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 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 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; } }