schema.ts 21 KB

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  1. //------------------------------------------------------------------------------
  2. // <auto-generated>
  3. // This code was generated by a tool.
  4. // Changes to this file may cause incorrect behavior and will be lost if
  5. // the code is regenerated.
  6. // </auto-generated>
  7. //------------------------------------------------------------------------------
  8. import ByteBuf from '../bright/serialization/ByteBuf'
  9. export namespace test {
  10. export enum ETestQuality {
  11. /**
  12. * 最高品质
  13. */
  14. A = 1,
  15. /**
  16. * 黑色的
  17. */
  18. B = 2,
  19. /**
  20. * 蓝色的
  21. */
  22. C = 3,
  23. /**
  24. * 最差品质
  25. */
  26. D = 4,
  27. }
  28. }
  29. export namespace test {
  30. export enum AccessFlag {
  31. WRITE = 1,
  32. READ = 2,
  33. TRUNCATE = 4,
  34. NEW = 8,
  35. READ_WRITE = WRITE|READ,
  36. }
  37. }
  38. export enum Quality {
  39. /**
  40. * 普通
  41. */
  42. Normal = 1,
  43. /**
  44. * 高级
  45. */
  46. Senior = 2,
  47. /**
  48. * 稀有
  49. */
  50. Rare = 3,
  51. /**
  52. * 传说
  53. */
  54. Legend = 4,
  55. /**
  56. * 神话
  57. */
  58. Myth = 5,
  59. }
  60. export enum AttackType {
  61. /**
  62. * 近战
  63. */
  64. CloseCombat = 1,
  65. /**
  66. * 远程
  67. */
  68. Remote = 2,
  69. }
  70. export namespace test {
  71. /**
  72. * 这是个测试excel结构
  73. */
  74. export class TestExcelBean1 {
  75. constructor(_buf_: ByteBuf) {
  76. this.x1 = _buf_.ReadInt()
  77. this.x2 = _buf_.ReadString()
  78. this.x3 = _buf_.ReadInt()
  79. this.x4 = _buf_.ReadFloat()
  80. }
  81. /**
  82. * 最高品质
  83. */
  84. readonly x1: number
  85. /**
  86. * 黑色的
  87. */
  88. readonly x2: string
  89. /**
  90. * 蓝色的
  91. */
  92. readonly x3: number
  93. /**
  94. * 最差品质
  95. */
  96. readonly x4: number
  97. resolve(tables:Tables) {
  98. }
  99. }
  100. }
  101. export namespace test {
  102. /**
  103. * 这是个测试excel结构
  104. */
  105. export class TestExcelBean2 {
  106. constructor(_buf_: ByteBuf) {
  107. this.y1 = _buf_.ReadInt()
  108. this.y2 = _buf_.ReadString()
  109. this.y3 = _buf_.ReadFloat()
  110. }
  111. /**
  112. * 最高品质
  113. */
  114. readonly y1: number
  115. /**
  116. * 黑色的
  117. */
  118. readonly y2: string
  119. /**
  120. * 蓝色的
  121. */
  122. readonly y3: number
  123. resolve(tables:Tables) {
  124. }
  125. }
  126. }
  127. export namespace test {
  128. export abstract class Shape {
  129. static constructorFrom(_buf_: ByteBuf): Shape{
  130. switch (_buf_.ReadInt()) {
  131. case 2131829196: return new test.Circle(_buf_)
  132. case 694982337: return new test2.Rectangle(_buf_)
  133. default: throw new Error()
  134. }
  135. }
  136. constructor(_buf_: ByteBuf) {
  137. }
  138. resolve(tables:Tables) {
  139. }
  140. }
  141. }
  142. export namespace test {
  143. /**
  144. * 圆
  145. */
  146. export class Circle extends test.Shape {
  147. constructor(_buf_: ByteBuf) {
  148. super(_buf_)
  149. this.radius = _buf_.ReadFloat()
  150. }
  151. /**
  152. * 半径
  153. */
  154. readonly radius: number
  155. resolve(tables:Tables) {
  156. super.resolve(tables)
  157. }
  158. }
  159. }
  160. export namespace test2 {
  161. /**
  162. * 矩形
  163. */
  164. export class Rectangle extends test.Shape {
  165. constructor(_buf_: ByteBuf) {
  166. super(_buf_)
  167. this.width = _buf_.ReadFloat()
  168. this.height = _buf_.ReadFloat()
  169. }
  170. /**
  171. * 宽度
  172. */
  173. readonly width: number
  174. /**
  175. * 高度
  176. */
  177. readonly height: number
  178. resolve(tables:Tables) {
  179. super.resolve(tables)
  180. }
  181. }
  182. }
  183. export namespace Common {
  184. export class Reward {
  185. constructor(_buf_: ByteBuf) {
  186. this.itemid = _buf_.ReadInt()
  187. this.num = _buf_.ReadInt()
  188. }
  189. /**
  190. * 道具id
  191. */
  192. readonly itemid: number
  193. /**
  194. * 数量
  195. */
  196. readonly num: number
  197. resolve(tables:Tables) {
  198. }
  199. }
  200. }
  201. export namespace Common {
  202. export class Cost {
  203. constructor(_buf_: ByteBuf) {
  204. this.itemid = _buf_.ReadInt()
  205. this.num = _buf_.ReadInt()
  206. }
  207. /**
  208. * 道具id
  209. */
  210. readonly itemid: number
  211. /**
  212. * 数量
  213. */
  214. readonly num: number
  215. resolve(tables:Tables) {
  216. }
  217. }
  218. }
  219. export class System {
  220. constructor(_buf_: ByteBuf) {
  221. this.idx = _buf_.ReadInt()
  222. this.mainKey = _buf_.ReadString()
  223. this.value = _buf_.ReadString()
  224. }
  225. /**
  226. * IDX
  227. */
  228. readonly idx: number
  229. /**
  230. * 常量主键
  231. */
  232. readonly mainKey: string
  233. /**
  234. * 常量值
  235. */
  236. readonly value: string
  237. resolve(tables:Tables) {
  238. }
  239. }
  240. export class SkillBuff {
  241. constructor(_buf_: ByteBuf) {
  242. this.idx = _buf_.ReadInt()
  243. this.remark = _buf_.ReadString()
  244. this.type = _buf_.ReadInt()
  245. this.parameters = _buf_.ReadString()
  246. this.probability = _buf_.ReadInt()
  247. this.triggerCondition = _buf_.ReadString()
  248. this.effectType = _buf_.ReadInt()
  249. this.duration = _buf_.ReadInt()
  250. this.overlapTimes = _buf_.ReadInt()
  251. this.uniqueGain = _buf_.ReadBool()
  252. this.halo = _buf_.ReadBool()
  253. this.attributes = _buf_.ReadString()
  254. this.mixBufficon = _buf_.ReadInt()
  255. this.skillShowId = _buf_.ReadInt()
  256. this.floatingTextId = _buf_.ReadInt()
  257. }
  258. /**
  259. * buffid
  260. */
  261. readonly idx: number
  262. /**
  263. * 备注
  264. */
  265. readonly remark: string
  266. /**
  267. * buff类型
  268. */
  269. readonly type: number
  270. /**
  271. * buff参数
  272. */
  273. readonly parameters: string
  274. /**
  275. * 触发概率
  276. */
  277. readonly probability: number
  278. /**
  279. * 触发条件
  280. */
  281. readonly triggerCondition: string
  282. /**
  283. * 效果类型
  284. */
  285. readonly effectType: number
  286. /**
  287. * 持续时间
  288. */
  289. readonly duration: number
  290. /**
  291. * 叠加次数
  292. */
  293. readonly overlapTimes: number
  294. /**
  295. * 唯一增益
  296. */
  297. readonly uniqueGain: boolean
  298. /**
  299. * 是否是光环
  300. */
  301. readonly halo: boolean
  302. /**
  303. * buff增加的属性
  304. */
  305. readonly attributes: string
  306. /**
  307. * 是否合并
  308. */
  309. readonly mixBufficon: number
  310. /**
  311. * 效果id
  312. */
  313. readonly skillShowId: number
  314. /**
  315. * 飘字id
  316. */
  317. readonly floatingTextId: number
  318. resolve(tables:Tables) {
  319. }
  320. }
  321. export class Item {
  322. constructor(_buf_: ByteBuf) {
  323. this.idx = _buf_.ReadInt()
  324. this.type = _buf_.ReadInt()
  325. this.name = _buf_.ReadString()
  326. }
  327. /**
  328. * 道具ID
  329. */
  330. readonly idx: number
  331. /**
  332. * 类型
  333. */
  334. readonly type: number
  335. /**
  336. * 道具名
  337. */
  338. readonly name: string
  339. resolve(tables:Tables) {
  340. }
  341. }
  342. export class WaveRewards {
  343. constructor(_buf_: ByteBuf) {
  344. this.idx = _buf_.ReadInt()
  345. this.waveMin = _buf_.ReadInt()
  346. this.waveMax = _buf_.ReadInt()
  347. this.level = _buf_.ReadInt()
  348. { 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);}}
  349. }
  350. /**
  351. * idx
  352. */
  353. readonly idx: number
  354. /**
  355. * 波数下限
  356. */
  357. readonly waveMin: number
  358. /**
  359. * 波数上限
  360. */
  361. readonly waveMax: number
  362. /**
  363. * 难度
  364. */
  365. readonly level: number
  366. /**
  367. * 奖励列表
  368. */
  369. readonly rewards: Common.Reward[]
  370. resolve(tables:Tables) {
  371. for (let _e of this.rewards) { _e?.resolve(tables); }
  372. }
  373. }
  374. export class Hero {
  375. constructor(_buf_: ByteBuf) {
  376. this.id = _buf_.ReadInt()
  377. this.quality = _buf_.ReadInt()
  378. this.attacktype = _buf_.ReadInt()
  379. this.name = _buf_.ReadString()
  380. { 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);}}
  381. this.isShow = _buf_.ReadInt()
  382. }
  383. /**
  384. * 英雄ID
  385. */
  386. readonly id: number
  387. /**
  388. * 品质
  389. */
  390. readonly quality: Quality
  391. /**
  392. * 攻击类型
  393. */
  394. readonly attacktype: AttackType
  395. /**
  396. * 名字
  397. */
  398. readonly name: string
  399. /**
  400. * 技能列表
  401. */
  402. readonly skills: number[]
  403. /**
  404. * 是否测试
  405. */
  406. readonly isShow: number
  407. resolve(tables:Tables) {
  408. }
  409. }
  410. export class Wave {
  411. constructor(_buf_: ByteBuf) {
  412. this.idx = _buf_.ReadInt()
  413. this.waveIndex = _buf_.ReadInt()
  414. this.level = _buf_.ReadInt()
  415. this.model = _buf_.ReadInt()
  416. this.counter = _buf_.ReadInt()
  417. this.hp = _buf_.ReadInt()
  418. this.speed = _buf_.ReadInt()
  419. this.gap = _buf_.ReadInt()
  420. this.isboss = _buf_.ReadInt()
  421. this.perAddCoid = _buf_.ReadInt()
  422. this.perAddGem = _buf_.ReadInt()
  423. }
  424. /**
  425. * 唯一id
  426. */
  427. readonly idx: number
  428. /**
  429. * 波数
  430. */
  431. readonly waveIndex: number
  432. /**
  433. * 难度
  434. */
  435. readonly level: number
  436. /**
  437. * 怪物模型
  438. */
  439. readonly model: number
  440. /**
  441. * 数量
  442. */
  443. readonly counter: number
  444. /**
  445. * 血量
  446. */
  447. readonly hp: number
  448. /**
  449. * 速度
  450. */
  451. readonly speed: number
  452. /**
  453. * 间距
  454. */
  455. readonly gap: number
  456. /**
  457. * 是否是boss
  458. */
  459. readonly isboss: number
  460. /**
  461. * 每只怪增加局内金币
  462. */
  463. readonly perAddCoid: number
  464. /**
  465. * 每只怪增加局内宝石
  466. */
  467. readonly perAddGem: number
  468. resolve(tables:Tables) {
  469. }
  470. }
  471. export class Skill {
  472. constructor(_buf_: ByteBuf) {
  473. this.idx = _buf_.ReadInt()
  474. this.remark = _buf_.ReadString()
  475. this.skillId = _buf_.ReadInt()
  476. this.skillType = _buf_.ReadInt()
  477. this.cd = _buf_.ReadInt()
  478. this.range = _buf_.ReadInt()
  479. this.triggerCondition = _buf_.ReadString()
  480. this.effects = _buf_.ReadString()
  481. this.buffId = _buf_.ReadString()
  482. this.skillName = _buf_.ReadString()
  483. this.desc = _buf_.ReadString()
  484. this.conflictSkillId = _buf_.ReadInt()
  485. }
  486. /**
  487. * 主键id
  488. */
  489. readonly idx: number
  490. /**
  491. * 备注
  492. */
  493. readonly remark: string
  494. /**
  495. * 技能ID
  496. */
  497. readonly skillId: number
  498. /**
  499. * 类型
  500. */
  501. readonly skillType: number
  502. /**
  503. * 冷却时间
  504. */
  505. readonly cd: number
  506. /**
  507. * 攻击距离
  508. */
  509. readonly range: number
  510. /**
  511. * 技能触发条件
  512. */
  513. readonly triggerCondition: string
  514. /**
  515. * 效果列表
  516. */
  517. readonly effects: string
  518. /**
  519. * buff
  520. */
  521. readonly buffId: string
  522. /**
  523. * 技能名字
  524. */
  525. readonly skillName: string
  526. /**
  527. * 技能描述
  528. */
  529. readonly desc: string
  530. /**
  531. * 冲突的技能id
  532. */
  533. readonly conflictSkillId: number
  534. resolve(tables:Tables) {
  535. }
  536. }
  537. export class HeroLevel {
  538. constructor(_buf_: ByteBuf) {
  539. this.idx = _buf_.ReadInt()
  540. this.id = _buf_.ReadInt()
  541. this.level = _buf_.ReadInt()
  542. { 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);}}
  543. this.unlockSkillDesc = _buf_.ReadString()
  544. { 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);}}
  545. this.atk = _buf_.ReadInt()
  546. this.atkSpeed = _buf_.ReadInt()
  547. }
  548. /**
  549. * 序號
  550. */
  551. readonly idx: number
  552. /**
  553. * 英雄ID
  554. */
  555. readonly id: number
  556. /**
  557. * 等级
  558. */
  559. readonly level: number
  560. /**
  561. * 英雄解锁技能
  562. */
  563. readonly unlockSkill: number[]
  564. /**
  565. * 解锁技能描述
  566. */
  567. readonly unlockSkillDesc: string
  568. /**
  569. * 升级消耗
  570. */
  571. readonly upgradeconsume: Common.Cost[]
  572. /**
  573. * 攻击力
  574. */
  575. readonly atk: number
  576. /**
  577. * 攻击间隔
  578. */
  579. readonly atkSpeed: number
  580. resolve(tables:Tables) {
  581. for (let _e of this.upgradeconsume) { _e?.resolve(tables); }
  582. }
  583. }
  584. /**
  585. * 英雄表.xlsx
  586. */
  587. export class TbHero {
  588. private _dataMap: Map<number, Hero>
  589. private _dataList: Hero[]
  590. constructor(_buf_: ByteBuf) {
  591. this._dataMap = new Map<number, Hero>()
  592. this._dataList = []
  593. for(let n = _buf_.ReadInt(); n > 0; n--) {
  594. let _v: Hero
  595. _v = new Hero(_buf_)
  596. this._dataList.push(_v)
  597. this._dataMap.set(_v.id, _v)
  598. }
  599. }
  600. getDataMap(): Map<number, Hero> { return this._dataMap; }
  601. getDataList(): Hero[] { return this._dataList; }
  602. get(key: number): Hero | undefined {
  603. return this._dataMap.get(key);
  604. }
  605. resolve(tables:Tables) {
  606. for(let data of this._dataList)
  607. {
  608. data.resolve(tables)
  609. }
  610. }
  611. }
  612. /**
  613. * 英雄等级表.xlsx
  614. */
  615. export class TbHeroLevel {
  616. private _dataMap: Map<number, HeroLevel>
  617. private _dataList: HeroLevel[]
  618. constructor(_buf_: ByteBuf) {
  619. this._dataMap = new Map<number, HeroLevel>()
  620. this._dataList = []
  621. for(let n = _buf_.ReadInt(); n > 0; n--) {
  622. let _v: HeroLevel
  623. _v = new HeroLevel(_buf_)
  624. this._dataList.push(_v)
  625. this._dataMap.set(_v.idx, _v)
  626. }
  627. }
  628. getDataMap(): Map<number, HeroLevel> { return this._dataMap; }
  629. getDataList(): HeroLevel[] { return this._dataList; }
  630. get(key: number): HeroLevel | undefined {
  631. return this._dataMap.get(key);
  632. }
  633. resolve(tables:Tables) {
  634. for(let data of this._dataList)
  635. {
  636. data.resolve(tables)
  637. }
  638. }
  639. }
  640. /**
  641. * ZD技能Buff.xlsx
  642. */
  643. export class TbSkillBuff {
  644. private _dataMap: Map<number, SkillBuff>
  645. private _dataList: SkillBuff[]
  646. constructor(_buf_: ByteBuf) {
  647. this._dataMap = new Map<number, SkillBuff>()
  648. this._dataList = []
  649. for(let n = _buf_.ReadInt(); n > 0; n--) {
  650. let _v: SkillBuff
  651. _v = new SkillBuff(_buf_)
  652. this._dataList.push(_v)
  653. this._dataMap.set(_v.idx, _v)
  654. }
  655. }
  656. getDataMap(): Map<number, SkillBuff> { return this._dataMap; }
  657. getDataList(): SkillBuff[] { return this._dataList; }
  658. get(key: number): SkillBuff | undefined {
  659. return this._dataMap.get(key);
  660. }
  661. resolve(tables:Tables) {
  662. for(let data of this._dataList)
  663. {
  664. data.resolve(tables)
  665. }
  666. }
  667. }
  668. /**
  669. * ZD技能表.xlsx
  670. */
  671. export class TbSkill {
  672. private _dataMap: Map<number, Skill>
  673. private _dataList: Skill[]
  674. constructor(_buf_: ByteBuf) {
  675. this._dataMap = new Map<number, Skill>()
  676. this._dataList = []
  677. for(let n = _buf_.ReadInt(); n > 0; n--) {
  678. let _v: Skill
  679. _v = new Skill(_buf_)
  680. this._dataList.push(_v)
  681. this._dataMap.set(_v.skillId, _v)
  682. }
  683. }
  684. getDataMap(): Map<number, Skill> { return this._dataMap; }
  685. getDataList(): Skill[] { return this._dataList; }
  686. get(key: number): Skill | undefined {
  687. return this._dataMap.get(key);
  688. }
  689. resolve(tables:Tables) {
  690. for(let data of this._dataList)
  691. {
  692. data.resolve(tables)
  693. }
  694. }
  695. }
  696. /**
  697. * 波数表.xlsx
  698. */
  699. export class TbWave {
  700. private _dataMap: Map<number, Wave>
  701. private _dataList: Wave[]
  702. constructor(_buf_: ByteBuf) {
  703. this._dataMap = new Map<number, Wave>()
  704. this._dataList = []
  705. for(let n = _buf_.ReadInt(); n > 0; n--) {
  706. let _v: Wave
  707. _v = new Wave(_buf_)
  708. this._dataList.push(_v)
  709. this._dataMap.set(_v.idx, _v)
  710. }
  711. }
  712. getDataMap(): Map<number, Wave> { return this._dataMap; }
  713. getDataList(): Wave[] { return this._dataList; }
  714. get(key: number): Wave | undefined {
  715. return this._dataMap.get(key);
  716. }
  717. resolve(tables:Tables) {
  718. for(let data of this._dataList)
  719. {
  720. data.resolve(tables)
  721. }
  722. }
  723. }
  724. /**
  725. * 波数奖励表.xlsx
  726. */
  727. export class TbWaveRewards {
  728. private _dataMap: Map<number, WaveRewards>
  729. private _dataList: WaveRewards[]
  730. constructor(_buf_: ByteBuf) {
  731. this._dataMap = new Map<number, WaveRewards>()
  732. this._dataList = []
  733. for(let n = _buf_.ReadInt(); n > 0; n--) {
  734. let _v: WaveRewards
  735. _v = new WaveRewards(_buf_)
  736. this._dataList.push(_v)
  737. this._dataMap.set(_v.idx, _v)
  738. }
  739. }
  740. getDataMap(): Map<number, WaveRewards> { return this._dataMap; }
  741. getDataList(): WaveRewards[] { return this._dataList; }
  742. get(key: number): WaveRewards | undefined {
  743. return this._dataMap.get(key);
  744. }
  745. resolve(tables:Tables) {
  746. for(let data of this._dataList)
  747. {
  748. data.resolve(tables)
  749. }
  750. }
  751. }
  752. /**
  753. * 道具表.xlsx
  754. */
  755. export class TbItem {
  756. private _dataMap: Map<number, Item>
  757. private _dataList: Item[]
  758. constructor(_buf_: ByteBuf) {
  759. this._dataMap = new Map<number, Item>()
  760. this._dataList = []
  761. for(let n = _buf_.ReadInt(); n > 0; n--) {
  762. let _v: Item
  763. _v = new Item(_buf_)
  764. this._dataList.push(_v)
  765. this._dataMap.set(_v.idx, _v)
  766. }
  767. }
  768. getDataMap(): Map<number, Item> { return this._dataMap; }
  769. getDataList(): Item[] { return this._dataList; }
  770. get(key: number): Item | undefined {
  771. return this._dataMap.get(key);
  772. }
  773. resolve(tables:Tables) {
  774. for(let data of this._dataList)
  775. {
  776. data.resolve(tables)
  777. }
  778. }
  779. }
  780. /**
  781. * 系统常量表.xlsx
  782. */
  783. export class TbSystem {
  784. private _dataMap: Map<string, System>
  785. private _dataList: System[]
  786. constructor(_buf_: ByteBuf) {
  787. this._dataMap = new Map<string, System>()
  788. this._dataList = []
  789. for(let n = _buf_.ReadInt(); n > 0; n--) {
  790. let _v: System
  791. _v = new System(_buf_)
  792. this._dataList.push(_v)
  793. this._dataMap.set(_v.mainKey, _v)
  794. }
  795. }
  796. getDataMap(): Map<string, System> { return this._dataMap; }
  797. getDataList(): System[] { return this._dataList; }
  798. get(key: string): System | undefined {
  799. return this._dataMap.get(key);
  800. }
  801. resolve(tables:Tables) {
  802. for(let data of this._dataList)
  803. {
  804. data.resolve(tables)
  805. }
  806. }
  807. }
  808. type ByteBufLoader = (file: string) => ByteBuf
  809. export class Tables {
  810. private _TbHero: TbHero
  811. /**
  812. * 英雄表.xlsx
  813. */
  814. get TbHero(): TbHero { return this._TbHero;}
  815. private _TbHeroLevel: TbHeroLevel
  816. /**
  817. * 英雄等级表.xlsx
  818. */
  819. get TbHeroLevel(): TbHeroLevel { return this._TbHeroLevel;}
  820. private _TbSkillBuff: TbSkillBuff
  821. /**
  822. * ZD技能Buff.xlsx
  823. */
  824. get TbSkillBuff(): TbSkillBuff { return this._TbSkillBuff;}
  825. private _TbSkill: TbSkill
  826. /**
  827. * ZD技能表.xlsx
  828. */
  829. get TbSkill(): TbSkill { return this._TbSkill;}
  830. private _TbWave: TbWave
  831. /**
  832. * 波数表.xlsx
  833. */
  834. get TbWave(): TbWave { return this._TbWave;}
  835. private _TbWaveRewards: TbWaveRewards
  836. /**
  837. * 波数奖励表.xlsx
  838. */
  839. get TbWaveRewards(): TbWaveRewards { return this._TbWaveRewards;}
  840. private _TbItem: TbItem
  841. /**
  842. * 道具表.xlsx
  843. */
  844. get TbItem(): TbItem { return this._TbItem;}
  845. private _TbSystem: TbSystem
  846. /**
  847. * 系统常量表.xlsx
  848. */
  849. get TbSystem(): TbSystem { return this._TbSystem;}
  850. static getTableNames(): string[] {
  851. let names: string[] = [];
  852. names.push('tbhero');
  853. names.push('tbherolevel');
  854. names.push('tbskillbuff');
  855. names.push('tbskill');
  856. names.push('tbwave');
  857. names.push('tbwaverewards');
  858. names.push('tbitem');
  859. names.push('tbsystem');
  860. return names;
  861. }
  862. constructor(loader: ByteBufLoader) {
  863. this._TbHero = new TbHero(loader('tbhero'))
  864. this._TbHeroLevel = new TbHeroLevel(loader('tbherolevel'))
  865. this._TbSkillBuff = new TbSkillBuff(loader('tbskillbuff'))
  866. this._TbSkill = new TbSkill(loader('tbskill'))
  867. this._TbWave = new TbWave(loader('tbwave'))
  868. this._TbWaveRewards = new TbWaveRewards(loader('tbwaverewards'))
  869. this._TbItem = new TbItem(loader('tbitem'))
  870. this._TbSystem = new TbSystem(loader('tbsystem'))
  871. this._TbHero.resolve(this)
  872. this._TbHeroLevel.resolve(this)
  873. this._TbSkillBuff.resolve(this)
  874. this._TbSkill.resolve(this)
  875. this._TbWave.resolve(this)
  876. this._TbWaveRewards.resolve(this)
  877. this._TbItem.resolve(this)
  878. this._TbSystem.resolve(this)
  879. }
  880. }