// Auto Generated Code By excel2json // Generate From Excel\Blueprint.xlsx. SheetName: BlueprintConfig using System; using Fort23.GameData; namespace Excel2Json { [Config(prefab = "BlueprintConfig.json")] public partial class BlueprintConfigHolder : ConfigHolder { } [Serializable] public struct BlueprintConfig : IConfig { public int GetID() {return ID;} /// ///ID1 /// public int ID; /// ///制造物的ItemID /// public int blueprintItem; /// ///图纸类型 1=短柄 2=长柄 3=盾牌 4=圣物 5=法器 6=弓箭 7=枪炮 11=秘石 12=神器 /// public int Type; /// ///图标 (没用,图标取的配方道具item里的图标) /// public string icon; /// ///品质 用来读取图纸底色 /// public int quality; /// ///组ID 同组的图纸制造的是同一个武器,只是强化等级不同. 1-1000:武器 1001-2000:秘石 3001-4000:神器 /// public int groupId; /// ///强化等级 0-5 /// public int level; /// ///是否为起点 0=是 1=否 /// public bool isStart; /// ///下一个图纸 最末尾为 -1 /// public int nextBlueprint; /// ///研究材料item ID /// public int[] researchItem; /// ///研究材料数量 /// public int[] researchCost; /// ///制造材料ID /// public int[] produceItem; /// ///制造材料数量 /// public int[] produceCost; /// ///分解获得材料ID /// public int[] hsItemID; /// ///分解获得材料数量 /// public int[] hsItemNum; /// ///对应的配方道具的ItemID /// public int forulaID; /// ///飞艇等级多少级后在铁匠铺才显示 不进:-1 5级进:5 /// public int WorkShopShowLevel; /// ///解锁前是否显示 0=不显示 1=要显示 /// public int IsShow; /// ///可能产出的武器chouka表ID /// public int choukaID; /// ///聚合组ID /// public int juheGroupID; /// ///下一个等级ID /// public int juheNextID; /// ///制造属性范围的2把代表武器物品ID /// public int[] PreviewWeaponIDs; } } // End of Auto Generated Code