using System.Text.Json.Serialization; using System.Collections.Generic; namespace Config; public static partial class ExcelConfig { public class ActivityObject { /// <summary> /// 物体唯一id <br/> /// 需要添加类型前缀 /// </summary> [JsonInclude] public string Id; /// <summary> /// Test(测试对象): 2 <br/> /// Role(角色): 3 <br/> /// Enemy(敌人): 4 <br/> /// Weapon(武器): 5 <br/> /// Bullet(子弹): 6 <br/> /// Shell(弹壳): 7 <br/> /// Effect(特效): 8 <br/> /// Prop(道具): 9 <br/> /// Other(其它类型): 99 /// </summary> [JsonInclude] public int Type; /// <summary> /// 物体名称 /// </summary> [JsonInclude] public string Name; /// <summary> /// 物体简介 <br/> /// 一句对物体简短的介绍, 比如拾起物体时弹出的描述 /// </summary> [JsonInclude] public string Intro; /// <summary> /// 物体详情 <br/> /// 在图鉴中的描述 /// </summary> [JsonInclude] public string Details; /// <summary> /// 物体预制场景路径, 场景根节点必须是ActivityObject子类 /// </summary> [JsonInclude] public string Prefab; /// <summary> /// 物体图标 <br/> /// 如果不需要在图鉴或者地图编辑器中显示该物体, 则可以不用设置 /// </summary> [JsonInclude] public string Icon; /// <summary> /// 是否在地图编辑器中显示该物体 /// </summary> [JsonInclude] public bool ShowInMapEditor; /// <summary> /// 返回浅拷贝出的新对象 /// </summary> public ActivityObject Clone() { var inst = new ActivityObject(); inst.Id = Id; inst.Type = Type; inst.Name = Name; inst.Intro = Intro; inst.Details = Details; inst.Prefab = Prefab; inst.Icon = Icon; inst.ShowInMapEditor = ShowInMapEditor; return inst; } } }