SCHALE.GameServer/SCHALE.Common/FlatData/PresetCharacterGroupExcel.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;
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using global::SCHALE.Common.Crypto;
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using global::Google.FlatBuffers;
public struct PresetCharacterGroupExcel : IFlatbufferObject
{
private Table __p;
public ByteBuffer ByteBuffer { get { return __p.bb; } }
public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); }
public static PresetCharacterGroupExcel GetRootAsPresetCharacterGroupExcel(ByteBuffer _bb) { return GetRootAsPresetCharacterGroupExcel(_bb, new PresetCharacterGroupExcel()); }
public static PresetCharacterGroupExcel GetRootAsPresetCharacterGroupExcel(ByteBuffer _bb, PresetCharacterGroupExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }
public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); }
public PresetCharacterGroupExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
public long PresetCharacterGroupId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public string GetPresetType { get { int o = __p.__offset(6); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
#if ENABLE_SPAN_T
public Span<byte> GetGetPresetTypeBytes() { return __p.__vector_as_span<byte>(6, 1); }
#else
public ArraySegment<byte>? GetGetPresetTypeBytes() { return __p.__vector_as_arraysegment(6); }
#endif
public byte[] GetGetPresetTypeArray() { return __p.__vector_as_array<byte>(6); }
public int Level { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int Exp { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int FavorExp { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int FavorRank { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int StarGrade { get { int o = __p.__offset(16); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int ExSkillLevel { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int PassiveSkillLevel { get { int o = __p.__offset(20); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int ExtraPassiveSkillLevel { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int CommonSkillLevel { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int LeaderSkillLevel { get { int o = __p.__offset(26); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public bool EquipSlot01 { get { int o = __p.__offset(28); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public int EquipSlotTier01 { get { int o = __p.__offset(30); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int EquipSlotLevel01 { get { int o = __p.__offset(32); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public bool EquipSlot02 { get { int o = __p.__offset(34); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public int EquipSlotTier02 { get { int o = __p.__offset(36); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int EquipSlotLevel02 { get { int o = __p.__offset(38); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public bool EquipSlot03 { get { int o = __p.__offset(40); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public int EquipSlotTier03 { get { int o = __p.__offset(42); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int EquipSlotLevel03 { get { int o = __p.__offset(44); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public bool EquipCharacterWeapon { get { int o = __p.__offset(46); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public int EquipCharacterWeaponTier { get { int o = __p.__offset(48); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int EquipCharacterWeaponLevel { get { int o = __p.__offset(50); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public bool EquipCharacterGear { get { int o = __p.__offset(52); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public int EquipCharacterGearTier { get { int o = __p.__offset(54); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public int EquipCharacterGearLevel { get { int o = __p.__offset(56); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType01 { get { int o = __p.__offset(58); return o != 0 ? (SCHALE.Common.FlatData.PotentialStatBonusRateType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.PotentialStatBonusRateType.None; } }
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public int PotentialLevel01 { get { int o = __p.__offset(60); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType02 { get { int o = __p.__offset(62); return o != 0 ? (SCHALE.Common.FlatData.PotentialStatBonusRateType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.PotentialStatBonusRateType.None; } }
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public int PotentialLevel02 { get { int o = __p.__offset(64); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType03 { get { int o = __p.__offset(66); return o != 0 ? (SCHALE.Common.FlatData.PotentialStatBonusRateType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.PotentialStatBonusRateType.None; } }
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public int PotentialLevel03 { get { int o = __p.__offset(68); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public static Offset<SCHALE.Common.FlatData.PresetCharacterGroupExcel> CreatePresetCharacterGroupExcel(FlatBufferBuilder builder,
long PresetCharacterGroupId = 0,
StringOffset GetPresetTypeOffset = default(StringOffset),
int Level = 0,
int Exp = 0,
int FavorExp = 0,
int FavorRank = 0,
int StarGrade = 0,
int ExSkillLevel = 0,
int PassiveSkillLevel = 0,
int ExtraPassiveSkillLevel = 0,
int CommonSkillLevel = 0,
int LeaderSkillLevel = 0,
bool EquipSlot01 = false,
int EquipSlotTier01 = 0,
int EquipSlotLevel01 = 0,
bool EquipSlot02 = false,
int EquipSlotTier02 = 0,
int EquipSlotLevel02 = 0,
bool EquipSlot03 = false,
int EquipSlotTier03 = 0,
int EquipSlotLevel03 = 0,
bool EquipCharacterWeapon = false,
int EquipCharacterWeaponTier = 0,
int EquipCharacterWeaponLevel = 0,
bool EquipCharacterGear = false,
int EquipCharacterGearTier = 0,
int EquipCharacterGearLevel = 0,
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SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType01 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None,
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int PotentialLevel01 = 0,
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SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType02 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None,
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int PotentialLevel02 = 0,
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SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType03 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None,
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int PotentialLevel03 = 0) {
builder.StartTable(33);
PresetCharacterGroupExcel.AddPresetCharacterGroupId(builder, PresetCharacterGroupId);
PresetCharacterGroupExcel.AddPotentialLevel03(builder, PotentialLevel03);
PresetCharacterGroupExcel.AddPotentialType03(builder, PotentialType03);
PresetCharacterGroupExcel.AddPotentialLevel02(builder, PotentialLevel02);
PresetCharacterGroupExcel.AddPotentialType02(builder, PotentialType02);
PresetCharacterGroupExcel.AddPotentialLevel01(builder, PotentialLevel01);
PresetCharacterGroupExcel.AddPotentialType01(builder, PotentialType01);
PresetCharacterGroupExcel.AddEquipCharacterGearLevel(builder, EquipCharacterGearLevel);
PresetCharacterGroupExcel.AddEquipCharacterGearTier(builder, EquipCharacterGearTier);
PresetCharacterGroupExcel.AddEquipCharacterWeaponLevel(builder, EquipCharacterWeaponLevel);
PresetCharacterGroupExcel.AddEquipCharacterWeaponTier(builder, EquipCharacterWeaponTier);
PresetCharacterGroupExcel.AddEquipSlotLevel03(builder, EquipSlotLevel03);
PresetCharacterGroupExcel.AddEquipSlotTier03(builder, EquipSlotTier03);
PresetCharacterGroupExcel.AddEquipSlotLevel02(builder, EquipSlotLevel02);
PresetCharacterGroupExcel.AddEquipSlotTier02(builder, EquipSlotTier02);
PresetCharacterGroupExcel.AddEquipSlotLevel01(builder, EquipSlotLevel01);
PresetCharacterGroupExcel.AddEquipSlotTier01(builder, EquipSlotTier01);
PresetCharacterGroupExcel.AddLeaderSkillLevel(builder, LeaderSkillLevel);
PresetCharacterGroupExcel.AddCommonSkillLevel(builder, CommonSkillLevel);
PresetCharacterGroupExcel.AddExtraPassiveSkillLevel(builder, ExtraPassiveSkillLevel);
PresetCharacterGroupExcel.AddPassiveSkillLevel(builder, PassiveSkillLevel);
PresetCharacterGroupExcel.AddExSkillLevel(builder, ExSkillLevel);
PresetCharacterGroupExcel.AddStarGrade(builder, StarGrade);
PresetCharacterGroupExcel.AddFavorRank(builder, FavorRank);
PresetCharacterGroupExcel.AddFavorExp(builder, FavorExp);
PresetCharacterGroupExcel.AddExp(builder, Exp);
PresetCharacterGroupExcel.AddLevel(builder, Level);
PresetCharacterGroupExcel.AddGetPresetType(builder, GetPresetTypeOffset);
PresetCharacterGroupExcel.AddEquipCharacterGear(builder, EquipCharacterGear);
PresetCharacterGroupExcel.AddEquipCharacterWeapon(builder, EquipCharacterWeapon);
PresetCharacterGroupExcel.AddEquipSlot03(builder, EquipSlot03);
PresetCharacterGroupExcel.AddEquipSlot02(builder, EquipSlot02);
PresetCharacterGroupExcel.AddEquipSlot01(builder, EquipSlot01);
return PresetCharacterGroupExcel.EndPresetCharacterGroupExcel(builder);
}
public static void StartPresetCharacterGroupExcel(FlatBufferBuilder builder) { builder.StartTable(33); }
public static void AddPresetCharacterGroupId(FlatBufferBuilder builder, long presetCharacterGroupId) { builder.AddLong(0, presetCharacterGroupId, 0); }
public static void AddGetPresetType(FlatBufferBuilder builder, StringOffset getPresetTypeOffset) { builder.AddOffset(1, getPresetTypeOffset.Value, 0); }
public static void AddLevel(FlatBufferBuilder builder, int level) { builder.AddInt(2, level, 0); }
public static void AddExp(FlatBufferBuilder builder, int exp) { builder.AddInt(3, exp, 0); }
public static void AddFavorExp(FlatBufferBuilder builder, int favorExp) { builder.AddInt(4, favorExp, 0); }
public static void AddFavorRank(FlatBufferBuilder builder, int favorRank) { builder.AddInt(5, favorRank, 0); }
public static void AddStarGrade(FlatBufferBuilder builder, int starGrade) { builder.AddInt(6, starGrade, 0); }
public static void AddExSkillLevel(FlatBufferBuilder builder, int exSkillLevel) { builder.AddInt(7, exSkillLevel, 0); }
public static void AddPassiveSkillLevel(FlatBufferBuilder builder, int passiveSkillLevel) { builder.AddInt(8, passiveSkillLevel, 0); }
public static void AddExtraPassiveSkillLevel(FlatBufferBuilder builder, int extraPassiveSkillLevel) { builder.AddInt(9, extraPassiveSkillLevel, 0); }
public static void AddCommonSkillLevel(FlatBufferBuilder builder, int commonSkillLevel) { builder.AddInt(10, commonSkillLevel, 0); }
public static void AddLeaderSkillLevel(FlatBufferBuilder builder, int leaderSkillLevel) { builder.AddInt(11, leaderSkillLevel, 0); }
public static void AddEquipSlot01(FlatBufferBuilder builder, bool equipSlot01) { builder.AddBool(12, equipSlot01, false); }
public static void AddEquipSlotTier01(FlatBufferBuilder builder, int equipSlotTier01) { builder.AddInt(13, equipSlotTier01, 0); }
public static void AddEquipSlotLevel01(FlatBufferBuilder builder, int equipSlotLevel01) { builder.AddInt(14, equipSlotLevel01, 0); }
public static void AddEquipSlot02(FlatBufferBuilder builder, bool equipSlot02) { builder.AddBool(15, equipSlot02, false); }
public static void AddEquipSlotTier02(FlatBufferBuilder builder, int equipSlotTier02) { builder.AddInt(16, equipSlotTier02, 0); }
public static void AddEquipSlotLevel02(FlatBufferBuilder builder, int equipSlotLevel02) { builder.AddInt(17, equipSlotLevel02, 0); }
public static void AddEquipSlot03(FlatBufferBuilder builder, bool equipSlot03) { builder.AddBool(18, equipSlot03, false); }
public static void AddEquipSlotTier03(FlatBufferBuilder builder, int equipSlotTier03) { builder.AddInt(19, equipSlotTier03, 0); }
public static void AddEquipSlotLevel03(FlatBufferBuilder builder, int equipSlotLevel03) { builder.AddInt(20, equipSlotLevel03, 0); }
public static void AddEquipCharacterWeapon(FlatBufferBuilder builder, bool equipCharacterWeapon) { builder.AddBool(21, equipCharacterWeapon, false); }
public static void AddEquipCharacterWeaponTier(FlatBufferBuilder builder, int equipCharacterWeaponTier) { builder.AddInt(22, equipCharacterWeaponTier, 0); }
public static void AddEquipCharacterWeaponLevel(FlatBufferBuilder builder, int equipCharacterWeaponLevel) { builder.AddInt(23, equipCharacterWeaponLevel, 0); }
public static void AddEquipCharacterGear(FlatBufferBuilder builder, bool equipCharacterGear) { builder.AddBool(24, equipCharacterGear, false); }
public static void AddEquipCharacterGearTier(FlatBufferBuilder builder, int equipCharacterGearTier) { builder.AddInt(25, equipCharacterGearTier, 0); }
public static void AddEquipCharacterGearLevel(FlatBufferBuilder builder, int equipCharacterGearLevel) { builder.AddInt(26, equipCharacterGearLevel, 0); }
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public static void AddPotentialType01(FlatBufferBuilder builder, SCHALE.Common.FlatData.PotentialStatBonusRateType potentialType01) { builder.AddInt(27, (int)potentialType01, 0); }
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public static void AddPotentialLevel01(FlatBufferBuilder builder, int potentialLevel01) { builder.AddInt(28, potentialLevel01, 0); }
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public static void AddPotentialType02(FlatBufferBuilder builder, SCHALE.Common.FlatData.PotentialStatBonusRateType potentialType02) { builder.AddInt(29, (int)potentialType02, 0); }
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public static void AddPotentialLevel02(FlatBufferBuilder builder, int potentialLevel02) { builder.AddInt(30, potentialLevel02, 0); }
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public static void AddPotentialType03(FlatBufferBuilder builder, SCHALE.Common.FlatData.PotentialStatBonusRateType potentialType03) { builder.AddInt(31, (int)potentialType03, 0); }
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public static void AddPotentialLevel03(FlatBufferBuilder builder, int potentialLevel03) { builder.AddInt(32, potentialLevel03, 0); }
public static Offset<SCHALE.Common.FlatData.PresetCharacterGroupExcel> EndPresetCharacterGroupExcel(FlatBufferBuilder builder) {
int o = builder.EndTable();
return new Offset<SCHALE.Common.FlatData.PresetCharacterGroupExcel>(o);
}
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public PresetCharacterGroupExcelT UnPack() {
var _o = new PresetCharacterGroupExcelT();
this.UnPackTo(_o);
return _o;
}
public void UnPackTo(PresetCharacterGroupExcelT _o) {
byte[] key = TableEncryptionService.CreateKey("PresetCharacterGroup");
_o.PresetCharacterGroupId = TableEncryptionService.Convert(this.PresetCharacterGroupId, key);
_o.GetPresetType = TableEncryptionService.Convert(this.GetPresetType, key);
_o.Level = TableEncryptionService.Convert(this.Level, key);
_o.Exp = TableEncryptionService.Convert(this.Exp, key);
_o.FavorExp = TableEncryptionService.Convert(this.FavorExp, key);
_o.FavorRank = TableEncryptionService.Convert(this.FavorRank, key);
_o.StarGrade = TableEncryptionService.Convert(this.StarGrade, key);
_o.ExSkillLevel = TableEncryptionService.Convert(this.ExSkillLevel, key);
_o.PassiveSkillLevel = TableEncryptionService.Convert(this.PassiveSkillLevel, key);
_o.ExtraPassiveSkillLevel = TableEncryptionService.Convert(this.ExtraPassiveSkillLevel, key);
_o.CommonSkillLevel = TableEncryptionService.Convert(this.CommonSkillLevel, key);
_o.LeaderSkillLevel = TableEncryptionService.Convert(this.LeaderSkillLevel, key);
_o.EquipSlot01 = TableEncryptionService.Convert(this.EquipSlot01, key);
_o.EquipSlotTier01 = TableEncryptionService.Convert(this.EquipSlotTier01, key);
_o.EquipSlotLevel01 = TableEncryptionService.Convert(this.EquipSlotLevel01, key);
_o.EquipSlot02 = TableEncryptionService.Convert(this.EquipSlot02, key);
_o.EquipSlotTier02 = TableEncryptionService.Convert(this.EquipSlotTier02, key);
_o.EquipSlotLevel02 = TableEncryptionService.Convert(this.EquipSlotLevel02, key);
_o.EquipSlot03 = TableEncryptionService.Convert(this.EquipSlot03, key);
_o.EquipSlotTier03 = TableEncryptionService.Convert(this.EquipSlotTier03, key);
_o.EquipSlotLevel03 = TableEncryptionService.Convert(this.EquipSlotLevel03, key);
_o.EquipCharacterWeapon = TableEncryptionService.Convert(this.EquipCharacterWeapon, key);
_o.EquipCharacterWeaponTier = TableEncryptionService.Convert(this.EquipCharacterWeaponTier, key);
_o.EquipCharacterWeaponLevel = TableEncryptionService.Convert(this.EquipCharacterWeaponLevel, key);
_o.EquipCharacterGear = TableEncryptionService.Convert(this.EquipCharacterGear, key);
_o.EquipCharacterGearTier = TableEncryptionService.Convert(this.EquipCharacterGearTier, key);
_o.EquipCharacterGearLevel = TableEncryptionService.Convert(this.EquipCharacterGearLevel, key);
_o.PotentialType01 = TableEncryptionService.Convert(this.PotentialType01, key);
_o.PotentialLevel01 = TableEncryptionService.Convert(this.PotentialLevel01, key);
_o.PotentialType02 = TableEncryptionService.Convert(this.PotentialType02, key);
_o.PotentialLevel02 = TableEncryptionService.Convert(this.PotentialLevel02, key);
_o.PotentialType03 = TableEncryptionService.Convert(this.PotentialType03, key);
_o.PotentialLevel03 = TableEncryptionService.Convert(this.PotentialLevel03, key);
}
public static Offset<SCHALE.Common.FlatData.PresetCharacterGroupExcel> Pack(FlatBufferBuilder builder, PresetCharacterGroupExcelT _o) {
if (_o == null) return default(Offset<SCHALE.Common.FlatData.PresetCharacterGroupExcel>);
var _GetPresetType = _o.GetPresetType == null ? default(StringOffset) : builder.CreateString(_o.GetPresetType);
return CreatePresetCharacterGroupExcel(
builder,
_o.PresetCharacterGroupId,
_GetPresetType,
_o.Level,
_o.Exp,
_o.FavorExp,
_o.FavorRank,
_o.StarGrade,
_o.ExSkillLevel,
_o.PassiveSkillLevel,
_o.ExtraPassiveSkillLevel,
_o.CommonSkillLevel,
_o.LeaderSkillLevel,
_o.EquipSlot01,
_o.EquipSlotTier01,
_o.EquipSlotLevel01,
_o.EquipSlot02,
_o.EquipSlotTier02,
_o.EquipSlotLevel02,
_o.EquipSlot03,
_o.EquipSlotTier03,
_o.EquipSlotLevel03,
_o.EquipCharacterWeapon,
_o.EquipCharacterWeaponTier,
_o.EquipCharacterWeaponLevel,
_o.EquipCharacterGear,
_o.EquipCharacterGearTier,
_o.EquipCharacterGearLevel,
_o.PotentialType01,
_o.PotentialLevel01,
_o.PotentialType02,
_o.PotentialLevel02,
_o.PotentialType03,
_o.PotentialLevel03);
}
}
public class PresetCharacterGroupExcelT
{
public long PresetCharacterGroupId { get; set; }
public string GetPresetType { get; set; }
public int Level { get; set; }
public int Exp { get; set; }
public int FavorExp { get; set; }
public int FavorRank { get; set; }
public int StarGrade { get; set; }
public int ExSkillLevel { get; set; }
public int PassiveSkillLevel { get; set; }
public int ExtraPassiveSkillLevel { get; set; }
public int CommonSkillLevel { get; set; }
public int LeaderSkillLevel { get; set; }
public bool EquipSlot01 { get; set; }
public int EquipSlotTier01 { get; set; }
public int EquipSlotLevel01 { get; set; }
public bool EquipSlot02 { get; set; }
public int EquipSlotTier02 { get; set; }
public int EquipSlotLevel02 { get; set; }
public bool EquipSlot03 { get; set; }
public int EquipSlotTier03 { get; set; }
public int EquipSlotLevel03 { get; set; }
public bool EquipCharacterWeapon { get; set; }
public int EquipCharacterWeaponTier { get; set; }
public int EquipCharacterWeaponLevel { get; set; }
public bool EquipCharacterGear { get; set; }
public int EquipCharacterGearTier { get; set; }
public int EquipCharacterGearLevel { get; set; }
public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType01 { get; set; }
public int PotentialLevel01 { get; set; }
public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType02 { get; set; }
public int PotentialLevel02 { get; set; }
public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType03 { get; set; }
public int PotentialLevel03 { get; set; }
public PresetCharacterGroupExcelT() {
this.PresetCharacterGroupId = 0;
this.GetPresetType = null;
this.Level = 0;
this.Exp = 0;
this.FavorExp = 0;
this.FavorRank = 0;
this.StarGrade = 0;
this.ExSkillLevel = 0;
this.PassiveSkillLevel = 0;
this.ExtraPassiveSkillLevel = 0;
this.CommonSkillLevel = 0;
this.LeaderSkillLevel = 0;
this.EquipSlot01 = false;
this.EquipSlotTier01 = 0;
this.EquipSlotLevel01 = 0;
this.EquipSlot02 = false;
this.EquipSlotTier02 = 0;
this.EquipSlotLevel02 = 0;
this.EquipSlot03 = false;
this.EquipSlotTier03 = 0;
this.EquipSlotLevel03 = 0;
this.EquipCharacterWeapon = false;
this.EquipCharacterWeaponTier = 0;
this.EquipCharacterWeaponLevel = 0;
this.EquipCharacterGear = false;
this.EquipCharacterGearTier = 0;
this.EquipCharacterGearLevel = 0;
this.PotentialType01 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None;
this.PotentialLevel01 = 0;
this.PotentialType02 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None;
this.PotentialLevel02 = 0;
this.PotentialType03 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None;
this.PotentialLevel03 = 0;
}
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}
static public class PresetCharacterGroupExcelVerify
{
static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos)
{
return verifier.VerifyTableStart(tablePos)
&& verifier.VerifyField(tablePos, 4 /*PresetCharacterGroupId*/, 8 /*long*/, 8, false)
&& verifier.VerifyString(tablePos, 6 /*GetPresetType*/, false)
&& verifier.VerifyField(tablePos, 8 /*Level*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 10 /*Exp*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 12 /*FavorExp*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 14 /*FavorRank*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 16 /*StarGrade*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 18 /*ExSkillLevel*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 20 /*PassiveSkillLevel*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 22 /*ExtraPassiveSkillLevel*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 24 /*CommonSkillLevel*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 26 /*LeaderSkillLevel*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 28 /*EquipSlot01*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 30 /*EquipSlotTier01*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 32 /*EquipSlotLevel01*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 34 /*EquipSlot02*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 36 /*EquipSlotTier02*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 38 /*EquipSlotLevel02*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 40 /*EquipSlot03*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 42 /*EquipSlotTier03*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 44 /*EquipSlotLevel03*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 46 /*EquipCharacterWeapon*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 48 /*EquipCharacterWeaponTier*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 50 /*EquipCharacterWeaponLevel*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 52 /*EquipCharacterGear*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 54 /*EquipCharacterGearTier*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 56 /*EquipCharacterGearLevel*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 58 /*PotentialType01*/, 4 /*SCHALE.Common.FlatData.PotentialStatBonusRateType*/, 4, false)
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&& verifier.VerifyField(tablePos, 60 /*PotentialLevel01*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 62 /*PotentialType02*/, 4 /*SCHALE.Common.FlatData.PotentialStatBonusRateType*/, 4, false)
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&& verifier.VerifyField(tablePos, 64 /*PotentialLevel02*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 66 /*PotentialType03*/, 4 /*SCHALE.Common.FlatData.PotentialStatBonusRateType*/, 4, false)
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&& verifier.VerifyField(tablePos, 68 /*PotentialLevel03*/, 4 /*int*/, 4, false)
&& verifier.VerifyTableEnd(tablePos);
}
}
}