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public string skill_id_mod;
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public int type;
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}
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public class Furniture : Model
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{
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public int ai;
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public int bonus_id;
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public int classes;
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public string code;
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public int deco_rate;
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public int decompose_gift;
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public string description;
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public string furniture_bgm;
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public int id;
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public string interact_point;
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public string interact_point_offset;
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public string name;
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public string offset;
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public string position;
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public string rotate;
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public string sorting;
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public string space;
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public string texture_type;
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public string touch_area;
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public int type;
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}
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public class GiftItem : Model
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{
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public string bonus_description;
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public string code;
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public string description;
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public string detail_introduction;
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public int exp;
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public int favor;
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public int fit_gun;
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public int id;
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public int is_hidden;
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public string item_access;
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public string name;
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public string normal_description;
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public int poster;
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public int profile_pic;
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public int rank;
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public int skin;
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public int sort;
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public int type;
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}
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public class Gun : Model
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{
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public int ai;
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public int ammo_add_withnumber;
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public int armor_piercing;
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public int atk_speed_max;
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public int baseammo;
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public int basemre;
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public string character;
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public string code;
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public int crit;
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public int develop_duration;
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public string dialogue;
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public string dynamic_passive_skill;
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public int eat_ratio;
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public int effect_grid_center;
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public string effect_grid_effect;
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public string effect_grid_pos;
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public string effect_guntype;
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public string en_introduce;
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public string en_name;
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public string explore_tag;
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public string extra;
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public string gun_detail_bg;
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public string gun_tag_ids;
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public int id;
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public string introduce;
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public int is_additional;
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public string item_id;
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public string launch_time;
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public int max_equip;
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public string mindupdate_consume;
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public int mre_add_withnumber;
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public string name;
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public int normal_attack;
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public string obtain_ids;
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public int org_id;
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public string passive_skill;
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public int prize_id;
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public int rank;
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public int rank_display;
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public int ratio_armor;
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public int ratio_dodge;
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public int ratio_hit;
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public int ratio_life;
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public int ratio_pow;
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public int ratio_range;
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public int ratio_rate;
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public int ratio_rec;
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public int ratio_speed;
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public string recommended_team_ids;
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public int related_story_id;
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public int retireammo;
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public int retiremp;
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public int retiremre;
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public int retirepart;
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public string show_damage_skin;
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public int skill1;
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public int skill2;
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public int special;
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public int type;
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public string type_equip1;
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public string type_equip2;
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public string type_equip3;
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public string type_equip4;
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}
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public class Item : Model
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{
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public string arg;
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public string code;
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public int consume_type;
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public string daily_limit;
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public string detail_introduction;
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public int id;
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public string initial_num;
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public string introduction;
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public int is_hide_info;
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public string item_access;
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public string item_name;
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public int rank;
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public int sort;
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public int type;
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public int upper_limit;
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}
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public class Mission : Model
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{
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public string adaptive_gun;
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public string ally_boss_team_id;
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public string ally_code;
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public int auto_battle;
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public string boss_team_id;
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public string branch_next_mission_id;
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public int campaign;
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public string close_mission_control;
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public string close_missions;
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public int coin_ap;
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public int coin_type;
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public string color_change_number;
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public string color_change_result;
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public string color_change_type;
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public int costbp;
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public string daily_demand;
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public int difficulty;
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public string difficulty_recommend;
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public string difficulty_recommend_addendum;
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public string draw_code;
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public string draw_event_s_id;
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public string drop_item_count;
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public string drop_key_info;
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public string drop_mission_item;
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public string drop_mission_key;
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public int duplicate_type;
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public int endless_mode;
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public int enemy_ai_type;
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public int enemy_quickmove;
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public string environment_transform_config;
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public string event_score;
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public int exp_parameter;
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public int expect_defend_line_turn;
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public int expect_enemy_die_num;
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public int expect_gun_die_num;
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public string expect_hostage_num;
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public int expect_turn;
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public string fight_environment_group;
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public string fog_color;
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public string fog_length;
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public string force_type;
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public string getcoin;
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public string getcoin_parameter;
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public string guide_cdn;
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public int id;
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public int if_emergency;
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public string integration_switch;
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public int is_hide;
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public string is_snow;
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public string limit_component_pool;
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public string limit_equip_pool;
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public string limit_gun_pool;
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public int limit_sangvis;
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public int limit_squad;
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public string limit_team;
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public int limit_vehicle;
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public string lose_type;
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public string map_information;
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public string map_res_name;
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public int mapped_mission_id;
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public string medal_type_silver;
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public string mission_describe;
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public string mission_group_draw_event;
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public int mission_group_id;
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public string mission_intensify_item_config;
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public string mission_tip;
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public string name;
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public string open_mission_items;
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public string open_mission_keys;
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public int order;
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public string random_line_spot;
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public int recommend_gun_level;
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public string recommended_team_ids;
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public string reinforce_ally_spot;
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public string reinforce_ally_team;
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public int reinforce_ally_turn;
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public int reset_drop_key_once;
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public int restart_hide;
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public string round_config;
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public string score_prize;
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public string special_spot_id;
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public int special_type;
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public string spot_reset;
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public int sub;
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public string supply_parameter;
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public int support_available;
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public string title_logo;
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public long turn_duration;
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public int turn_limit;
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public string type;
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public string win_spot_id;
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public string win_step;
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public int win_turn;
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public string win_type;
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}
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public class Present : Model
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{
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public int drop_package_id;
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public int due_prize_id;
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public string due_time;
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public int function;
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public int item_id;
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public int multi_num;
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public string poster;
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public string present_info;
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public int prize_id;
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public int type;
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}
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public class Prize : Model
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{
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public int ammo;
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public int bp_pay;
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public string chip;
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public string coins;
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public string commander_uniform;
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public string content;
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public int core;
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public string equip_ids;
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public string fairy_ids;
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public string furniture;
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public int gem;
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public int gem_pay;
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public string gift;
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public string gun_id;
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public string icon;
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public int id;
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public string item_ids;
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public int mp;
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public int mre;
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public string name;
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public int part;
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public string sangvis;
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public int send_limit;
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public int skin;
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public int user_exp;
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public string vehicle_component;
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}
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public class Sangvis : Model
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{
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public int ai;
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public int ammo_add_withnumber;
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public int ap_add;
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public int ap_cost;
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public int armor_piercing;
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public int assist_attack_range;
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public int attack_range_type;
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public int baseammo;
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public int basemre;
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public string character;
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public string code;
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public int crit;
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public int crit_dmg;
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public string dialogue;
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public int display_enemy_team;
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public int dorm_scale;
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public string dynamic_passive_skill;
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public int eat_ratio;
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public string effect_grid_effect;
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public string en_introduce;
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public string en_name;
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public string extra;
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public int forces;
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public int formation;
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public string gun_tag_ids;
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public int id;
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public int illustration_id;
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public string introduce;
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public int is_additional;
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public string launch_time;
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public int mre_add_withnumber;
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public string name;
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public int normal_attack;
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public string obtain_ids;
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public int org_id;
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public string passive_skill2;
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public string picture_offset;
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public string picture_scale;
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public int rank;
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public int ratio_armor;
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public int ratio_dodge;
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public int ratio_hit;
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public int ratio_hp;
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public int ratio_pow;
|
||||
public int ratio_range;
|
||||
public int ratio_rate;
|
||||
public int ratio_rec;
|
||||
public int ratio_speed;
|
||||
public string recommended_team_ids;
|
||||
public int resolution;
|
||||
public int search_range;
|
||||
public string shape_scale;
|
||||
public int skill_advance;
|
||||
public string skill_resolution;
|
||||
public int skill1;
|
||||
public int skill2;
|
||||
public int skill2_type;
|
||||
public int skill3;
|
||||
public int special;
|
||||
public int type;
|
||||
public string type_chip1;
|
||||
public string type_chip2;
|
||||
public string type_chip3;
|
||||
}
|
||||
|
||||
public class Skin : Model
|
||||
{
|
||||
public int ai;
|
||||
public int class_id;
|
||||
public string dialog;
|
||||
public string explore_tag;
|
||||
public int extra;
|
||||
public int fit_gun;
|
||||
public string gift_position;
|
||||
public int id;
|
||||
public string illustrator_cv;
|
||||
public int is_hidden;
|
||||
public string name;
|
||||
public string note;
|
||||
public int order;
|
||||
public int skin_source;
|
||||
public string substitute_voice;
|
||||
public int voice;
|
||||
}
|
||||
|
||||
public class Spot : Model
|
||||
{
|
||||
public string access_type;
|
||||
public string active_cycle;
|
||||
public int ally_team_id;
|
||||
public string auto_teleport;
|
||||
public int belong;
|
||||
public int building_id;
|
||||
public string code;
|
||||
public int coordinator_x;
|
||||
public int coordinator_y;
|
||||
public int enemy_team_id;
|
||||
public int ally_team_id;
|
||||
public int belong;
|
||||
public string random_get;
|
||||
public int map_type;
|
||||
public string curve_control;
|
||||
public string active_cycle;
|
||||
public string durability;
|
||||
public string map_route;
|
||||
public string map_code;
|
||||
public string hostage_info;
|
||||
public int building_id;
|
||||
public int enemy_team_id;
|
||||
public string forbid_specialspot;
|
||||
public string hostage_info;
|
||||
public int id;
|
||||
public string map_code;
|
||||
public int map_num;
|
||||
public string map_route;
|
||||
public int map_type;
|
||||
public int mission_id;
|
||||
public int package;
|
||||
public string auto_teleport;
|
||||
public string random_get;
|
||||
public string route;
|
||||
public int special_eft;
|
||||
public string spot_effect;
|
||||
public string access_type;
|
||||
public string code;
|
||||
public int type;
|
||||
}
|
||||
|
||||
public class Squad : Model
|
||||
{
|
||||
public int advanced_bonus;
|
||||
public int ammo_part;
|
||||
public int armor_piercing;
|
||||
public int assist_armor_piercing;
|
||||
public int assist_attack_round;
|
||||
public int assist_damage;
|
||||
public int assist_damage_destroy_coef;
|
||||
public int assist_def_break;
|
||||
public int assist_hit;
|
||||
public int assist_reload;
|
||||
public int assist_type;
|
||||
public int atk_speed;
|
||||
public int attack_range;
|
||||
public int attack_round;
|
||||
public int baseammo;
|
||||
public int basemre;
|
||||
public int basic_rate;
|
||||
public string battle_assist_range;
|
||||
public string code;
|
||||
public int cpu_id;
|
||||
public int cpu_rate;
|
||||
public int crit_damage;
|
||||
public int crit_rate;
|
||||
public int damage;
|
||||
public int deploy_round;
|
||||
public int destroy_coef;
|
||||
public int develop_duration;
|
||||
public string dialogue;
|
||||
public int display_assist_area_coef;
|
||||
public int display_assist_damage_area;
|
||||
public int dodge;
|
||||
public string dorm_ai;
|
||||
public string dynamic_passive_skill;
|
||||
public string en_introduce;
|
||||
public string en_name;
|
||||
public string extra;
|
||||
public int hit;
|
||||
public int hp;
|
||||
public int id;
|
||||
public string introduce;
|
||||
public int is_additional;
|
||||
public int is_piece_only;
|
||||
public int is_show;
|
||||
public string launch_time;
|
||||
public string mission_skill_repair;
|
||||
public int move;
|
||||
public int mre_part;
|
||||
public string name;
|
||||
public int night_vision;
|
||||
public int normal_attack;
|
||||
public int normal_attack_description;
|
||||
public string obtain_ids;
|
||||
public int org_id;
|
||||
public string passive_skill;
|
||||
public int performance_skill;
|
||||
public int piece_item_id;
|
||||
public int population;
|
||||
public int skill1;
|
||||
public int skill2;
|
||||
public int skill3;
|
||||
public int type;
|
||||
}
|
||||
|
||||
public class Vehicle : Model
|
||||
{
|
||||
public int ammo_part;
|
||||
public int assist_attack_round;
|
||||
public int assist_damage_destroy_coef;
|
||||
public int assist_type;
|
||||
public string assit_passive_skill;
|
||||
public int assit_skill;
|
||||
public int attack_round;
|
||||
public int baseammo;
|
||||
public int basemre;
|
||||
public int basic_armor;
|
||||
public int basic_atk_speed;
|
||||
public int basic_dodge;
|
||||
public int basic_effect;
|
||||
public int basic_heavy_damage;
|
||||
public int basic_hit;
|
||||
public int basic_hp;
|
||||
public int basic_light_damage;
|
||||
public int basic_precision;
|
||||
public int basic_reload;
|
||||
public string battle_assist_range;
|
||||
public string C_off;
|
||||
public int capacity;
|
||||
public string code;
|
||||
public int common_component_num;
|
||||
public string crew_ids;
|
||||
public int crit;
|
||||
public int crit_dmg;
|
||||
public int def_break;
|
||||
public int deploy_round;
|
||||
public int destroy_coef;
|
||||
public int display_assist_damage_area;
|
||||
public string dorm_interact;
|
||||
public string dynamic_passive_skill;
|
||||
public string effect_rank;
|
||||
public string en_name;
|
||||
public int energy_bak_max;
|
||||
public int energy_cost;
|
||||
public int energy_max;
|
||||
public int H_armor_piercing;
|
||||
public int H_attack_rang;
|
||||
public int id;
|
||||
public string interact_point;
|
||||
public string interact_point_offset;
|
||||
public string introduce;
|
||||
public int L_armor_piercing;
|
||||
public int L_attack_rang;
|
||||
public string launch_times;
|
||||
public string long_attack_range;
|
||||
public string mission_skill;
|
||||
public int mission_skill_repair;
|
||||
public int move;
|
||||
public int mre_part;
|
||||
public string name;
|
||||
public string name_component1;
|
||||
public string name_component2;
|
||||
public string name_component3;
|
||||
public string name_component4;
|
||||
public string name_component5;
|
||||
public int night_vision;
|
||||
public int normal_attack;
|
||||
public int original_component1;
|
||||
public int original_component2;
|
||||
public int original_component3;
|
||||
public string passive_skill;
|
||||
public int performance_skill;
|
||||
public int population;
|
||||
public string talent_skill;
|
||||
public int type;
|
||||
public string type_component1;
|
||||
public string type_component2;
|
||||
public string type_component3;
|
||||
public string type_component4;
|
||||
public string type_component5;
|
||||
public string unlock_mission;
|
||||
}
|
||||
|
||||
public class VehicleComponent : Model
|
||||
{
|
||||
public int armor;
|
||||
public int atk_speed;
|
||||
public int atk_speed_ratio;
|
||||
public int att_roll;
|
||||
public int attack_type;
|
||||
public string basic_effect;
|
||||
public string bonus_type;
|
||||
public string code;
|
||||
public int critical_harm_rate;
|
||||
public int critical_percent;
|
||||
public string custom_type;
|
||||
public int def_break;
|
||||
public string description;
|
||||
public int dodge;
|
||||
public string effect_range;
|
||||
public int energy;
|
||||
public int energy_bak;
|
||||
public int exp_provide;
|
||||
public int group;
|
||||
public int H_armor_piercing;
|
||||
public int h_weapon_ratio;
|
||||
public int heavy_damage;
|
||||
public int hit;
|
||||
public int hit_ratio;
|
||||
public int id;
|
||||
public string inherent_mission_skill;
|
||||
public string interact_point;
|
||||
public string interact_point_offset;
|
||||
public string introduction;
|
||||
public int is_addition;
|
||||
public int is_show;
|
||||
public int L_armor_piercing;
|
||||
public int l_weapon_ratio;
|
||||
public int light_damage;
|
||||
public string name;
|
||||
public int night_view_percent;
|
||||
public int normal_attack;
|
||||
public string obtain_ids;
|
||||
public int precision;
|
||||
public int precision_ratio;
|
||||
public int rank;
|
||||
public int reload;
|
||||
public int reload_ratio;
|
||||
public int search_range;
|
||||
public string skill;
|
||||
public string skill_group;
|
||||
public string sp_description;
|
||||
public int speed;
|
||||
public string turn_mission_skill;
|
||||
public int type;
|
||||
public string unable_buff_id;
|
||||
public string unable_buff_type;
|
||||
public string unlock_lv;
|
||||
}
|
||||
|
||||
public class Weekly : Model
|
||||
{
|
||||
public int ammo;
|
||||
public string content;
|
||||
public int core;
|
||||
public int count;
|
||||
public int exchange_prize_id;
|
||||
public int function_control_id;
|
||||
public int gem;
|
||||
public int goto_page_id;
|
||||
public int gun_id;
|
||||
public int identity;
|
||||
public string item_ids;
|
||||
public int mp;
|
||||
public int mre;
|
||||
public int part;
|
||||
public int prize_id;
|
||||
public string title;
|
||||
public string type;
|
||||
public int user_exp;
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue