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- 实现AI-First配表方案,支持怪物、物品、技能等静态内容管理 - 集成YAML配置源文件与JSON Schema结构描述功能 - 提供一对象一文件的目录组织方式和运行时只读查询能力 - 实现Source Generator生成配置类型和表包装类 - 集成VS Code插件提供配置浏览、raw编辑和递归校验功能 - 开发YamlConfigSchemaValidator实现JSON Schema子集校验 - 支持嵌套对象、对象数组、标量数组与深层enum引用约束校验 - 实现跨表引用检测和热重载时依赖表联动校验机制
121 lines
3.9 KiB
Plaintext
121 lines
3.9 KiB
Plaintext
// <auto-generated />
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#nullable enable
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namespace GFramework.Game.Config.Generated;
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/// <summary>
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/// Auto-generated config type for schema file 'monster.schema.json'.
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/// Represents one monster entry generated from schema metadata.
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/// </summary>
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public sealed partial class MonsterConfig
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{
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/// <summary>
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/// Unique monster identifier.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'id'.
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/// </remarks>
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public int Id { get; set; }
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/// <summary>
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/// Localized monster display name.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'name'.
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/// Display title: 'Monster Name'.
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/// Allowed values: Slime, Goblin.
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/// Generated default initializer: = "Slime";
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/// </remarks>
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public string Name { get; set; } = "Slime";
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/// <summary>
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/// Gets or sets the value mapped from schema property path 'hp'.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'hp'.
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/// Generated default initializer: = 10;
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/// </remarks>
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public int? Hp { get; set; } = 10;
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/// <summary>
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/// Referenced drop ids.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'dropItems'.
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/// Allowed values: potion, slime_gel.
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/// References config table: 'item'.
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/// Generated default initializer: = new string[] { "potion" };
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/// </remarks>
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public global::System.Collections.Generic.IReadOnlyList<string> DropItems { get; set; } = new string[] { "potion" };
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/// <summary>
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/// Reward payload.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'reward'.
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/// Generated default initializer: = new();
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/// </remarks>
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public RewardConfig Reward { get; set; } = new();
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/// <summary>
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/// Encounter phases.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'phases'.
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/// Generated default initializer: = global::System.Array.Empty<PhasesItemConfig>();
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/// </remarks>
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public global::System.Collections.Generic.IReadOnlyList<PhasesItemConfig> Phases { get; set; } = global::System.Array.Empty<PhasesItemConfig>();
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/// <summary>
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/// Auto-generated nested config type for schema property path 'reward'.
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/// Reward payload.
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/// </summary>
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public sealed partial class RewardConfig
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{
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/// <summary>
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/// Gets or sets the value mapped from schema property path 'reward.gold'.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'reward.gold'.
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/// Generated default initializer: = 10;
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/// </remarks>
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public int Gold { get; set; } = 10;
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/// <summary>
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/// Gets or sets the value mapped from schema property path 'reward.currency'.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'reward.currency'.
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/// Allowed values: coin, gem.
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/// Generated default initializer: = string.Empty;
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/// </remarks>
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public string Currency { get; set; } = string.Empty;
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}
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/// <summary>
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/// Auto-generated nested config type for schema property path 'phases[]'.
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/// This nested type is generated so object-valued schema fields remain strongly typed in consumer code.
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/// </summary>
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public sealed partial class PhasesItemConfig
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{
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/// <summary>
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/// Gets or sets the value mapped from schema property path 'phases[].wave'.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'phases[].wave'.
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/// </remarks>
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public int Wave { get; set; }
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/// <summary>
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/// Monster reference id.
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/// </summary>
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/// <remarks>
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/// Schema property path: 'phases[].monsterId'.
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/// Generated default initializer: = string.Empty;
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/// </remarks>
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public string MonsterId { get; set; } = string.Empty;
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}
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}
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