using System.Text.Json.Serialization; using System.Collections.Generic; namespace Config; public static partial class ExcelConfig { public class ActivityMaterial { /// <summary> /// 表Id /// </summary> [JsonInclude] public string Id; /// <summary> /// 备注 /// </summary> [JsonInclude] public string Remark; /// <summary> /// 摩擦力 /// </summary> [JsonInclude] public float Friction; /// <summary> /// 旋转摩擦力 /// </summary> [JsonInclude] public float RotationFriction; /// <summary> /// 落地之后是否回弹 /// </summary> [JsonInclude] public bool Bounce; /// <summary> /// 物体水平回弹强度 /// </summary> [JsonInclude] public float BounceStrength; /// <summary> /// 物体下坠回弹的强度 /// </summary> [JsonInclude] public float FallBounceStrength; /// <summary> /// 物体下坠回弹后的运动速度衰比例 /// </summary> [JsonInclude] public float FallBounceSpeed; /// <summary> /// 物体下坠回弹后的旋转速度衰减比例 /// </summary> [JsonInclude] public float FallBounceRotation; /// <summary> /// 返回浅拷贝出的新对象 /// </summary> public ActivityMaterial Clone() { var inst = new ActivityMaterial(); inst.Id = Id; inst.Remark = Remark; inst.Friction = Friction; inst.RotationFriction = RotationFriction; inst.Bounce = Bounce; inst.BounceStrength = BounceStrength; inst.FallBounceStrength = FallBounceStrength; inst.FallBounceSpeed = FallBounceSpeed; inst.FallBounceRotation = FallBounceRotation; return inst; } } }