More table stuff

This commit is contained in:
Kyle873 2024-05-25 04:20:13 -04:00
parent 1fb4231684
commit e318033b21
3 changed files with 792 additions and 22 deletions

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@ -22,11 +22,67 @@ public class LoadDataAttribute(string fileName, LoadDataType dataType) : Attribu
public static class Table
{
[LoadData("gun_exp_info.json", LoadDataType.CatchData)]
public static List<gun_exp_info> gun_exp_info { get; private set; } = null!;
#region CatchData
[LoadData("gun_exp_info.json", LoadDataType.CatchData)]
public static List<GunExpInfo> gun_exp_info { get; private set; } = null!;
#endregion
#region STC
[LoadData("daily.json", LoadDataType.STC)]
public static List<Daily> daily { get; private set; } = null!;
[LoadData("equip.json", LoadDataType.STC)]
public static List<Equip> equip { get; private set; } = null!;
[LoadData("fairy.json", LoadDataType.STC)]
public static List<Fairy> fairy { get; private set; } = null!;
[LoadData("furniture.json", LoadDataType.STC)]
public static List<Furniture> furniture { get; private set; } = null!;
[LoadData("gift_item.json", LoadDataType.STC)]
public static List<GiftItem> gift_item { get; private set; } = null!;
[LoadData("gun.json", LoadDataType.STC)]
public static List<Gun> gun { get; private set; } = null!;
[LoadData("item.json", LoadDataType.STC)]
public static List<Item> item { get; private set; } = null!;
[LoadData("mission.json", LoadDataType.STC)]
public static List<Mission> mission { get; private set; } = null!;
[LoadData("present.json", LoadDataType.STC)]
public static List<Present> present { get; private set; } = null!;
[LoadData("prize.json", LoadDataType.STC)]
public static List<Prize> prize { get; private set; } = null!;
[LoadData("sangvis.json", LoadDataType.STC)]
public static List<Sangvis> sangvis { get; private set; } = null!;
[LoadData("skin.json", LoadDataType.STC)]
public static List<Skin> skin { get; private set; } = null!;
[LoadData("spot.json", LoadDataType.STC)]
public static List<spot> spot { get; private set; } = null!;
public static List<Spot> spot { get; private set; } = null!;
[LoadData("squad.json", LoadDataType.STC)]
public static List<Squad> squad { get; private set; } = null!;
[LoadData("vehicle.json", LoadDataType.STC)]
public static List<Vehicle> vehicle { get; private set; } = null!;
[LoadData("vehicle_component.json", LoadDataType.STC)]
public static List<VehicleComponent> vehicle_component { get; private set; } = null!;
[LoadData("weekly.json", LoadDataType.STC)]
public static List<Weekly> weekly { get; private set; } = null!;
#endregion
public static void Load()
{

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@ -1,7 +1,7 @@
namespace Elisa.Data.Tables;
public class gun_exp_info : Model
public class GunExpInfo : Model
{
public string lv;
public string exp;
public string lv;
}

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@ -1,31 +1,745 @@
namespace Elisa.Data.Tables;
public class spot : Model
public class Daily : 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 mission_type;
public int mp;
public int mre;
public int part;
public int prize_id;
public string title;
public string type;
public int user_exp;
}
public class Equip : Model
{
public string armor;
public string armor_piercing;
public int auto_select_id;
public string bonus_type;
public string bullet_number_up;
public int category;
public string code;
public string company;
public string critical_harm_rate;
public string critical_percent;
public string damage_amplify;
public string damage_reduction;
public string description;
public int description_skill;
public int develop_duration;
public string dodge;
public int dot_damage;
public int dot_percent;
public int dot_time;
public string equip_introduction;
public double exclusive_rate;
public string fit_guns;
public string group_id;
public string hit;
public int id;
public int mission_id;
public int is_addition;
public int is_show;
public int max_level;
public string name;
public string night_view_percent;
public string obtain_ids;
public string passive_skill;
public string pow;
public double powerup_ammo;
public double powerup_mp;
public double powerup_mre;
public double powerup_part;
public int rank;
public string rate;
public int retire_ammo;
public int retire_mp;
public int retire_mre;
public int retire_part;
public string shield;
public int skill;
public int skill_effect;
public int skill_effect_per;
public int skill_level_up;
public int slow_down_percent;
public int slow_down_rate;
public int slow_down_time;
public string sp_description;
public string speed;
public int type;
public int special_eft;
public string route;
}
public class Fairy : Model
{
public int ai;
public int armor;
public int armor_mod;
public int armor_piercing;
public string avatar_offset;
public string avatar_scale;
public int category;
public string code;
public int critical_harm_rate;
public int critical_harm_rate_mod;
public string description;
public int develop_duration;
public int dodge;
public int dodge_mod;
public int grow;
public int hit;
public int hit_mod;
public int id;
public int if_mod;
public string introduce;
public int is_additional;
public int mod_exp;
public string name;
public string obtain_ids;
public int org_id;
public string passive_skill_mod;
public string picture_offset;
public string picture_scale;
public int pow;
public int pow_mod;
public int powerup_ammo;
public int powerup_mp;
public int powerup_mre;
public int powerup_part;
public string proportion;
public int quality_exp;
public string quality_need_number;
public int retireammo;
public int retiremp;
public int retiremre;
public int retirepart;
public string skill_id;
public string skill_id_mod;
public int type;
}
public class Furniture : Model
{
public int ai;
public int bonus_id;
public int classes;
public string code;
public int deco_rate;
public int decompose_gift;
public string description;
public string furniture_bgm;
public int id;
public string interact_point;
public string interact_point_offset;
public string name;
public string offset;
public string position;
public string rotate;
public string sorting;
public string space;
public string texture_type;
public string touch_area;
public int type;
}
public class GiftItem : Model
{
public string bonus_description;
public string code;
public string description;
public string detail_introduction;
public int exp;
public int favor;
public int fit_gun;
public int id;
public int is_hidden;
public string item_access;
public string name;
public string normal_description;
public int poster;
public int profile_pic;
public int rank;
public int skin;
public int sort;
public int type;
}
public class Gun : Model
{
public int ai;
public int ammo_add_withnumber;
public int armor_piercing;
public int atk_speed_max;
public int baseammo;
public int basemre;
public string character;
public string code;
public int crit;
public int develop_duration;
public string dialogue;
public string dynamic_passive_skill;
public int eat_ratio;
public int effect_grid_center;
public string effect_grid_effect;
public string effect_grid_pos;
public string effect_guntype;
public string en_introduce;
public string en_name;
public string explore_tag;
public string extra;
public string gun_detail_bg;
public string gun_tag_ids;
public int id;
public string introduce;
public int is_additional;
public string item_id;
public string launch_time;
public int max_equip;
public string mindupdate_consume;
public int mre_add_withnumber;
public string name;
public int normal_attack;
public string obtain_ids;
public int org_id;
public string passive_skill;
public int prize_id;
public int rank;
public int rank_display;
public int ratio_armor;
public int ratio_dodge;
public int ratio_hit;
public int ratio_life;
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 related_story_id;
public int retireammo;
public int retiremp;
public int retiremre;
public int retirepart;
public string show_damage_skin;
public int skill1;
public int skill2;
public int special;
public int type;
public string type_equip1;
public string type_equip2;
public string type_equip3;
public string type_equip4;
}
public class Item : Model
{
public string arg;
public string code;
public int consume_type;
public string daily_limit;
public string detail_introduction;
public int id;
public string initial_num;
public string introduction;
public int is_hide_info;
public string item_access;
public string item_name;
public int rank;
public int sort;
public int type;
public int upper_limit;
}
public class Mission : Model
{
public string adaptive_gun;
public string ally_boss_team_id;
public string ally_code;
public int auto_battle;
public string boss_team_id;
public string branch_next_mission_id;
public int campaign;
public string close_mission_control;
public string close_missions;
public int coin_ap;
public int coin_type;
public string color_change_number;
public string color_change_result;
public string color_change_type;
public int costbp;
public string daily_demand;
public int difficulty;
public string difficulty_recommend;
public string difficulty_recommend_addendum;
public string draw_code;
public string draw_event_s_id;
public string drop_item_count;
public string drop_key_info;
public string drop_mission_item;
public string drop_mission_key;
public int duplicate_type;
public int endless_mode;
public int enemy_ai_type;
public int enemy_quickmove;
public string environment_transform_config;
public string event_score;
public int exp_parameter;
public int expect_defend_line_turn;
public int expect_enemy_die_num;
public int expect_gun_die_num;
public string expect_hostage_num;
public int expect_turn;
public string fight_environment_group;
public string fog_color;
public string fog_length;
public string force_type;
public string getcoin;
public string getcoin_parameter;
public string guide_cdn;
public int id;
public int if_emergency;
public string integration_switch;
public int is_hide;
public string is_snow;
public string limit_component_pool;
public string limit_equip_pool;
public string limit_gun_pool;
public int limit_sangvis;
public int limit_squad;
public string limit_team;
public int limit_vehicle;
public string lose_type;
public string map_information;
public string map_res_name;
public int mapped_mission_id;
public string medal_type_silver;
public string mission_describe;
public string mission_group_draw_event;
public int mission_group_id;
public string mission_intensify_item_config;
public string mission_tip;
public string name;
public string open_mission_items;
public string open_mission_keys;
public int order;
public string random_line_spot;
public int recommend_gun_level;
public string recommended_team_ids;
public string reinforce_ally_spot;
public string reinforce_ally_team;
public int reinforce_ally_turn;
public int reset_drop_key_once;
public int restart_hide;
public string round_config;
public string score_prize;
public string special_spot_id;
public int special_type;
public string spot_reset;
public int sub;
public string supply_parameter;
public int support_available;
public string title_logo;
public long turn_duration;
public int turn_limit;
public string type;
public string win_spot_id;
public string win_step;
public int win_turn;
public string win_type;
}
public class Present : Model
{
public int drop_package_id;
public int due_prize_id;
public string due_time;
public int function;
public int item_id;
public int multi_num;
public string poster;
public string present_info;
public int prize_id;
public int type;
}
public class Prize : Model
{
public int ammo;
public int bp_pay;
public string chip;
public string coins;
public string commander_uniform;
public string content;
public int core;
public string equip_ids;
public string fairy_ids;
public string furniture;
public int gem;
public int gem_pay;
public string gift;
public string gun_id;
public string icon;
public int id;
public string item_ids;
public int mp;
public int mre;
public string name;
public int part;
public string sangvis;
public int send_limit;
public int skin;
public int user_exp;
public string vehicle_component;
}
public class Sangvis : Model
{
public int ai;
public int ammo_add_withnumber;
public int ap_add;
public int ap_cost;
public int armor_piercing;
public int assist_attack_range;
public int attack_range_type;
public int baseammo;
public int basemre;
public string character;
public string code;
public int crit;
public int crit_dmg;
public string dialogue;
public int display_enemy_team;
public int dorm_scale;
public string dynamic_passive_skill;
public int eat_ratio;
public string effect_grid_effect;
public string en_introduce;
public string en_name;
public string extra;
public int forces;
public int formation;
public string gun_tag_ids;
public int id;
public int illustration_id;
public string introduce;
public int is_additional;
public string launch_time;
public int mre_add_withnumber;
public string name;
public int normal_attack;
public string obtain_ids;
public int org_id;
public string passive_skill2;
public string picture_offset;
public string picture_scale;
public int rank;
public int ratio_armor;
public int ratio_dodge;
public int ratio_hit;
public int ratio_hp;
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;
}