FunGame-Core/Library/Common/JsonConverter/InventoryConverter.cs
yeziuku db1cad04bf
添加使用物品、角色升级、角色突破 (#103)
* 添加升级、突破

* 添加经验值平衡常数

* 修复了传入 skillsDefined 时没有按定义的 args 构造特效;添加经验值相关的功能

* 添加复制等级数据

* 添加使用物品、角色升级、角色突破

* 修复升级和突破的BUG;添加智力提升加速系数;添加突破材料

* 修改物品相关

* 更新库存相关

---------

Co-authored-by: milimoe <mili@wrss.org>
2024-12-24 00:07:54 +08:00

88 lines
3.9 KiB
C#

using System.Text.Json;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Architecture;
namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
{
public class InventoryConverter : BaseEntityConverter<Inventory>
{
public override Inventory NewInstance()
{
return Factory.GetInventory();
}
public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Inventory result)
{
switch (propertyName)
{
case nameof(Inventory.Name):
result.Name = reader.GetString() ?? "";
break;
case nameof(Inventory.Credits):
result.Credits = reader.GetDouble();
break;
case nameof(Inventory.Materials):
result.Materials = reader.GetDouble();
break;
case nameof(Inventory.Characters):
HashSet<Character> characters = NetworkUtility.JsonDeserialize<HashSet<Character>>(ref reader, options) ?? [];
foreach (Character character in characters)
{
result.Characters.Add(character);
}
break;
case nameof(Inventory.Items):
HashSet<Item> items = NetworkUtility.JsonDeserialize<HashSet<Item>>(ref reader, options) ?? [];
foreach (Item item in items)
{
result.Items.Add(item);
}
break;
case nameof(Inventory.MainCharacter):
Character? mc = NetworkUtility.JsonDeserialize<Character>(ref reader, options);
if (mc != null)
{
result.MainCharacter = mc;
}
break;
case nameof(Inventory.Squad):
HashSet<Character> squad = NetworkUtility.JsonDeserialize<HashSet<Character>>(ref reader, options) ?? [];
foreach (Character character in squad)
{
result.Squad.Add(character);
}
break;
case nameof(Inventory.Training):
Dictionary<Character, DateTime> training = NetworkUtility.JsonDeserialize<Dictionary<Character, DateTime>>(ref reader, options) ?? [];
foreach (Character character in training.Keys)
{
result.Training.Add(character, training[character]);
}
break;
}
}
public override void Write(Utf8JsonWriter writer, Inventory value, JsonSerializerOptions options)
{
writer.WriteStartObject();
writer.WriteString(nameof(Inventory.Name), value.Name);
writer.WriteNumber(nameof(Inventory.Credits), value.Credits);
writer.WriteNumber(nameof(Inventory.Materials), value.Materials);
writer.WritePropertyName(nameof(Inventory.Characters));
JsonSerializer.Serialize(writer, value.Characters, options);
writer.WritePropertyName(nameof(Inventory.Items));
JsonSerializer.Serialize(writer, value.Items, options);
writer.WritePropertyName(nameof(Inventory.MainCharacter));
JsonSerializer.Serialize(writer, value.MainCharacter, options);
writer.WritePropertyName(nameof(Inventory.Squad));
JsonSerializer.Serialize(writer, value.Squad, options);
writer.WritePropertyName(nameof(Inventory.Training));
JsonSerializer.Serialize(writer, value.Training, options);
writer.WriteEndObject();
}
}
}