using System; using ProtoBuf; using Fantasy; using System.Linq; using System.Reflection; using System.Collections.Generic; using System.Collections.Concurrent; using Fantasy.ConfigTable; using Fantasy.Serialize; // ReSharper disable CollectionNeverUpdated.Global // ReSharper disable UnusedAutoPropertyAccessor.Global #pragma warning disable CS1591 // Missing XML comment for publicly visible type or member #pragma warning disable CS0169 #pragma warning disable CS8618 #pragma warning disable CS8625 #pragma warning disable CS8603 namespace Fantasy { [ProtoContract] public sealed partial class BobberConfigData : ASerialize, IConfigTable, IProto { [ProtoMember(1)] public List List { get; set; } = new List(); #if FANTASY_NET [ProtoIgnore] private readonly ConcurrentDictionary _configs = new ConcurrentDictionary(); #else [ProtoIgnore] private readonly Dictionary _configs = new Dictionary(); #endif private static BobberConfigData _instance = null; public static BobberConfigData Instance { get { return _instance ??= ConfigTableHelper.Load(); } private set => _instance = value; } public BobberConfig Get(uint id, bool check = true) { if (_configs.ContainsKey(id)) { return _configs[id]; } if (check) { throw new Exception($"BobberConfig not find {id} Id"); } return null; } public bool TryGet(uint id, out BobberConfig config) { config = null; if (!_configs.ContainsKey(id)) { return false; } config = _configs[id]; return true; } public override void AfterDeserialization() { foreach (var config in List) { #if FANTASY_NET _configs.TryAdd(config.Id, config); #else _configs.Add(config.Id, config); #endif config.AfterDeserialization(); } EndInit(); } public override void Dispose() { Instance = null; } } [ProtoContract] public sealed partial class BobberConfig : ASerialize, IProto { [ProtoMember(1)] public uint Id { get; set; } // Id [ProtoMember(2)] public string Model { get; set; } // 模型 [ProtoMember(3)] public uint Type { get; set; } // 类型 [ProtoMember(4)] public uint Weight { get; set; } // 重量(克) [ProtoMember(5)] public uint Displacement { get; set; } // 位移 [ProtoMember(6)] public uint NightLight { get; set; } // 是否夜光 } }