FunGame-Core/Library/Common/JsonConverter/EquipSlotConverter.cs
milimoe 3db586cab2
诸多更新和问题修复 (#97)
* 添加 OpenFactory,可以动态扩展技能和物品

* 修改 Effect 的反序列化解析;增加对闪避/暴击判定的先前事件编程接口

* 补充魔法伤害的判定

* 装备系统优化;角色的复制问题修复

* 添加物品品质;更新装备饰品替换机制;添加第一滴血、团队模式

* 添加技能选取

* 添加团队死斗模式
2024-11-04 09:30:26 +08:00

92 lines
3.6 KiB
C#

using System.Text.Json;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
{
public class EquipSlotConverter : BaseEntityConverter<EquipSlot>
{
public override EquipSlot NewInstance()
{
return new();
}
public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref EquipSlot result)
{
Item temp;
switch (propertyName)
{
case nameof(EquipSlot.MagicCardPack):
temp = NetworkUtility.JsonDeserialize<Item>(ref reader, options) ?? new();
if (temp.EquipSlotType == EquipSlotType.MagicCardPack)
{
result.MagicCardPack = temp;
}
break;
case nameof(EquipSlot.Weapon):
temp = NetworkUtility.JsonDeserialize<Item>(ref reader, options) ?? new();
if (temp.EquipSlotType == EquipSlotType.Weapon)
{
result.Weapon = temp;
}
break;
case nameof(EquipSlot.Armor):
temp = NetworkUtility.JsonDeserialize<Item>(ref reader, options) ?? new();
if (temp.EquipSlotType == EquipSlotType.Armor)
{
result.Armor = temp;
}
break;
case nameof(EquipSlot.Shoes):
temp = NetworkUtility.JsonDeserialize<Item>(ref reader, options) ?? new();
if (temp.EquipSlotType == EquipSlotType.Shoes)
{
result.Shoes = temp;
}
break;
case nameof(EquipSlot.Accessory1):
temp = NetworkUtility.JsonDeserialize<Item>(ref reader, options) ?? new();
if (temp.EquipSlotType == EquipSlotType.Accessory1)
{
result.Accessory1 = temp;
}
break;
case nameof(EquipSlot.Accessory2):
temp = NetworkUtility.JsonDeserialize<Item>(ref reader, options) ?? new();
if (temp.EquipSlotType == EquipSlotType.Accessory2)
{
result.Accessory2 = temp;
}
break;
}
}
public override void Write(Utf8JsonWriter writer, EquipSlot value, JsonSerializerOptions options)
{
writer.WriteStartObject();
writer.WritePropertyName(nameof(value.MagicCardPack));
JsonSerializer.Serialize(writer, value.MagicCardPack, options);
writer.WritePropertyName(nameof(value.Weapon));
JsonSerializer.Serialize(writer, value.Weapon, options);
writer.WritePropertyName(nameof(value.Armor));
JsonSerializer.Serialize(writer, value.Armor, options);
writer.WritePropertyName(nameof(value.Shoes));
JsonSerializer.Serialize(writer, value.Shoes, options);
writer.WritePropertyName(nameof(value.Accessory1));
JsonSerializer.Serialize(writer, value.Accessory1, options);
writer.WritePropertyName(nameof(value.Accessory2));
JsonSerializer.Serialize(writer, value.Accessory2, options);
writer.WriteEndObject();
}
}
}