提交示例代码
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27
物品和背包的完整代码/Server/Entity/Generate/CustomExport/ConstValue.cs
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27
物品和背包的完整代码/Server/Entity/Generate/CustomExport/ConstValue.cs
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namespace Fantasy
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{
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// 生成器自动生成,请不要手动编辑,修改请在#ConstValue.xsl里。
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public partial class ConstValue
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{
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/// <summary>
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/// 游戏版本
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/// </summary>
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public const string Version = "v202501";
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/// <summary>
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/// JWT令牌加密密钥
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/// </summary>
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public const string JWTSecret = "6666";
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/// <summary>
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/// 客户端使用的网络类型
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/// </summary>
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public const string Network = "KCP";
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/// <summary>
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/// 客户端发送心跳的时间(毫秒单位)
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/// </summary>
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public const int Heartbeat = 2000;
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/// <summary>
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/// 服务器最大容纳玩家人数
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/// </summary>
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public const int PlayerCount = 5000;
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}
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}
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using System;
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namespace Fantasy
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{
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// 生成器自动生成,请不要手动编辑,修改请在ContainerConfig.xsl里。
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[Flags]
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public enum ContainerType : byte
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{
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None = 0,
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Bag = 1,// 背包
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Equip = 2,// 装备栏
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Trade = 4,// 交易
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Cell = Equip | Trade,// 按格子存储的容器
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Normal = Bag,// 正常的容器
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}
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}
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15
物品和背包的完整代码/Server/Entity/Generate/CustomExport/ErrorCode.cs
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15
物品和背包的完整代码/Server/Entity/Generate/CustomExport/ErrorCode.cs
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namespace Fantasy
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{
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// 生成器自动生成,请不要手动编辑,修改请在ErrorCode.xsl里。
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public partial class ErrorCode
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{
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/// <summary>
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/// 登陆失败
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/// </summary>
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public const uint LoingError = 1;
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/// <summary>
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/// 角色登陆失败
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/// </summary>
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public const uint LoginRoleError = 2;
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}
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}
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12
物品和背包的完整代码/Server/Entity/Generate/CustomExport/ItemType.cs
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物品和背包的完整代码/Server/Entity/Generate/CustomExport/ItemType.cs
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namespace Fantasy
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{
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// 生成器自动生成,请不要手动编辑,修改请在#ItemType.xsl里。
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public enum ItemType
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{
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None = 0,
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Drug = 1,// 药品
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Equip = 2,// 装备
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Prop = 3,// 道具
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Garbage = 4,// 垃圾
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}
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}
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namespace Fantasy
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{
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// 生成器自动生成,请不要手动编辑,修改请在#ItemUseEffect.xsl里。
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public enum ItemUseEffect
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{
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None = 0,
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Equip = 1,// 装备到身上
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UnEquip = 2,// 从身上卸下
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AddAttr = 3,// 增加属性
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CutAttr = 4,// 减少属性
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}
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}
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27
物品和背包的完整代码/Server/Entity/Generate/CustomExport/SceneType.cs
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物品和背包的完整代码/Server/Entity/Generate/CustomExport/SceneType.cs
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namespace Fantasy
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{
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// 生成器自动生成,请不要手动编辑。
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public static class SceneType
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{
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public const int Authentication = 1;
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public const int Addressable = 2;
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public const int Gate = 3;
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public const int Map = 4;
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public const int CopyDispatcher = 5;
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public const int CopyManager = 6;
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public const int Copy = 7;
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public const int Chat = 8;
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public static readonly Dictionary<string, int> SceneTypeDic = new Dictionary<string, int>()
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{
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{ "Authentication", 1 },
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{ "Addressable", 2 },
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{ "Gate", 3 },
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{ "Map", 4 },
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{ "CopyDispatcher", 5 },
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{ "CopyManager", 6 },
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{ "Copy", 7 },
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{ "Chat", 8 },
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};
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}
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}
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