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DungeonShooting / DungeonShooting_Godot / src / config / ExcelConfig_EditorObject.cs
  1. using System.Text.Json.Serialization;
  2. using System.Collections.Generic;
  3.  
  4. namespace Config;
  5.  
  6. public static partial class ExcelConfig
  7. {
  8. public partial class EditorObject
  9. {
  10. /// <summary>
  11. /// Id
  12. /// </summary>
  13. [JsonInclude]
  14. public string Id;
  15.  
  16. /// <summary>
  17. /// 物体名称 <br/>
  18. /// 如果Prefab填的是ActivityBase数据, 则可以不填, 因为会从ActivityBase表中获取名称
  19. /// </summary>
  20. [JsonInclude]
  21. public string Name;
  22.  
  23. /// <summary>
  24. /// 备注
  25. /// </summary>
  26. [JsonInclude]
  27. public string Remark;
  28.  
  29. /// <summary>
  30. /// 物体预制体路径或者ActivityBase表Id <br/>
  31. /// 这里区分是否是ActivityBase对象是直接判断字符串开头是否有"res://"
  32. /// </summary>
  33. [JsonInclude]
  34. public string Prefab;
  35.  
  36. /// <summary>
  37. /// 图标 <br/>
  38. /// 如果Prefab填的是ActivityBase数据, 则可以不填, 因为会从ActivityBase表中获取图标
  39. /// </summary>
  40. [JsonInclude]
  41. public string Icon;
  42.  
  43. /// <summary>
  44. /// 返回浅拷贝出的新对象
  45. /// </summary>
  46. public EditorObject Clone()
  47. {
  48. var inst = new EditorObject();
  49. inst.Id = Id;
  50. inst.Name = Name;
  51. inst.Remark = Remark;
  52. inst.Prefab = Prefab;
  53. inst.Icon = Icon;
  54. return inst;
  55. }
  56. }
  57. }