70 lines
2.9 KiB
C#
70 lines
2.9 KiB
C#
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using Core.Config.Attributes;
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namespace Core.Config;
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[ConfigCollection("role/roleinfo.json")]
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public class RoleInfoConfig : IConfig
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{
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public ConfigType Type => ConfigType.RoleInfo;
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public int Identifier => Id;
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public int Id { get; set; }
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public int QualityId { get; set; }
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public int RoleType { get; set; }
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public bool IsTrial { get; set; }
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public string Name { get; set; } = string.Empty;
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public string NickName { get; set; } = string.Empty;
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public string Introduction { get; set; } = string.Empty;
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public int ParentId { get; set; }
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public int Priority { get; set; }
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public int PropertyId { get; set; }
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public List<int> ShowProperty { get; set; } = [];
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public int ElementId { get; set; }
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public string RoleHeadIconLarge { get; set; } = string.Empty;
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public string RoleHeadIconBig { get; set; } = string.Empty;
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public string Card { get; set; } = string.Empty;
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public string RoleHeadIcon { get; set; } = string.Empty;
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public string FormationRoleCard { get; set; } = string.Empty;
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public string RoleStand { get; set; } = string.Empty;
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public int MeshId { get; set; }
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public int UiMeshId { get; set; }
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public string RoleBody { get; set; } = string.Empty;
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public int BreachModel { get; set; }
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public int SpecialEnergyBarId { get; set; }
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public string CameraConfig { get; set; } = string.Empty;
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public int CameraFloatHeight { get; set; }
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public int EntityProperty { get; set; }
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public int MaxLevel { get; set; }
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public int LevelConsumeId { get; set; }
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public int BreachId { get; set; }
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public int SkillId { get; set; }
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public int SkillTreeGroupId { get; set; }
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public int ResonanceId { get; set; }
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public int ResonantChainGroupId { get; set; }
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public bool IsShow { get; set; }
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public int InitWeaponItemId { get; set; }
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public int WeaponType { get; set; }
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public string SkillDAPath { get; set; } = string.Empty;
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public string SkillLockDAPath { get; set; } = string.Empty;
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public string UiScenePerformanceABP { get; set; } = string.Empty;
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public int LockOnDefaultId { get; set; }
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public int LockOnLookOnId { get; set; }
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public string SkillEffectDA { get; set; } = string.Empty;
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public string FootStepState { get; set; } = string.Empty;
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public int PartyId { get; set; }
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public string AttributesDescription { get; set; } = string.Empty;
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public string Icon { get; set; } = string.Empty;
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public int ItemQualityId { get; set; }
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public string ObtainedShowDescription { get; set; } = string.Empty;
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public int NumLimit { get; set; }
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public bool ShowInBag { get; set; }
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public List<float> WeaponScale { get; set; } = [];
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public bool Intervene { get; set; }
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public string CharacterVoice { get; set; } = string.Empty;
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public int TrialRole { get; set; }
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public bool IsAim { get; set; }
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public int RoleGuide { get; set; }
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public int RedDotDisableRule { get; set; }
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}
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