WutheringWaves/Core/Config/RoleInfoConfig.cs

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