SCHALE.GameServer/SCHALE.Common/FlatData/CharacterExcel.cs

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// <auto-generated>
// automatically generated by the FlatBuffers compiler, do not modify
// </auto-generated>
namespace SCHALE.Common.FlatData
{
using global::System;
using global::System.Collections.Generic;
using global::SCHALE.Common.Crypto;
using global::Google.FlatBuffers;
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public struct CharacterExcel : IFlatbufferObject
{
private Table __p;
public ByteBuffer ByteBuffer { get { return __p.bb; } }
public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); }
public static CharacterExcel GetRootAsCharacterExcel(ByteBuffer _bb) { return GetRootAsCharacterExcel(_bb, new CharacterExcel()); }
public static CharacterExcel GetRootAsCharacterExcel(ByteBuffer _bb, CharacterExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }
public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); }
public CharacterExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public long Id { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public string DevName { get { int o = __p.__offset(6); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
public Span<byte> GetDevNameBytes() { return __p.__vector_as_span<byte>(6, 1); }
#else
public ArraySegment<byte>? GetDevNameBytes() { return __p.__vector_as_arraysegment(6); }
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#endif
public byte[] GetDevNameArray() { return __p.__vector_as_array<byte>(6); }
public long CostumeGroupId { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public bool IsPlayable { get { int o = __p.__offset(10); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public SCHALE.Common.FlatData.ProductionStep ProductionStep { get { int o = __p.__offset(12); return o != 0 ? (SCHALE.Common.FlatData.ProductionStep)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.ProductionStep.ToDo; } }
public bool CollectionVisible { get { int o = __p.__offset(14); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public string ReleaseDate { get { int o = __p.__offset(16); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
public Span<byte> GetReleaseDateBytes() { return __p.__vector_as_span<byte>(16, 1); }
#else
public ArraySegment<byte>? GetReleaseDateBytes() { return __p.__vector_as_arraysegment(16); }
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#endif
public byte[] GetReleaseDateArray() { return __p.__vector_as_array<byte>(16); }
public string CollectionVisibleStartDate { get { int o = __p.__offset(18); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
public Span<byte> GetCollectionVisibleStartDateBytes() { return __p.__vector_as_span<byte>(18, 1); }
#else
public ArraySegment<byte>? GetCollectionVisibleStartDateBytes() { return __p.__vector_as_arraysegment(18); }
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#endif
public byte[] GetCollectionVisibleStartDateArray() { return __p.__vector_as_array<byte>(18); }
public string CollectionVisibleEndDate { get { int o = __p.__offset(20); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
public Span<byte> GetCollectionVisibleEndDateBytes() { return __p.__vector_as_span<byte>(20, 1); }
#else
public ArraySegment<byte>? GetCollectionVisibleEndDateBytes() { return __p.__vector_as_arraysegment(20); }
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#endif
public byte[] GetCollectionVisibleEndDateArray() { return __p.__vector_as_array<byte>(20); }
public bool IsPlayableCharacter { get { int o = __p.__offset(22); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public uint LocalizeEtcId { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetUint(o + __p.bb_pos) : (uint)0; } }
public SCHALE.Common.FlatData.Rarity Rarity { get { int o = __p.__offset(26); return o != 0 ? (SCHALE.Common.FlatData.Rarity)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.Rarity.N; } }
public bool IsNPC { get { int o = __p.__offset(28); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public SCHALE.Common.FlatData.TacticEntityType TacticEntityType { get { int o = __p.__offset(30); return o != 0 ? (SCHALE.Common.FlatData.TacticEntityType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TacticEntityType.None; } }
public bool CanSurvive { get { int o = __p.__offset(32); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public bool IsDummy { get { int o = __p.__offset(34); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public int SubPartsCount { get { int o = __p.__offset(36); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public SCHALE.Common.FlatData.TacticRole TacticRole { get { int o = __p.__offset(38); return o != 0 ? (SCHALE.Common.FlatData.TacticRole)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TacticRole.None; } }
public SCHALE.Common.FlatData.WeaponType WeaponType { get { int o = __p.__offset(40); return o != 0 ? (SCHALE.Common.FlatData.WeaponType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.WeaponType.None; } }
public SCHALE.Common.FlatData.TacticRange TacticRange { get { int o = __p.__offset(42); return o != 0 ? (SCHALE.Common.FlatData.TacticRange)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TacticRange.Back; } }
public SCHALE.Common.FlatData.BulletType BulletType { get { int o = __p.__offset(44); return o != 0 ? (SCHALE.Common.FlatData.BulletType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.BulletType.Normal; } }
public SCHALE.Common.FlatData.ArmorType ArmorType { get { int o = __p.__offset(46); return o != 0 ? (SCHALE.Common.FlatData.ArmorType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.ArmorType.LightArmor; } }
public SCHALE.Common.FlatData.AimIKType AimIKType { get { int o = __p.__offset(48); return o != 0 ? (SCHALE.Common.FlatData.AimIKType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.AimIKType.None; } }
public SCHALE.Common.FlatData.School School { get { int o = __p.__offset(50); return o != 0 ? (SCHALE.Common.FlatData.School)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.School.None; } }
public SCHALE.Common.FlatData.Club Club { get { int o = __p.__offset(52); return o != 0 ? (SCHALE.Common.FlatData.Club)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.Club.None; } }
public int DefaultStarGrade { get { int o = __p.__offset(54); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int MaxStarGrade { get { int o = __p.__offset(56); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public SCHALE.Common.FlatData.StatLevelUpType StatLevelUpType { get { int o = __p.__offset(58); return o != 0 ? (SCHALE.Common.FlatData.StatLevelUpType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.StatLevelUpType.Standard; } }
public SCHALE.Common.FlatData.SquadType SquadType { get { int o = __p.__offset(60); return o != 0 ? (SCHALE.Common.FlatData.SquadType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.SquadType.None; } }
public bool Jumpable { get { int o = __p.__offset(62); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public long PersonalityId { get { int o = __p.__offset(64); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public long CharacterAIId { get { int o = __p.__offset(66); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public long ExternalBTId { get { int o = __p.__offset(68); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public long MainCombatStyleId { get { int o = __p.__offset(70); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public int CombatStyleIndex { get { int o = __p.__offset(72); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public string ScenarioCharacter { get { int o = __p.__offset(74); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
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public Span<byte> GetScenarioCharacterBytes() { return __p.__vector_as_span<byte>(74, 1); }
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#else
public ArraySegment<byte>? GetScenarioCharacterBytes() { return __p.__vector_as_arraysegment(74); }
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#endif
public byte[] GetScenarioCharacterArray() { return __p.__vector_as_array<byte>(74); }
public uint SpawnTemplateId { get { int o = __p.__offset(76); return o != 0 ? __p.bb.GetUint(o + __p.bb_pos) : (uint)0; } }
public int FavorLevelupType { get { int o = __p.__offset(78); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public SCHALE.Common.FlatData.EquipmentCategory EquipmentSlot(int j) { int o = __p.__offset(80); return o != 0 ? (SCHALE.Common.FlatData.EquipmentCategory)__p.bb.GetInt(__p.__vector(o) + j * 4) : (SCHALE.Common.FlatData.EquipmentCategory)0; }
public int EquipmentSlotLength { get { int o = __p.__offset(80); return o != 0 ? __p.__vector_len(o) : 0; } }
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#if ENABLE_SPAN_T
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public Span<SCHALE.Common.FlatData.EquipmentCategory> GetEquipmentSlotBytes() { return __p.__vector_as_span<SCHALE.Common.FlatData.EquipmentCategory>(80, 4); }
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#else
public ArraySegment<byte>? GetEquipmentSlotBytes() { return __p.__vector_as_arraysegment(80); }
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#endif
public SCHALE.Common.FlatData.EquipmentCategory[] GetEquipmentSlotArray() { int o = __p.__offset(80); if (o == 0) return null; int p = __p.__vector(o); int l = __p.__vector_len(o); SCHALE.Common.FlatData.EquipmentCategory[] a = new SCHALE.Common.FlatData.EquipmentCategory[l]; for (int i = 0; i < l; i++) { a[i] = (SCHALE.Common.FlatData.EquipmentCategory)__p.bb.GetInt(p + i * 4); } return a; }
public uint WeaponLocalizeId { get { int o = __p.__offset(82); return o != 0 ? __p.bb.GetUint(o + __p.bb_pos) : (uint)0; } }
public bool DisplayEnemyInfo { get { int o = __p.__offset(84); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public long BodyRadius { get { int o = __p.__offset(86); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public long RandomEffectRadius { get { int o = __p.__offset(88); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public bool HPBarHide { get { int o = __p.__offset(90); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public float HpBarHeight { get { int o = __p.__offset(92); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public float HighlightFloaterHeight { get { int o = __p.__offset(94); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public float EmojiOffsetX { get { int o = __p.__offset(96); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public float EmojiOffsetY { get { int o = __p.__offset(98); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public int MoveStartFrame { get { int o = __p.__offset(100); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int MoveEndFrame { get { int o = __p.__offset(102); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int JumpMotionFrame { get { int o = __p.__offset(104); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int AppearFrame { get { int o = __p.__offset(106); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public bool CanMove { get { int o = __p.__offset(108); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public bool CanFix { get { int o = __p.__offset(110); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public bool CanCrowdControl { get { int o = __p.__offset(112); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public bool CanBattleItemMove { get { int o = __p.__offset(114); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public bool IsAirUnit { get { int o = __p.__offset(116); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public long AirUnitHeight { get { int o = __p.__offset(118); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public SCHALE.Common.FlatData.Tag Tags(int j) { int o = __p.__offset(120); return o != 0 ? (SCHALE.Common.FlatData.Tag)__p.bb.GetInt(__p.__vector(o) + j * 4) : (SCHALE.Common.FlatData.Tag)0; }
public int TagsLength { get { int o = __p.__offset(120); return o != 0 ? __p.__vector_len(o) : 0; } }
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#if ENABLE_SPAN_T
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public Span<SCHALE.Common.FlatData.Tag> GetTagsBytes() { return __p.__vector_as_span<SCHALE.Common.FlatData.Tag>(120, 4); }
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#else
public ArraySegment<byte>? GetTagsBytes() { return __p.__vector_as_arraysegment(120); }
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#endif
public SCHALE.Common.FlatData.Tag[] GetTagsArray() { int o = __p.__offset(120); if (o == 0) return null; int p = __p.__vector(o); int l = __p.__vector_len(o); SCHALE.Common.FlatData.Tag[] a = new SCHALE.Common.FlatData.Tag[l]; for (int i = 0; i < l; i++) { a[i] = (SCHALE.Common.FlatData.Tag)__p.bb.GetInt(p + i * 4); } return a; }
public long SecretStoneItemId { get { int o = __p.__offset(122); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public int SecretStoneItemAmount { get { int o = __p.__offset(124); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public long CharacterPieceItemId { get { int o = __p.__offset(126); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public int CharacterPieceItemAmount { get { int o = __p.__offset(128); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public long CombineRecipeId { get { int o = __p.__offset(130); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public static Offset<SCHALE.Common.FlatData.CharacterExcel> CreateCharacterExcel(FlatBufferBuilder builder,
long Id = 0,
StringOffset DevNameOffset = default(StringOffset),
long CostumeGroupId = 0,
bool IsPlayable = false,
SCHALE.Common.FlatData.ProductionStep ProductionStep = SCHALE.Common.FlatData.ProductionStep.ToDo,
bool CollectionVisible = false,
StringOffset ReleaseDateOffset = default(StringOffset),
StringOffset CollectionVisibleStartDateOffset = default(StringOffset),
StringOffset CollectionVisibleEndDateOffset = default(StringOffset),
bool IsPlayableCharacter = false,
uint LocalizeEtcId = 0,
SCHALE.Common.FlatData.Rarity Rarity = SCHALE.Common.FlatData.Rarity.N,
bool IsNPC = false,
SCHALE.Common.FlatData.TacticEntityType TacticEntityType = SCHALE.Common.FlatData.TacticEntityType.None,
bool CanSurvive = false,
bool IsDummy = false,
int SubPartsCount = 0,
SCHALE.Common.FlatData.TacticRole TacticRole = SCHALE.Common.FlatData.TacticRole.None,
SCHALE.Common.FlatData.WeaponType WeaponType = SCHALE.Common.FlatData.WeaponType.None,
SCHALE.Common.FlatData.TacticRange TacticRange = SCHALE.Common.FlatData.TacticRange.Back,
SCHALE.Common.FlatData.BulletType BulletType = SCHALE.Common.FlatData.BulletType.Normal,
SCHALE.Common.FlatData.ArmorType ArmorType = SCHALE.Common.FlatData.ArmorType.LightArmor,
SCHALE.Common.FlatData.AimIKType AimIKType = SCHALE.Common.FlatData.AimIKType.None,
SCHALE.Common.FlatData.School School = SCHALE.Common.FlatData.School.None,
SCHALE.Common.FlatData.Club Club = SCHALE.Common.FlatData.Club.None,
int DefaultStarGrade = 0,
int MaxStarGrade = 0,
SCHALE.Common.FlatData.StatLevelUpType StatLevelUpType = SCHALE.Common.FlatData.StatLevelUpType.Standard,
SCHALE.Common.FlatData.SquadType SquadType = SCHALE.Common.FlatData.SquadType.None,
bool Jumpable = false,
long PersonalityId = 0,
long CharacterAIId = 0,
long ExternalBTId = 0,
long MainCombatStyleId = 0,
int CombatStyleIndex = 0,
StringOffset ScenarioCharacterOffset = default(StringOffset),
uint SpawnTemplateId = 0,
int FavorLevelupType = 0,
VectorOffset EquipmentSlotOffset = default(VectorOffset),
uint WeaponLocalizeId = 0,
bool DisplayEnemyInfo = false,
long BodyRadius = 0,
long RandomEffectRadius = 0,
bool HPBarHide = false,
float HpBarHeight = 0.0f,
float HighlightFloaterHeight = 0.0f,
float EmojiOffsetX = 0.0f,
float EmojiOffsetY = 0.0f,
int MoveStartFrame = 0,
int MoveEndFrame = 0,
int JumpMotionFrame = 0,
int AppearFrame = 0,
bool CanMove = false,
bool CanFix = false,
bool CanCrowdControl = false,
bool CanBattleItemMove = false,
bool IsAirUnit = false,
long AirUnitHeight = 0,
VectorOffset TagsOffset = default(VectorOffset),
long SecretStoneItemId = 0,
int SecretStoneItemAmount = 0,
long CharacterPieceItemId = 0,
int CharacterPieceItemAmount = 0,
long CombineRecipeId = 0) {
builder.StartTable(64);
CharacterExcel.AddCombineRecipeId(builder, CombineRecipeId);
CharacterExcel.AddCharacterPieceItemId(builder, CharacterPieceItemId);
CharacterExcel.AddSecretStoneItemId(builder, SecretStoneItemId);
CharacterExcel.AddAirUnitHeight(builder, AirUnitHeight);
CharacterExcel.AddRandomEffectRadius(builder, RandomEffectRadius);
CharacterExcel.AddBodyRadius(builder, BodyRadius);
CharacterExcel.AddMainCombatStyleId(builder, MainCombatStyleId);
CharacterExcel.AddExternalBTId(builder, ExternalBTId);
CharacterExcel.AddCharacterAIId(builder, CharacterAIId);
CharacterExcel.AddPersonalityId(builder, PersonalityId);
CharacterExcel.AddCostumeGroupId(builder, CostumeGroupId);
CharacterExcel.AddId(builder, Id);
CharacterExcel.AddCharacterPieceItemAmount(builder, CharacterPieceItemAmount);
CharacterExcel.AddSecretStoneItemAmount(builder, SecretStoneItemAmount);
CharacterExcel.AddTags(builder, TagsOffset);
CharacterExcel.AddAppearFrame(builder, AppearFrame);
CharacterExcel.AddJumpMotionFrame(builder, JumpMotionFrame);
CharacterExcel.AddMoveEndFrame(builder, MoveEndFrame);
CharacterExcel.AddMoveStartFrame(builder, MoveStartFrame);
CharacterExcel.AddEmojiOffsetY(builder, EmojiOffsetY);
CharacterExcel.AddEmojiOffsetX(builder, EmojiOffsetX);
CharacterExcel.AddHighlightFloaterHeight(builder, HighlightFloaterHeight);
CharacterExcel.AddHpBarHeight(builder, HpBarHeight);
CharacterExcel.AddWeaponLocalizeId(builder, WeaponLocalizeId);
CharacterExcel.AddEquipmentSlot(builder, EquipmentSlotOffset);
CharacterExcel.AddFavorLevelupType(builder, FavorLevelupType);
CharacterExcel.AddSpawnTemplateId(builder, SpawnTemplateId);
CharacterExcel.AddScenarioCharacter(builder, ScenarioCharacterOffset);
CharacterExcel.AddCombatStyleIndex(builder, CombatStyleIndex);
CharacterExcel.AddSquadType(builder, SquadType);
CharacterExcel.AddStatLevelUpType(builder, StatLevelUpType);
CharacterExcel.AddMaxStarGrade(builder, MaxStarGrade);
CharacterExcel.AddDefaultStarGrade(builder, DefaultStarGrade);
CharacterExcel.AddClub(builder, Club);
CharacterExcel.AddSchool(builder, School);
CharacterExcel.AddAimIKType(builder, AimIKType);
CharacterExcel.AddArmorType(builder, ArmorType);
CharacterExcel.AddBulletType(builder, BulletType);
CharacterExcel.AddTacticRange(builder, TacticRange);
CharacterExcel.AddWeaponType(builder, WeaponType);
CharacterExcel.AddTacticRole(builder, TacticRole);
CharacterExcel.AddSubPartsCount(builder, SubPartsCount);
CharacterExcel.AddTacticEntityType(builder, TacticEntityType);
CharacterExcel.AddRarity(builder, Rarity);
CharacterExcel.AddLocalizeEtcId(builder, LocalizeEtcId);
CharacterExcel.AddCollectionVisibleEndDate(builder, CollectionVisibleEndDateOffset);
CharacterExcel.AddCollectionVisibleStartDate(builder, CollectionVisibleStartDateOffset);
CharacterExcel.AddReleaseDate(builder, ReleaseDateOffset);
CharacterExcel.AddProductionStep(builder, ProductionStep);
CharacterExcel.AddDevName(builder, DevNameOffset);
CharacterExcel.AddIsAirUnit(builder, IsAirUnit);
CharacterExcel.AddCanBattleItemMove(builder, CanBattleItemMove);
CharacterExcel.AddCanCrowdControl(builder, CanCrowdControl);
CharacterExcel.AddCanFix(builder, CanFix);
CharacterExcel.AddCanMove(builder, CanMove);
CharacterExcel.AddHPBarHide(builder, HPBarHide);
CharacterExcel.AddDisplayEnemyInfo(builder, DisplayEnemyInfo);
CharacterExcel.AddJumpable(builder, Jumpable);
CharacterExcel.AddIsDummy(builder, IsDummy);
CharacterExcel.AddCanSurvive(builder, CanSurvive);
CharacterExcel.AddIsNPC(builder, IsNPC);
CharacterExcel.AddIsPlayableCharacter(builder, IsPlayableCharacter);
CharacterExcel.AddCollectionVisible(builder, CollectionVisible);
CharacterExcel.AddIsPlayable(builder, IsPlayable);
return CharacterExcel.EndCharacterExcel(builder);
}
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public static void StartCharacterExcel(FlatBufferBuilder builder) { builder.StartTable(64); }
public static void AddId(FlatBufferBuilder builder, long id) { builder.AddLong(0, id, 0); }
public static void AddDevName(FlatBufferBuilder builder, StringOffset devNameOffset) { builder.AddOffset(1, devNameOffset.Value, 0); }
public static void AddCostumeGroupId(FlatBufferBuilder builder, long costumeGroupId) { builder.AddLong(2, costumeGroupId, 0); }
public static void AddIsPlayable(FlatBufferBuilder builder, bool isPlayable) { builder.AddBool(3, isPlayable, false); }
public static void AddProductionStep(FlatBufferBuilder builder, SCHALE.Common.FlatData.ProductionStep productionStep) { builder.AddInt(4, (int)productionStep, 0); }
public static void AddCollectionVisible(FlatBufferBuilder builder, bool collectionVisible) { builder.AddBool(5, collectionVisible, false); }
public static void AddReleaseDate(FlatBufferBuilder builder, StringOffset releaseDateOffset) { builder.AddOffset(6, releaseDateOffset.Value, 0); }
public static void AddCollectionVisibleStartDate(FlatBufferBuilder builder, StringOffset collectionVisibleStartDateOffset) { builder.AddOffset(7, collectionVisibleStartDateOffset.Value, 0); }
public static void AddCollectionVisibleEndDate(FlatBufferBuilder builder, StringOffset collectionVisibleEndDateOffset) { builder.AddOffset(8, collectionVisibleEndDateOffset.Value, 0); }
public static void AddIsPlayableCharacter(FlatBufferBuilder builder, bool isPlayableCharacter) { builder.AddBool(9, isPlayableCharacter, false); }
public static void AddLocalizeEtcId(FlatBufferBuilder builder, uint localizeEtcId) { builder.AddUint(10, localizeEtcId, 0); }
public static void AddRarity(FlatBufferBuilder builder, SCHALE.Common.FlatData.Rarity rarity) { builder.AddInt(11, (int)rarity, 0); }
public static void AddIsNPC(FlatBufferBuilder builder, bool isNPC) { builder.AddBool(12, isNPC, false); }
public static void AddTacticEntityType(FlatBufferBuilder builder, SCHALE.Common.FlatData.TacticEntityType tacticEntityType) { builder.AddInt(13, (int)tacticEntityType, 0); }
public static void AddCanSurvive(FlatBufferBuilder builder, bool canSurvive) { builder.AddBool(14, canSurvive, false); }
public static void AddIsDummy(FlatBufferBuilder builder, bool isDummy) { builder.AddBool(15, isDummy, false); }
public static void AddSubPartsCount(FlatBufferBuilder builder, int subPartsCount) { builder.AddInt(16, subPartsCount, 0); }
public static void AddTacticRole(FlatBufferBuilder builder, SCHALE.Common.FlatData.TacticRole tacticRole) { builder.AddInt(17, (int)tacticRole, 0); }
public static void AddWeaponType(FlatBufferBuilder builder, SCHALE.Common.FlatData.WeaponType weaponType) { builder.AddInt(18, (int)weaponType, 0); }
public static void AddTacticRange(FlatBufferBuilder builder, SCHALE.Common.FlatData.TacticRange tacticRange) { builder.AddInt(19, (int)tacticRange, 0); }
public static void AddBulletType(FlatBufferBuilder builder, SCHALE.Common.FlatData.BulletType bulletType) { builder.AddInt(20, (int)bulletType, 0); }
public static void AddArmorType(FlatBufferBuilder builder, SCHALE.Common.FlatData.ArmorType armorType) { builder.AddInt(21, (int)armorType, 0); }
public static void AddAimIKType(FlatBufferBuilder builder, SCHALE.Common.FlatData.AimIKType aimIKType) { builder.AddInt(22, (int)aimIKType, 0); }
public static void AddSchool(FlatBufferBuilder builder, SCHALE.Common.FlatData.School school) { builder.AddInt(23, (int)school, 0); }
public static void AddClub(FlatBufferBuilder builder, SCHALE.Common.FlatData.Club club) { builder.AddInt(24, (int)club, 0); }
public static void AddDefaultStarGrade(FlatBufferBuilder builder, int defaultStarGrade) { builder.AddInt(25, defaultStarGrade, 0); }
public static void AddMaxStarGrade(FlatBufferBuilder builder, int maxStarGrade) { builder.AddInt(26, maxStarGrade, 0); }
public static void AddStatLevelUpType(FlatBufferBuilder builder, SCHALE.Common.FlatData.StatLevelUpType statLevelUpType) { builder.AddInt(27, (int)statLevelUpType, 0); }
public static void AddSquadType(FlatBufferBuilder builder, SCHALE.Common.FlatData.SquadType squadType) { builder.AddInt(28, (int)squadType, 0); }
public static void AddJumpable(FlatBufferBuilder builder, bool jumpable) { builder.AddBool(29, jumpable, false); }
public static void AddPersonalityId(FlatBufferBuilder builder, long personalityId) { builder.AddLong(30, personalityId, 0); }
public static void AddCharacterAIId(FlatBufferBuilder builder, long characterAIId) { builder.AddLong(31, characterAIId, 0); }
public static void AddExternalBTId(FlatBufferBuilder builder, long externalBTId) { builder.AddLong(32, externalBTId, 0); }
public static void AddMainCombatStyleId(FlatBufferBuilder builder, long mainCombatStyleId) { builder.AddLong(33, mainCombatStyleId, 0); }
public static void AddCombatStyleIndex(FlatBufferBuilder builder, int combatStyleIndex) { builder.AddInt(34, combatStyleIndex, 0); }
public static void AddScenarioCharacter(FlatBufferBuilder builder, StringOffset scenarioCharacterOffset) { builder.AddOffset(35, scenarioCharacterOffset.Value, 0); }
public static void AddSpawnTemplateId(FlatBufferBuilder builder, uint spawnTemplateId) { builder.AddUint(36, spawnTemplateId, 0); }
public static void AddFavorLevelupType(FlatBufferBuilder builder, int favorLevelupType) { builder.AddInt(37, favorLevelupType, 0); }
public static void AddEquipmentSlot(FlatBufferBuilder builder, VectorOffset equipmentSlotOffset) { builder.AddOffset(38, equipmentSlotOffset.Value, 0); }
public static VectorOffset CreateEquipmentSlotVector(FlatBufferBuilder builder, SCHALE.Common.FlatData.EquipmentCategory[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddInt((int)data[i]); return builder.EndVector(); }
public static VectorOffset CreateEquipmentSlotVectorBlock(FlatBufferBuilder builder, SCHALE.Common.FlatData.EquipmentCategory[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); }
public static VectorOffset CreateEquipmentSlotVectorBlock(FlatBufferBuilder builder, ArraySegment<SCHALE.Common.FlatData.EquipmentCategory> data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); }
public static VectorOffset CreateEquipmentSlotVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add<SCHALE.Common.FlatData.EquipmentCategory>(dataPtr, sizeInBytes); return builder.EndVector(); }
public static void StartEquipmentSlotVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); }
public static void AddWeaponLocalizeId(FlatBufferBuilder builder, uint weaponLocalizeId) { builder.AddUint(39, weaponLocalizeId, 0); }
public static void AddDisplayEnemyInfo(FlatBufferBuilder builder, bool displayEnemyInfo) { builder.AddBool(40, displayEnemyInfo, false); }
public static void AddBodyRadius(FlatBufferBuilder builder, long bodyRadius) { builder.AddLong(41, bodyRadius, 0); }
public static void AddRandomEffectRadius(FlatBufferBuilder builder, long randomEffectRadius) { builder.AddLong(42, randomEffectRadius, 0); }
public static void AddHPBarHide(FlatBufferBuilder builder, bool hPBarHide) { builder.AddBool(43, hPBarHide, false); }
public static void AddHpBarHeight(FlatBufferBuilder builder, float hpBarHeight) { builder.AddFloat(44, hpBarHeight, 0.0f); }
public static void AddHighlightFloaterHeight(FlatBufferBuilder builder, float highlightFloaterHeight) { builder.AddFloat(45, highlightFloaterHeight, 0.0f); }
public static void AddEmojiOffsetX(FlatBufferBuilder builder, float emojiOffsetX) { builder.AddFloat(46, emojiOffsetX, 0.0f); }
public static void AddEmojiOffsetY(FlatBufferBuilder builder, float emojiOffsetY) { builder.AddFloat(47, emojiOffsetY, 0.0f); }
public static void AddMoveStartFrame(FlatBufferBuilder builder, int moveStartFrame) { builder.AddInt(48, moveStartFrame, 0); }
public static void AddMoveEndFrame(FlatBufferBuilder builder, int moveEndFrame) { builder.AddInt(49, moveEndFrame, 0); }
public static void AddJumpMotionFrame(FlatBufferBuilder builder, int jumpMotionFrame) { builder.AddInt(50, jumpMotionFrame, 0); }
public static void AddAppearFrame(FlatBufferBuilder builder, int appearFrame) { builder.AddInt(51, appearFrame, 0); }
public static void AddCanMove(FlatBufferBuilder builder, bool canMove) { builder.AddBool(52, canMove, false); }
public static void AddCanFix(FlatBufferBuilder builder, bool canFix) { builder.AddBool(53, canFix, false); }
public static void AddCanCrowdControl(FlatBufferBuilder builder, bool canCrowdControl) { builder.AddBool(54, canCrowdControl, false); }
public static void AddCanBattleItemMove(FlatBufferBuilder builder, bool canBattleItemMove) { builder.AddBool(55, canBattleItemMove, false); }
public static void AddIsAirUnit(FlatBufferBuilder builder, bool isAirUnit) { builder.AddBool(56, isAirUnit, false); }
public static void AddAirUnitHeight(FlatBufferBuilder builder, long airUnitHeight) { builder.AddLong(57, airUnitHeight, 0); }
public static void AddTags(FlatBufferBuilder builder, VectorOffset tagsOffset) { builder.AddOffset(58, tagsOffset.Value, 0); }
public static VectorOffset CreateTagsVector(FlatBufferBuilder builder, SCHALE.Common.FlatData.Tag[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddInt((int)data[i]); return builder.EndVector(); }
public static VectorOffset CreateTagsVectorBlock(FlatBufferBuilder builder, SCHALE.Common.FlatData.Tag[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); }
public static VectorOffset CreateTagsVectorBlock(FlatBufferBuilder builder, ArraySegment<SCHALE.Common.FlatData.Tag> data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); }
public static VectorOffset CreateTagsVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add<SCHALE.Common.FlatData.Tag>(dataPtr, sizeInBytes); return builder.EndVector(); }
public static void StartTagsVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); }
public static void AddSecretStoneItemId(FlatBufferBuilder builder, long secretStoneItemId) { builder.AddLong(59, secretStoneItemId, 0); }
public static void AddSecretStoneItemAmount(FlatBufferBuilder builder, int secretStoneItemAmount) { builder.AddInt(60, secretStoneItemAmount, 0); }
public static void AddCharacterPieceItemId(FlatBufferBuilder builder, long characterPieceItemId) { builder.AddLong(61, characterPieceItemId, 0); }
public static void AddCharacterPieceItemAmount(FlatBufferBuilder builder, int characterPieceItemAmount) { builder.AddInt(62, characterPieceItemAmount, 0); }
public static void AddCombineRecipeId(FlatBufferBuilder builder, long combineRecipeId) { builder.AddLong(63, combineRecipeId, 0); }
public static Offset<SCHALE.Common.FlatData.CharacterExcel> EndCharacterExcel(FlatBufferBuilder builder) {
int o = builder.EndTable();
return new Offset<SCHALE.Common.FlatData.CharacterExcel>(o);
}
public CharacterExcelT UnPack() {
var _o = new CharacterExcelT();
this.UnPackTo(_o);
return _o;
}
public void UnPackTo(CharacterExcelT _o) {
byte[] key = TableEncryptionService.CreateKey("Character");
_o.Id = TableEncryptionService.Convert(this.Id, key);
_o.DevName = TableEncryptionService.Convert(this.DevName, key);
_o.CostumeGroupId = TableEncryptionService.Convert(this.CostumeGroupId, key);
_o.IsPlayable = TableEncryptionService.Convert(this.IsPlayable, key);
_o.ProductionStep = TableEncryptionService.Convert(this.ProductionStep, key);
_o.CollectionVisible = TableEncryptionService.Convert(this.CollectionVisible, key);
_o.ReleaseDate = TableEncryptionService.Convert(this.ReleaseDate, key);
_o.CollectionVisibleStartDate = TableEncryptionService.Convert(this.CollectionVisibleStartDate, key);
_o.CollectionVisibleEndDate = TableEncryptionService.Convert(this.CollectionVisibleEndDate, key);
_o.IsPlayableCharacter = TableEncryptionService.Convert(this.IsPlayableCharacter, key);
_o.LocalizeEtcId = TableEncryptionService.Convert(this.LocalizeEtcId, key);
_o.Rarity = TableEncryptionService.Convert(this.Rarity, key);
_o.IsNPC = TableEncryptionService.Convert(this.IsNPC, key);
_o.TacticEntityType = TableEncryptionService.Convert(this.TacticEntityType, key);
_o.CanSurvive = TableEncryptionService.Convert(this.CanSurvive, key);
_o.IsDummy = TableEncryptionService.Convert(this.IsDummy, key);
_o.SubPartsCount = TableEncryptionService.Convert(this.SubPartsCount, key);
_o.TacticRole = TableEncryptionService.Convert(this.TacticRole, key);
_o.WeaponType = TableEncryptionService.Convert(this.WeaponType, key);
_o.TacticRange = TableEncryptionService.Convert(this.TacticRange, key);
_o.BulletType = TableEncryptionService.Convert(this.BulletType, key);
_o.ArmorType = TableEncryptionService.Convert(this.ArmorType, key);
_o.AimIKType = TableEncryptionService.Convert(this.AimIKType, key);
_o.School = TableEncryptionService.Convert(this.School, key);
_o.Club = TableEncryptionService.Convert(this.Club, key);
_o.DefaultStarGrade = TableEncryptionService.Convert(this.DefaultStarGrade, key);
_o.MaxStarGrade = TableEncryptionService.Convert(this.MaxStarGrade, key);
_o.StatLevelUpType = TableEncryptionService.Convert(this.StatLevelUpType, key);
_o.SquadType = TableEncryptionService.Convert(this.SquadType, key);
_o.Jumpable = TableEncryptionService.Convert(this.Jumpable, key);
_o.PersonalityId = TableEncryptionService.Convert(this.PersonalityId, key);
_o.CharacterAIId = TableEncryptionService.Convert(this.CharacterAIId, key);
_o.ExternalBTId = TableEncryptionService.Convert(this.ExternalBTId, key);
_o.MainCombatStyleId = TableEncryptionService.Convert(this.MainCombatStyleId, key);
_o.CombatStyleIndex = TableEncryptionService.Convert(this.CombatStyleIndex, key);
_o.ScenarioCharacter = TableEncryptionService.Convert(this.ScenarioCharacter, key);
_o.SpawnTemplateId = TableEncryptionService.Convert(this.SpawnTemplateId, key);
_o.FavorLevelupType = TableEncryptionService.Convert(this.FavorLevelupType, key);
_o.EquipmentSlot = new List<SCHALE.Common.FlatData.EquipmentCategory>();
for (var _j = 0; _j < this.EquipmentSlotLength; ++_j) {_o.EquipmentSlot.Add(TableEncryptionService.Convert(this.EquipmentSlot(_j), key));}
_o.WeaponLocalizeId = TableEncryptionService.Convert(this.WeaponLocalizeId, key);
_o.DisplayEnemyInfo = TableEncryptionService.Convert(this.DisplayEnemyInfo, key);
_o.BodyRadius = TableEncryptionService.Convert(this.BodyRadius, key);
_o.RandomEffectRadius = TableEncryptionService.Convert(this.RandomEffectRadius, key);
_o.HPBarHide = TableEncryptionService.Convert(this.HPBarHide, key);
_o.HpBarHeight = TableEncryptionService.Convert(this.HpBarHeight, key);
_o.HighlightFloaterHeight = TableEncryptionService.Convert(this.HighlightFloaterHeight, key);
_o.EmojiOffsetX = TableEncryptionService.Convert(this.EmojiOffsetX, key);
_o.EmojiOffsetY = TableEncryptionService.Convert(this.EmojiOffsetY, key);
_o.MoveStartFrame = TableEncryptionService.Convert(this.MoveStartFrame, key);
_o.MoveEndFrame = TableEncryptionService.Convert(this.MoveEndFrame, key);
_o.JumpMotionFrame = TableEncryptionService.Convert(this.JumpMotionFrame, key);
_o.AppearFrame = TableEncryptionService.Convert(this.AppearFrame, key);
_o.CanMove = TableEncryptionService.Convert(this.CanMove, key);
_o.CanFix = TableEncryptionService.Convert(this.CanFix, key);
_o.CanCrowdControl = TableEncryptionService.Convert(this.CanCrowdControl, key);
_o.CanBattleItemMove = TableEncryptionService.Convert(this.CanBattleItemMove, key);
_o.IsAirUnit = TableEncryptionService.Convert(this.IsAirUnit, key);
_o.AirUnitHeight = TableEncryptionService.Convert(this.AirUnitHeight, key);
_o.Tags = new List<SCHALE.Common.FlatData.Tag>();
for (var _j = 0; _j < this.TagsLength; ++_j) {_o.Tags.Add(TableEncryptionService.Convert(this.Tags(_j), key));}
_o.SecretStoneItemId = TableEncryptionService.Convert(this.SecretStoneItemId, key);
_o.SecretStoneItemAmount = TableEncryptionService.Convert(this.SecretStoneItemAmount, key);
_o.CharacterPieceItemId = TableEncryptionService.Convert(this.CharacterPieceItemId, key);
_o.CharacterPieceItemAmount = TableEncryptionService.Convert(this.CharacterPieceItemAmount, key);
_o.CombineRecipeId = TableEncryptionService.Convert(this.CombineRecipeId, key);
}
public static Offset<SCHALE.Common.FlatData.CharacterExcel> Pack(FlatBufferBuilder builder, CharacterExcelT _o) {
if (_o == null) return default(Offset<SCHALE.Common.FlatData.CharacterExcel>);
var _DevName = _o.DevName == null ? default(StringOffset) : builder.CreateString(_o.DevName);
var _ReleaseDate = _o.ReleaseDate == null ? default(StringOffset) : builder.CreateString(_o.ReleaseDate);
var _CollectionVisibleStartDate = _o.CollectionVisibleStartDate == null ? default(StringOffset) : builder.CreateString(_o.CollectionVisibleStartDate);
var _CollectionVisibleEndDate = _o.CollectionVisibleEndDate == null ? default(StringOffset) : builder.CreateString(_o.CollectionVisibleEndDate);
var _ScenarioCharacter = _o.ScenarioCharacter == null ? default(StringOffset) : builder.CreateString(_o.ScenarioCharacter);
var _EquipmentSlot = default(VectorOffset);
if (_o.EquipmentSlot != null) {
var __EquipmentSlot = _o.EquipmentSlot.ToArray();
_EquipmentSlot = CreateEquipmentSlotVector(builder, __EquipmentSlot);
}
var _Tags = default(VectorOffset);
if (_o.Tags != null) {
var __Tags = _o.Tags.ToArray();
_Tags = CreateTagsVector(builder, __Tags);
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}
return CreateCharacterExcel(
builder,
_o.Id,
_DevName,
_o.CostumeGroupId,
_o.IsPlayable,
_o.ProductionStep,
_o.CollectionVisible,
_ReleaseDate,
_CollectionVisibleStartDate,
_CollectionVisibleEndDate,
_o.IsPlayableCharacter,
_o.LocalizeEtcId,
_o.Rarity,
_o.IsNPC,
_o.TacticEntityType,
_o.CanSurvive,
_o.IsDummy,
_o.SubPartsCount,
_o.TacticRole,
_o.WeaponType,
_o.TacticRange,
_o.BulletType,
_o.ArmorType,
_o.AimIKType,
_o.School,
_o.Club,
_o.DefaultStarGrade,
_o.MaxStarGrade,
_o.StatLevelUpType,
_o.SquadType,
_o.Jumpable,
_o.PersonalityId,
_o.CharacterAIId,
_o.ExternalBTId,
_o.MainCombatStyleId,
_o.CombatStyleIndex,
_ScenarioCharacter,
_o.SpawnTemplateId,
_o.FavorLevelupType,
_EquipmentSlot,
_o.WeaponLocalizeId,
_o.DisplayEnemyInfo,
_o.BodyRadius,
_o.RandomEffectRadius,
_o.HPBarHide,
_o.HpBarHeight,
_o.HighlightFloaterHeight,
_o.EmojiOffsetX,
_o.EmojiOffsetY,
_o.MoveStartFrame,
_o.MoveEndFrame,
_o.JumpMotionFrame,
_o.AppearFrame,
_o.CanMove,
_o.CanFix,
_o.CanCrowdControl,
_o.CanBattleItemMove,
_o.IsAirUnit,
_o.AirUnitHeight,
_Tags,
_o.SecretStoneItemId,
_o.SecretStoneItemAmount,
_o.CharacterPieceItemId,
_o.CharacterPieceItemAmount,
_o.CombineRecipeId);
}
}
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public class CharacterExcelT
{
public long Id { get; set; }
public string DevName { get; set; }
public long CostumeGroupId { get; set; }
public bool IsPlayable { get; set; }
public SCHALE.Common.FlatData.ProductionStep ProductionStep { get; set; }
public bool CollectionVisible { get; set; }
public string ReleaseDate { get; set; }
public string CollectionVisibleStartDate { get; set; }
public string CollectionVisibleEndDate { get; set; }
public bool IsPlayableCharacter { get; set; }
public uint LocalizeEtcId { get; set; }
public SCHALE.Common.FlatData.Rarity Rarity { get; set; }
public bool IsNPC { get; set; }
public SCHALE.Common.FlatData.TacticEntityType TacticEntityType { get; set; }
public bool CanSurvive { get; set; }
public bool IsDummy { get; set; }
public int SubPartsCount { get; set; }
public SCHALE.Common.FlatData.TacticRole TacticRole { get; set; }
public SCHALE.Common.FlatData.WeaponType WeaponType { get; set; }
public SCHALE.Common.FlatData.TacticRange TacticRange { get; set; }
public SCHALE.Common.FlatData.BulletType BulletType { get; set; }
public SCHALE.Common.FlatData.ArmorType ArmorType { get; set; }
public SCHALE.Common.FlatData.AimIKType AimIKType { get; set; }
public SCHALE.Common.FlatData.School School { get; set; }
public SCHALE.Common.FlatData.Club Club { get; set; }
public int DefaultStarGrade { get; set; }
public int MaxStarGrade { get; set; }
public SCHALE.Common.FlatData.StatLevelUpType StatLevelUpType { get; set; }
public SCHALE.Common.FlatData.SquadType SquadType { get; set; }
public bool Jumpable { get; set; }
public long PersonalityId { get; set; }
public long CharacterAIId { get; set; }
public long ExternalBTId { get; set; }
public long MainCombatStyleId { get; set; }
public int CombatStyleIndex { get; set; }
public string ScenarioCharacter { get; set; }
public uint SpawnTemplateId { get; set; }
public int FavorLevelupType { get; set; }
public List<SCHALE.Common.FlatData.EquipmentCategory> EquipmentSlot { get; set; }
public uint WeaponLocalizeId { get; set; }
public bool DisplayEnemyInfo { get; set; }
public long BodyRadius { get; set; }
public long RandomEffectRadius { get; set; }
public bool HPBarHide { get; set; }
public float HpBarHeight { get; set; }
public float HighlightFloaterHeight { get; set; }
public float EmojiOffsetX { get; set; }
public float EmojiOffsetY { get; set; }
public int MoveStartFrame { get; set; }
public int MoveEndFrame { get; set; }
public int JumpMotionFrame { get; set; }
public int AppearFrame { get; set; }
public bool CanMove { get; set; }
public bool CanFix { get; set; }
public bool CanCrowdControl { get; set; }
public bool CanBattleItemMove { get; set; }
public bool IsAirUnit { get; set; }
public long AirUnitHeight { get; set; }
public List<SCHALE.Common.FlatData.Tag> Tags { get; set; }
public long SecretStoneItemId { get; set; }
public int SecretStoneItemAmount { get; set; }
public long CharacterPieceItemId { get; set; }
public int CharacterPieceItemAmount { get; set; }
public long CombineRecipeId { get; set; }
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public CharacterExcelT() {
this.Id = 0;
this.DevName = null;
this.CostumeGroupId = 0;
this.IsPlayable = false;
this.ProductionStep = SCHALE.Common.FlatData.ProductionStep.ToDo;
this.CollectionVisible = false;
this.ReleaseDate = null;
this.CollectionVisibleStartDate = null;
this.CollectionVisibleEndDate = null;
this.IsPlayableCharacter = false;
this.LocalizeEtcId = 0;
this.Rarity = SCHALE.Common.FlatData.Rarity.N;
this.IsNPC = false;
this.TacticEntityType = SCHALE.Common.FlatData.TacticEntityType.None;
this.CanSurvive = false;
this.IsDummy = false;
this.SubPartsCount = 0;
this.TacticRole = SCHALE.Common.FlatData.TacticRole.None;
this.WeaponType = SCHALE.Common.FlatData.WeaponType.None;
this.TacticRange = SCHALE.Common.FlatData.TacticRange.Back;
this.BulletType = SCHALE.Common.FlatData.BulletType.Normal;
this.ArmorType = SCHALE.Common.FlatData.ArmorType.LightArmor;
this.AimIKType = SCHALE.Common.FlatData.AimIKType.None;
this.School = SCHALE.Common.FlatData.School.None;
this.Club = SCHALE.Common.FlatData.Club.None;
this.DefaultStarGrade = 0;
this.MaxStarGrade = 0;
this.StatLevelUpType = SCHALE.Common.FlatData.StatLevelUpType.Standard;
this.SquadType = SCHALE.Common.FlatData.SquadType.None;
this.Jumpable = false;
this.PersonalityId = 0;
this.CharacterAIId = 0;
this.ExternalBTId = 0;
this.MainCombatStyleId = 0;
this.CombatStyleIndex = 0;
this.ScenarioCharacter = null;
this.SpawnTemplateId = 0;
this.FavorLevelupType = 0;
this.EquipmentSlot = null;
this.WeaponLocalizeId = 0;
this.DisplayEnemyInfo = false;
this.BodyRadius = 0;
this.RandomEffectRadius = 0;
this.HPBarHide = false;
this.HpBarHeight = 0.0f;
this.HighlightFloaterHeight = 0.0f;
this.EmojiOffsetX = 0.0f;
this.EmojiOffsetY = 0.0f;
this.MoveStartFrame = 0;
this.MoveEndFrame = 0;
this.JumpMotionFrame = 0;
this.AppearFrame = 0;
this.CanMove = false;
this.CanFix = false;
this.CanCrowdControl = false;
this.CanBattleItemMove = false;
this.IsAirUnit = false;
this.AirUnitHeight = 0;
this.Tags = null;
this.SecretStoneItemId = 0;
this.SecretStoneItemAmount = 0;
this.CharacterPieceItemId = 0;
this.CharacterPieceItemAmount = 0;
this.CombineRecipeId = 0;
}
}
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static public class CharacterExcelVerify
{
static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos)
{
return verifier.VerifyTableStart(tablePos)
&& verifier.VerifyField(tablePos, 4 /*Id*/, 8 /*long*/, 8, false)
&& verifier.VerifyString(tablePos, 6 /*DevName*/, false)
&& verifier.VerifyField(tablePos, 8 /*CostumeGroupId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 10 /*IsPlayable*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 12 /*ProductionStep*/, 4 /*SCHALE.Common.FlatData.ProductionStep*/, 4, false)
&& verifier.VerifyField(tablePos, 14 /*CollectionVisible*/, 1 /*bool*/, 1, false)
&& verifier.VerifyString(tablePos, 16 /*ReleaseDate*/, false)
&& verifier.VerifyString(tablePos, 18 /*CollectionVisibleStartDate*/, false)
&& verifier.VerifyString(tablePos, 20 /*CollectionVisibleEndDate*/, false)
&& verifier.VerifyField(tablePos, 22 /*IsPlayableCharacter*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 24 /*LocalizeEtcId*/, 4 /*uint*/, 4, false)
&& verifier.VerifyField(tablePos, 26 /*Rarity*/, 4 /*SCHALE.Common.FlatData.Rarity*/, 4, false)
&& verifier.VerifyField(tablePos, 28 /*IsNPC*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 30 /*TacticEntityType*/, 4 /*SCHALE.Common.FlatData.TacticEntityType*/, 4, false)
&& verifier.VerifyField(tablePos, 32 /*CanSurvive*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 34 /*IsDummy*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 36 /*SubPartsCount*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 38 /*TacticRole*/, 4 /*SCHALE.Common.FlatData.TacticRole*/, 4, false)
&& verifier.VerifyField(tablePos, 40 /*WeaponType*/, 4 /*SCHALE.Common.FlatData.WeaponType*/, 4, false)
&& verifier.VerifyField(tablePos, 42 /*TacticRange*/, 4 /*SCHALE.Common.FlatData.TacticRange*/, 4, false)
&& verifier.VerifyField(tablePos, 44 /*BulletType*/, 4 /*SCHALE.Common.FlatData.BulletType*/, 4, false)
&& verifier.VerifyField(tablePos, 46 /*ArmorType*/, 4 /*SCHALE.Common.FlatData.ArmorType*/, 4, false)
&& verifier.VerifyField(tablePos, 48 /*AimIKType*/, 4 /*SCHALE.Common.FlatData.AimIKType*/, 4, false)
&& verifier.VerifyField(tablePos, 50 /*School*/, 4 /*SCHALE.Common.FlatData.School*/, 4, false)
&& verifier.VerifyField(tablePos, 52 /*Club*/, 4 /*SCHALE.Common.FlatData.Club*/, 4, false)
&& verifier.VerifyField(tablePos, 54 /*DefaultStarGrade*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 56 /*MaxStarGrade*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 58 /*StatLevelUpType*/, 4 /*SCHALE.Common.FlatData.StatLevelUpType*/, 4, false)
&& verifier.VerifyField(tablePos, 60 /*SquadType*/, 4 /*SCHALE.Common.FlatData.SquadType*/, 4, false)
&& verifier.VerifyField(tablePos, 62 /*Jumpable*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 64 /*PersonalityId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 66 /*CharacterAIId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 68 /*ExternalBTId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 70 /*MainCombatStyleId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 72 /*CombatStyleIndex*/, 4 /*int*/, 4, false)
&& verifier.VerifyString(tablePos, 74 /*ScenarioCharacter*/, false)
&& verifier.VerifyField(tablePos, 76 /*SpawnTemplateId*/, 4 /*uint*/, 4, false)
&& verifier.VerifyField(tablePos, 78 /*FavorLevelupType*/, 4 /*int*/, 4, false)
&& verifier.VerifyVectorOfData(tablePos, 80 /*EquipmentSlot*/, 4 /*SCHALE.Common.FlatData.EquipmentCategory*/, false)
&& verifier.VerifyField(tablePos, 82 /*WeaponLocalizeId*/, 4 /*uint*/, 4, false)
&& verifier.VerifyField(tablePos, 84 /*DisplayEnemyInfo*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 86 /*BodyRadius*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 88 /*RandomEffectRadius*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 90 /*HPBarHide*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 92 /*HpBarHeight*/, 4 /*float*/, 4, false)
&& verifier.VerifyField(tablePos, 94 /*HighlightFloaterHeight*/, 4 /*float*/, 4, false)
&& verifier.VerifyField(tablePos, 96 /*EmojiOffsetX*/, 4 /*float*/, 4, false)
&& verifier.VerifyField(tablePos, 98 /*EmojiOffsetY*/, 4 /*float*/, 4, false)
&& verifier.VerifyField(tablePos, 100 /*MoveStartFrame*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 102 /*MoveEndFrame*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 104 /*JumpMotionFrame*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 106 /*AppearFrame*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 108 /*CanMove*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 110 /*CanFix*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 112 /*CanCrowdControl*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 114 /*CanBattleItemMove*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 116 /*IsAirUnit*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 118 /*AirUnitHeight*/, 8 /*long*/, 8, false)
&& verifier.VerifyVectorOfData(tablePos, 120 /*Tags*/, 4 /*SCHALE.Common.FlatData.Tag*/, false)
&& verifier.VerifyField(tablePos, 122 /*SecretStoneItemId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 124 /*SecretStoneItemAmount*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 126 /*CharacterPieceItemId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 128 /*CharacterPieceItemAmount*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 130 /*CombineRecipeId*/, 8 /*long*/, 8, false)
&& verifier.VerifyTableEnd(tablePos);
}
}
2024-04-21 00:21:57 +00:00
}