Elisa/Elisa.Common/Models/Quest.cs

170 lines
4.2 KiB
C#

namespace Elisa.Common.Models;
public class AccomplishQuestList
{
public int[] accomplish_quest_list;
}
public class Battlepass
{
public int battlepass_id;
public int extra_bonus;
public string free_bonus;
public int id;
public int is_expired;
public string paid_bonus;
public long user_id;
}
public class Daily
{
public string accomplish_quest_list;
public string daily_quest_list;
public int end_time;
public int id;
public Progress progress;
public string refresh_count;
public int user_id;
public class Progress
{
public int adjust_equip;
public int auto_battle;
public int battery_collect;
public int borrow_friend_team;
public int coin_mission;
public int complete_squad_daily;
public int develop_equip;
public int develop_gun;
public int eat;
public int eat_equip;
public int explore;
public int fix;
public int from_friend_build_coin;
public int gift;
public int heart_collect;
public int like;
public int mission;
public int operation;
public int recycle;
public int rescue;
public int s_win;
public int sangvis_daily_retrieval;
public int sangvis_exercise;
public int squad_data_analyse;
public int upgrade;
public int upgrade_dummy;
public int upgrade_equip;
public int upgrade_skill;
public int upgrade_value;
public int win_armor;
public int win_armorperson;
public int win_armorrobot;
public int win_boss;
public int win_normal;
public int win_person;
public int win_robot;
}
}
public class DailyInfo
{
public List<FightEnvironmentSkillInfo> fight_environment_skill_info;
public TicketInfo ticket_info;
}
public class DailyMapWithUserInfo
{
public string event_options;
public int id;
public string mission;
public int spot_id;
public int spot_num;
public int spot_type;
public int user_id;
}
public class DailyStatusWithUserInfo
{
public int difficulty;
public int ex_ticket;
public string fight_environment_skill;
public int id;
public int map_id;
public int prev_spot_id;
public int skill_incr_id;
public int spot_id;
public int total_boss_num;
public int total_complete_num;
public int total_spot_num;
public long user_id;
}
public class SquadDataDaily
{
public int count;
public string last_finish_time;
public int receive;
public int squad_id;
public string type;
public long user_id;
}
public class TicketInfo
{
public Resource rs;
}
public class Weekly
{
public string accomplish_quest_list;
public int end_time;
public int id;
public string locked_quest_list;
public Progress progress;
public string refresh_count;
public int user_id;
public int weekly_accumulation;
public string weekly_quest_list;
public class Progress
{
public int adjust_equip;
public int adjust_fairy;
public int auto_battle;
public int battery_collect;
public int chess;
public int coin_mission;
public int complete_squad_daily;
public int consume_aid;
public int develop_equip;
public int develop_gun;
public int eat;
public int eat_equip;
public int eat_fairy;
public int explore;
public int fix;
public int operation;
public int procurement;
public int retire_gun;
public int s_win;
public int sangvis_daily_retrieval;
public int sangvis_exercise;
public int sp_develop;
public int special_develop_equip;
public int special_develop_gun;
public int squad_data_analyse;
public int squad_eat_chip;
public int upgrade;
public int upgrade_skill;
public int win_armor;
public int win_armorperson;
public int win_armorrobot;
public int win_boss;
public int win_enemy;
public int win_normal;
public int win_person;
public int win_robot;
}
}