//------------------------------------------------------------------------------ // // This code was generated by a tool. // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ import ByteBuf from '../bright/serialization/ByteBuf' export namespace test { export enum ETestQuality { /** * 最高品质 */ A = 1, /** * 黑色的 */ B = 2, /** * 蓝色的 */ C = 3, /** * 最差品质 */ D = 4, } } export namespace test { export enum AccessFlag { WRITE = 1, READ = 2, TRUNCATE = 4, NEW = 8, READ_WRITE = WRITE|READ, } } export enum Quality { /** * 普通 */ Normal = 1, /** * 高级 */ Senior = 2, /** * 稀有 */ Rare = 3, /** * 传说 */ Legend = 4, /** * 神话 */ Myth = 5, } export enum AttackType { /** * 近战 */ CloseCombat = 1, /** * 远程 */ Remote = 2, } export namespace test { /** * 这是个测试excel结构 */ export class TestExcelBean1 { constructor(_buf_: ByteBuf) { this.x1 = _buf_.ReadInt() this.x2 = _buf_.ReadString() this.x3 = _buf_.ReadInt() this.x4 = _buf_.ReadFloat() } /** * 最高品质 */ readonly x1: number /** * 黑色的 */ readonly x2: string /** * 蓝色的 */ readonly x3: number /** * 最差品质 */ readonly x4: number resolve(tables:Tables) { } } } export namespace test { /** * 这是个测试excel结构 */ export class TestExcelBean2 { constructor(_buf_: ByteBuf) { this.y1 = _buf_.ReadInt() this.y2 = _buf_.ReadString() this.y3 = _buf_.ReadFloat() } /** * 最高品质 */ readonly y1: number /** * 黑色的 */ readonly y2: string /** * 蓝色的 */ readonly y3: number resolve(tables:Tables) { } } } export namespace test { export abstract class Shape { static constructorFrom(_buf_: ByteBuf): Shape{ switch (_buf_.ReadInt()) { case 2131829196: return new test.Circle(_buf_) case 694982337: return new test2.Rectangle(_buf_) default: throw new Error() } } constructor(_buf_: ByteBuf) { } resolve(tables:Tables) { } } } export namespace test { /** * 圆 */ export class Circle extends test.Shape { constructor(_buf_: ByteBuf) { super(_buf_) this.radius = _buf_.ReadFloat() } /** * 半径 */ readonly radius: number resolve(tables:Tables) { super.resolve(tables) } } } export namespace test2 { /** * 矩形 */ export class Rectangle extends test.Shape { constructor(_buf_: ByteBuf) { super(_buf_) this.width = _buf_.ReadFloat() this.height = _buf_.ReadFloat() } /** * 宽度 */ readonly width: number /** * 高度 */ readonly height: number resolve(tables:Tables) { super.resolve(tables) } } } export namespace Common { export class Reward { constructor(_buf_: ByteBuf) { this.itemid = _buf_.ReadInt() this.num = _buf_.ReadInt() } /** * 道具id */ readonly itemid: number /** * 数量 */ readonly num: number resolve(tables:Tables) { } } } export namespace Common { export class Cost { constructor(_buf_: ByteBuf) { this.itemid = _buf_.ReadInt() this.num = _buf_.ReadInt() } /** * 道具id */ readonly itemid: number /** * 数量 */ readonly num: number resolve(tables:Tables) { } } } export class Item { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.type = _buf_.ReadInt() this.name = _buf_.ReadString() } /** * 道具ID */ readonly idx: number /** * 类型 */ readonly type: number /** * 道具名 */ readonly name: string resolve(tables:Tables) { } } export class System { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.mainKey = _buf_.ReadString() this.value = _buf_.ReadString() } /** * IDX */ readonly idx: number /** * 常量主键 */ readonly mainKey: string /** * 常量值 */ readonly value: string resolve(tables:Tables) { } } export class Skill { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.remark = _buf_.ReadString() this.skillId = _buf_.ReadInt() this.level = _buf_.ReadInt() this.skillType = _buf_.ReadInt() this.cd = _buf_.ReadInt() this.gridRange = _buf_.ReadInt() this.range = _buf_.ReadInt() { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.damage = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = _buf_.ReadInt(); this.damage.push(_e0);}} this.triggerCondition = _buf_.ReadString() this.effects = _buf_.ReadString() this.buffId = _buf_.ReadString() this.skillName = _buf_.ReadString() this.desc = _buf_.ReadString() this.conflictSkillId = _buf_.ReadInt() } /** * 主键id */ readonly idx: number /** * 备注 */ readonly remark: string /** * 技能ID */ readonly skillId: number /** * 技能等级 */ readonly level: number /** * 类型 */ readonly skillType: number /** * 冷却时间 */ readonly cd: number /** * 格子范围 */ readonly gridRange: number /** * 攻击距离 */ readonly range: number /** * 攻击距离 */ readonly damage: number[] /** * 技能触发条件 */ readonly triggerCondition: string /** * 效果列表 */ readonly effects: string /** * buff */ readonly buffId: string /** * 技能名字 */ readonly skillName: string /** * 技能描述 */ readonly desc: string /** * 冲突的技能id */ readonly conflictSkillId: number resolve(tables:Tables) { } } export class Hero { constructor(_buf_: ByteBuf) { this.id = _buf_.ReadInt() this.quality = _buf_.ReadInt() this.attacktype = _buf_.ReadInt() this.name = _buf_.ReadString() { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.skills = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = _buf_.ReadInt(); this.skills.push(_e0);}} { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.composeheros = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = _buf_.ReadInt(); this.composeheros.push(_e0);}} this.isShow = _buf_.ReadInt() } /** * 英雄ID */ readonly id: number /** * 品质 */ readonly quality: Quality /** * 攻击类型 */ readonly attacktype: AttackType /** * 名字 */ readonly name: string /** * 技能列表 */ readonly skills: number[] /** * 合成英雄公式 */ readonly composeheros: number[] /** * 是否测试 */ readonly isShow: number resolve(tables:Tables) { } } export class BattleSummonWeight { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.quality = _buf_.ReadInt() this.weight = _buf_.ReadInt() } /** * 唯一id */ readonly idx: number /** * 品质 */ readonly quality: Quality /** * 权重 */ readonly weight: number resolve(tables:Tables) { } } export class HeroQualityWorth { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.quality = _buf_.ReadInt() this.gold = _buf_.ReadInt() this.gem = _buf_.ReadInt() } /** * 唯一id */ readonly idx: number /** * 品质 */ readonly quality: Quality /** * 局内金币 */ readonly gold: number /** * 局内宝石 */ readonly gem: number resolve(tables:Tables) { } } export class BattleSpacialSummon { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.quality = _buf_.ReadInt() this.weight = _buf_.ReadInt() this.costgem = _buf_.ReadInt() } /** * 唯一id */ readonly idx: number /** * 品质 */ readonly quality: Quality /** * 权重 */ readonly weight: number /** * 消耗宝石数量 */ readonly costgem: number resolve(tables:Tables) { } } export class StrengthenLevel { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.quality = _buf_.ReadInt() this.level = _buf_.ReadInt() { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.rewards = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = new Common.Reward(_buf_); this.rewards.push(_e0);}} this.attributes = _buf_.ReadString() } /** * 唯一id */ readonly idx: number /** * 品质 */ readonly quality: Quality /** * 等级 */ readonly level: number /** * 消耗 */ readonly rewards: Common.Reward[] /** * buff增加的属性 */ readonly attributes: string resolve(tables:Tables) { for (let _e of this.rewards) { _e?.resolve(tables); } } } export class WaveRewards { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.waveMin = _buf_.ReadInt() this.waveMax = _buf_.ReadInt() this.level = _buf_.ReadInt() { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.rewards = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = new Common.Reward(_buf_); this.rewards.push(_e0);}} } /** * idx */ readonly idx: number /** * 波数下限 */ readonly waveMin: number /** * 波数上限 */ readonly waveMax: number /** * 难度 */ readonly level: number /** * 奖励列表 */ readonly rewards: Common.Reward[] resolve(tables:Tables) { for (let _e of this.rewards) { _e?.resolve(tables); } } } export class Wave { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.waveIndex = _buf_.ReadInt() this.level = _buf_.ReadInt() this.model = _buf_.ReadInt() this.counter = _buf_.ReadInt() this.hp = _buf_.ReadInt() this.speed = _buf_.ReadInt() this.gap = _buf_.ReadInt() this.isboss = _buf_.ReadInt() this.perAddCoid = _buf_.ReadInt() this.perAddGem = _buf_.ReadInt() } /** * 唯一id */ readonly idx: number /** * 波数 */ readonly waveIndex: number /** * 难度 */ readonly level: number /** * 怪物模型 */ readonly model: number /** * 数量 */ readonly counter: number /** * 血量 */ readonly hp: number /** * 速度 */ readonly speed: number /** * 间距 */ readonly gap: number /** * 是否是boss */ readonly isboss: number /** * 每只怪增加局内金币 */ readonly perAddCoid: number /** * 每只怪增加局内宝石 */ readonly perAddGem: number resolve(tables:Tables) { } } export class SkillBuff { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.remark = _buf_.ReadString() this.type = _buf_.ReadInt() this.parameters = _buf_.ReadString() this.probability = _buf_.ReadInt() this.triggerCondition = _buf_.ReadString() this.effectType = _buf_.ReadInt() this.duration = _buf_.ReadInt() this.overlapTimes = _buf_.ReadInt() this.uniqueGain = _buf_.ReadBool() this.halo = _buf_.ReadBool() this.attributes = _buf_.ReadString() this.mixBufficon = _buf_.ReadInt() this.skillShowId = _buf_.ReadInt() this.floatingTextId = _buf_.ReadInt() } /** * buffid */ readonly idx: number /** * 备注 */ readonly remark: string /** * buff类型 */ readonly type: number /** * buff参数 */ readonly parameters: string /** * 触发概率 */ readonly probability: number /** * 触发条件 */ readonly triggerCondition: string /** * 效果类型 */ readonly effectType: number /** * 持续时间 */ readonly duration: number /** * 叠加次数 */ readonly overlapTimes: number /** * 唯一增益 */ readonly uniqueGain: boolean /** * 是否是光环 */ readonly halo: boolean /** * buff增加的属性 */ readonly attributes: string /** * 是否合并 */ readonly mixBufficon: number /** * 效果id */ readonly skillShowId: number /** * 飘字id */ readonly floatingTextId: number resolve(tables:Tables) { } } export class Attr { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.type = _buf_.ReadString() this.showLogic = _buf_.ReadInt() this.sort = _buf_.ReadInt() this.icon = _buf_.ReadString() this.fightFactor = _buf_.ReadFloat() this.scoreFactor = _buf_.ReadFloat() this.showType = _buf_.ReadInt() this.baseValue = _buf_.ReadLongAsNumber() } /** * 序列 */ readonly idx: number /** * 属性ID */ readonly type: string /** * 显示逻辑 */ readonly showLogic: number /** * 排序 */ readonly sort: number /** * 图标 */ readonly icon: string /** * 战力系数 */ readonly fightFactor: number /** * 评分系数 */ readonly scoreFactor: number /** * 显示类型 */ readonly showType: number /** * 基础值 */ readonly baseValue: number resolve(tables:Tables) { } } export class HeroLevel { constructor(_buf_: ByteBuf) { this.idx = _buf_.ReadInt() this.id = _buf_.ReadInt() this.level = _buf_.ReadInt() { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.unlockSkill = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = _buf_.ReadInt(); this.unlockSkill.push(_e0);}} this.unlockSkillDesc = _buf_.ReadString() { let n = Math.min(_buf_.ReadSize(), _buf_.Size); this.upgradeconsume = []; for(let i = 0 ; i < n ; i++) { let _e0; _e0 = new Common.Cost(_buf_); this.upgradeconsume.push(_e0);}} this.atk = _buf_.ReadInt() this.atkSpeed = _buf_.ReadInt() this.atkRange = _buf_.ReadInt() } /** * 序號 */ readonly idx: number /** * 英雄ID */ readonly id: number /** * 等级 */ readonly level: number /** * 英雄解锁技能 */ readonly unlockSkill: number[] /** * 解锁技能描述 */ readonly unlockSkillDesc: string /** * 升级消耗 */ readonly upgradeconsume: Common.Cost[] /** * 攻击力 */ readonly atk: number /** * 攻击间隔 */ readonly atkSpeed: number /** * 攻击间隔 */ readonly atkRange: number resolve(tables:Tables) { for (let _e of this.upgradeconsume) { _e?.resolve(tables); } } } /** * 英雄表.xlsx */ export class TbHero { private _dataMap: Map private _dataList: Hero[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: Hero _v = new Hero(_buf_) this._dataList.push(_v) this._dataMap.set(_v.id, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): Hero[] { return this._dataList; } get(key: number): Hero | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 英雄等级表.xlsx */ export class TbHeroLevel { private _dataMap: Map private _dataList: HeroLevel[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: HeroLevel _v = new HeroLevel(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): HeroLevel[] { return this._dataList; } get(key: number): HeroLevel | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * ZD技能Buff.xlsx */ export class TbSkillBuff { private _dataMap: Map private _dataList: SkillBuff[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: SkillBuff _v = new SkillBuff(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): SkillBuff[] { return this._dataList; } get(key: number): SkillBuff | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * ZD技能表.xlsx */ export class TbSkill { private _dataMap: Map private _dataList: Skill[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: Skill _v = new Skill(_buf_) this._dataList.push(_v) this._dataMap.set(_v.skillId, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): Skill[] { return this._dataList; } get(key: number): Skill | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 波数表.xlsx */ export class TbWave { private _dataMap: Map private _dataList: Wave[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: Wave _v = new Wave(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): Wave[] { return this._dataList; } get(key: number): Wave | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 波数奖励表.xlsx */ export class TbWaveRewards { private _dataMap: Map private _dataList: WaveRewards[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: WaveRewards _v = new WaveRewards(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): WaveRewards[] { return this._dataList; } get(key: number): WaveRewards | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 道具表.xlsx */ export class TbItem { private _dataMap: Map private _dataList: Item[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: Item _v = new Item(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): Item[] { return this._dataList; } get(key: number): Item | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 系统常量表.xlsx */ export class TbSystem { private _dataMap: Map private _dataList: System[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: System _v = new System(_buf_) this._dataList.push(_v) this._dataMap.set(_v.mainKey, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): System[] { return this._dataList; } get(key: string): System | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 英雄品质价值表.xlsx */ export class TbHeroQualityWorth { private _dataMap: Map private _dataList: HeroQualityWorth[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: HeroQualityWorth _v = new HeroQualityWorth(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): HeroQualityWorth[] { return this._dataList; } get(key: number): HeroQualityWorth | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 战斗召唤权重表.xlsx */ export class TbBattleSummonWeight { private _dataMap: Map private _dataList: BattleSummonWeight[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: BattleSummonWeight _v = new BattleSummonWeight(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): BattleSummonWeight[] { return this._dataList; } get(key: number): BattleSummonWeight | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 赌博召唤表.xlsx */ export class TbBattleSpacialSummon { private _dataMap: Map private _dataList: BattleSpacialSummon[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: BattleSpacialSummon _v = new BattleSpacialSummon(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): BattleSpacialSummon[] { return this._dataList; } get(key: number): BattleSpacialSummon | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 赌博召唤表.xlsx */ export class TbAttr { private _dataMap: Map private _dataList: Attr[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: Attr _v = new Attr(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): Attr[] { return this._dataList; } get(key: number): Attr | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } /** * 赌博召唤表.xlsx */ export class TbStrengthenLevel { private _dataMap: Map private _dataList: StrengthenLevel[] constructor(_buf_: ByteBuf) { this._dataMap = new Map() this._dataList = [] for(let n = _buf_.ReadInt(); n > 0; n--) { let _v: StrengthenLevel _v = new StrengthenLevel(_buf_) this._dataList.push(_v) this._dataMap.set(_v.idx, _v) } } getDataMap(): Map { return this._dataMap; } getDataList(): StrengthenLevel[] { return this._dataList; } get(key: number): StrengthenLevel | undefined { return this._dataMap.get(key); } resolve(tables:Tables) { for(let data of this._dataList) { data.resolve(tables) } } } type ByteBufLoader = (file: string) => ByteBuf export class Tables { private _TbHero: TbHero /** * 英雄表.xlsx */ get TbHero(): TbHero { return this._TbHero;} private _TbHeroLevel: TbHeroLevel /** * 英雄等级表.xlsx */ get TbHeroLevel(): TbHeroLevel { return this._TbHeroLevel;} private _TbSkillBuff: TbSkillBuff /** * ZD技能Buff.xlsx */ get TbSkillBuff(): TbSkillBuff { return this._TbSkillBuff;} private _TbSkill: TbSkill /** * ZD技能表.xlsx */ get TbSkill(): TbSkill { return this._TbSkill;} private _TbWave: TbWave /** * 波数表.xlsx */ get TbWave(): TbWave { return this._TbWave;} private _TbWaveRewards: TbWaveRewards /** * 波数奖励表.xlsx */ get TbWaveRewards(): TbWaveRewards { return this._TbWaveRewards;} private _TbItem: TbItem /** * 道具表.xlsx */ get TbItem(): TbItem { return this._TbItem;} private _TbSystem: TbSystem /** * 系统常量表.xlsx */ get TbSystem(): TbSystem { return this._TbSystem;} private _TbHeroQualityWorth: TbHeroQualityWorth /** * 英雄品质价值表.xlsx */ get TbHeroQualityWorth(): TbHeroQualityWorth { return this._TbHeroQualityWorth;} private _TbBattleSummonWeight: TbBattleSummonWeight /** * 战斗召唤权重表.xlsx */ get TbBattleSummonWeight(): TbBattleSummonWeight { return this._TbBattleSummonWeight;} private _TbBattleSpacialSummon: TbBattleSpacialSummon /** * 赌博召唤表.xlsx */ get TbBattleSpacialSummon(): TbBattleSpacialSummon { return this._TbBattleSpacialSummon;} private _TbAttr: TbAttr /** * 赌博召唤表.xlsx */ get TbAttr(): TbAttr { return this._TbAttr;} private _TbStrengthenLevel: TbStrengthenLevel /** * 赌博召唤表.xlsx */ get TbStrengthenLevel(): TbStrengthenLevel { return this._TbStrengthenLevel;} static getTableNames(): string[] { let names: string[] = []; names.push('tbhero'); names.push('tbherolevel'); names.push('tbskillbuff'); names.push('tbskill'); names.push('tbwave'); names.push('tbwaverewards'); names.push('tbitem'); names.push('tbsystem'); names.push('tbheroqualityworth'); names.push('tbbattlesummonweight'); names.push('tbbattlespacialsummon'); names.push('tbattr'); names.push('tbstrengthenlevel'); return names; } constructor(loader: ByteBufLoader) { this._TbHero = new TbHero(loader('tbhero')) this._TbHeroLevel = new TbHeroLevel(loader('tbherolevel')) this._TbSkillBuff = new TbSkillBuff(loader('tbskillbuff')) this._TbSkill = new TbSkill(loader('tbskill')) this._TbWave = new TbWave(loader('tbwave')) this._TbWaveRewards = new TbWaveRewards(loader('tbwaverewards')) this._TbItem = new TbItem(loader('tbitem')) this._TbSystem = new TbSystem(loader('tbsystem')) this._TbHeroQualityWorth = new TbHeroQualityWorth(loader('tbheroqualityworth')) this._TbBattleSummonWeight = new TbBattleSummonWeight(loader('tbbattlesummonweight')) this._TbBattleSpacialSummon = new TbBattleSpacialSummon(loader('tbbattlespacialsummon')) this._TbAttr = new TbAttr(loader('tbattr')) this._TbStrengthenLevel = new TbStrengthenLevel(loader('tbstrengthenlevel')) this._TbHero.resolve(this) this._TbHeroLevel.resolve(this) this._TbSkillBuff.resolve(this) this._TbSkill.resolve(this) this._TbWave.resolve(this) this._TbWaveRewards.resolve(this) this._TbItem.resolve(this) this._TbSystem.resolve(this) this._TbHeroQualityWorth.resolve(this) this._TbBattleSummonWeight.resolve(this) this._TbBattleSpacialSummon.resolve(this) this._TbAttr.resolve(this) this._TbStrengthenLevel.resolve(this) } }