using System.Collections.Generic; using System.Text.Json.Serialization; /// <summary> /// 房间配置数据 /// </summary> public class DungeonRoomInfo { /// <summary> /// 房间位置, 在tile坐标系中的位置, 单位: 格 /// </summary> [JsonInclude] public SerializeVector2 Position; /// <summary> /// 房间大小, 在tile坐标系中占用的格子, 单位: 格 /// </summary> [JsonInclude] public SerializeVector2 Size; /// <summary> /// 房间连通门 /// </summary> [JsonInclude] public List<DoorAreaInfo> DoorAreaInfos; /// <summary> /// 导航数据 /// </summary> [JsonInclude] public List<NavigationPolygonData> NavigationList; /// <summary> /// 当前房间所属分组的名称 /// </summary> [JsonInclude] public string GroupName = "unclaimed"; /// <summary> /// 房间类型 /// </summary> [JsonInclude] public DungeonRoomType RoomType = DungeonRoomType.Battle; /// <summary> /// 房间文件名称 /// </summary> [JsonInclude] public string FileName; /// <summary> /// 房间权重, 值越大, 生成地牢是越容易出现该房间 /// </summary> [JsonInclude] public int Weight = DungeonRoomTemplate.DefaultWeight; }