mirror of
https://github.com/BTMuli/TeyvatGuide.git
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💄 深境螺旋UI迭代
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2
src/types/Game/Abyss.d.ts
vendored
2
src/types/Game/Abyss.d.ts
vendored
@@ -94,7 +94,7 @@ declare namespace TGApp.Game.Abyss {
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* @remarks 一般为 null
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*/
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settle_date_time: TGApp.Game.Base.DateTime | null;
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/** 关卡Buff */
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/** 地脉异常 */
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ley_line_disorder: Array<string>;
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};
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273
src/types/Sqlite/Abyss.d.ts
vendored
273
src/types/Sqlite/Abyss.d.ts
vendored
@@ -1,180 +1,217 @@
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/**
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* @file types/Sqlite/Abyss.d.ts
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* @description 数据库深境螺旋相关类型定义文件
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* @since Beta v0.6.3
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* 深境螺旋数据库
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* @since Beta v0.9.0
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*/
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declare namespace TGApp.Sqlite.Abyss {
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/**
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* @description 数据库-深境螺旋表
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* 深境螺旋表
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* @since Beta v0.6.1
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* @interface TableRaw
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* @property {string} uid - 用户 UID
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* @property {number} id - 深境螺旋 ID
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* @property {string} startTime - 开始时间
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* @property {string} endTime - 结束时间
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* @property {number} totalBattleTimes - 总战斗次数
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* @property {number} totalWinTimes - 总胜利次数
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* @property {string} maxFloor - 最深抵达
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* @property {number} totalStar - 总星数
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* @property {boolean} isUnlock - 是否解锁
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* @description 后面的几个数据在数据库中是存储的 JSON 字符串,需要在使用时进行 JSON.parse
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* @property {Character[]} revealRank - 出战次数
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* @property {Character[]} defeatRank - 最多击破数
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* @property {Character[]} damageRank - 最强一击
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* @property {Character[]} takeDamageRank - 承受最多伤害
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* @property {Character[]} normalSkillRank - 元素战技释放数
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* @property {Character[]} energySkillRank - 元素爆发次数
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* @property {Floor[]} floors - 深境螺旋各层数据
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* @property {string} skippedFloor - 跳过楼层
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* @property {string} updated - 更新时间
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* @return TableRaw
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*/
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interface TableRaw {
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type TableRaw = {
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/** 用户UID */
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uid: string;
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/** 深渊ID */
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id: number;
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/** 开始时间 */
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startTime: string;
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/** 结束时间 */
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endTime: string;
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/** 总战斗次数 */
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totalBattleTimes: number;
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/** 总胜利次数 */
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totalWinTimes: number;
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/** 最深抵达 */
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maxFloor: string;
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/** 总星数 */
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totalStar: number;
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/** 是否解锁
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* @remarks 0-未解锁,1-已解锁
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*/
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isUnlock: 0 | 1;
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revealRank: string; // Character[]
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defeatRank: string; // Character[]
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damageRank: string; // Character[]
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takeDamageRank: string; // Character[]
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normalSkillRank: string; // Character[]
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energySkillRank: string; // Character[]
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floors: string; // Floor[]
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skippedFloor: string;
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/**
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* 出战次数
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* @remarks 序列化,反序列化后是 Array<Character>
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*/
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revealRank: string;
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/**
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* 最多击败数
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* @remarks 序列化,反序列化后是 Array<Character>
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*/
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defeatRank: string;
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/**
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* 最强一击
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* @remarks 序列化,反序列化后是 Array<Character>
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*/
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damageRank: string;
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/**
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* 最多承伤
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* @remarks 序列化,反序列化后是 Array<Character>
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*/
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takeDamageRank: string;
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/**
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* 元素战技
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* @remarks 序列化,反序列化后是 Array<Character>
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*/
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normalSkillRank: string;
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/**
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* 元素爆发
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* @remarks 序列化,反序列化后是 Array<Character>
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*/
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energySkillRank: string;
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/**
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* 楼层数据
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* @remarks 序列化,反序列化后是 Array<Floor>
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*/
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floors: string;
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/** 跳过楼层 */
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skippedFloor: string | null;
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/** 更新时间 */
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updated: string;
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}
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};
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/**
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* @description 数据库-深境螺旋表
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* 深境螺旋表-解析
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* @since Beta v0.6.1
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* @interface TableData
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* @property {string} uid - 用户 UID
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* @property {number} id - 深境螺旋 ID
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* @property {string} startTime - 开始时间
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* @property {string} endTime - 结束时间
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* @property {number} totalBattleTimes - 总战斗次数
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* @property {number} totalWinTimes - 总胜利次数
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* @property {string} maxFloor - 最深抵达
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* @property {number} totalStar - 总星数
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* @property {boolean} isUnlock - 是否解锁
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* @description 后面的几个数据在数据库中是存储的 JSON 字符串,需要在使用时进行 JSON.parse
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* @property {Character[]} revealRank - 出战次数
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* @property {Character[]} defeatRank - 最多击破数
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* @property {Character[]} damageRank - 最强一击
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* @property {Character[]} takeDamageRank - 承受最多伤害
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* @property {Character[]} normalSkillRank - 元素战技释放数
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* @property {Character[]} energySkillRank - 元素爆发次数
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* @property {Floor[]} floors - 深境螺旋各层数据
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* @property {string} skippedFloor - 跳过楼层
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* @property {string} updated - 更新时间
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* @return TableData
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*/
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interface TableData {
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type TableData = {
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/** 用户UID */
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uid: string;
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/** 深渊ID */
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id: number;
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/** 开始时间 */
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startTime: string;
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/** 结束时间 */
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endTime: string;
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/** 总战斗次数 */
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totalBattleTimes: number;
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/** 总胜利次数 */
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totalWinTimes: number;
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/** 最深抵达 */
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maxFloor: string;
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/** 总星数 */
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totalStar: number;
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/** 是否解锁
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* @remarks 0-未解锁,1-已解锁
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*/
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isUnlock: 0 | 1;
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revealRank: Character[];
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defeatRank: Character[];
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damageRank: Character[];
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takeDamageRank: Character[];
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normalSkillRank: Character[];
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energySkillRank: Character[];
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floors: Floor[];
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skippedFloor: string;
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/** 出战次数 */
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revealRank: Array<CharacterData>;
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/** 最多击败数 */
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defeatRank: Array<CharacterData>;
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/** 最强一击 */
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damageRank: Array<CharacterData>;
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/** 最多承伤 */
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takeDamageRank: Array<CharacterData>;
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/** 元素战技 */
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normalSkillRank: Array<CharacterData>;
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/** 元素爆发 */
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energySkillRank: Array<CharacterData>;
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/** 楼层数据 */
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floors: Array<Floor>;
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/** 跳过楼层 */
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skippedFloor: string | null;
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/** 更新时间 */
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updated: string;
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}
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};
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/**
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* @description 数据库-深境螺旋表-角色数据
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* 角色数据
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* @since Alpha v0.2.0
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* @interface Character
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* @property {number} id - 角色 ID
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* @property {number} value - 值
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* @property {number} star - 星级
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* @return Character
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*/
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interface Character {
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type CharacterData = {
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/** 角色ID */
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id: number;
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/** 值 */
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value: number;
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/** 星级 */
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star: number;
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}
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};
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/**
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* @description 数据库-深境螺旋表-层数据
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* @since Alpha v0.2.0
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* @interface Floor
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* @property {number} id - 层 ID
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* @property {number} winStar - 获得星数
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* @property {number} maxStar - 最大星级
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* @property {boolean} isUnlock - 是否解锁
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* @property {Level[]} levels - 关卡数据
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* @return Floor
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* 楼层数据
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* @since Beta v0.9.0
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*/
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interface Floor {
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type Floor = {
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/** 楼层 */
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id: number;
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winStar: number;
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maxStar: number;
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/**
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* 是否解锁
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* @remarks 0-未解锁,1-已解锁
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*/
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isUnlock: 0 | 1;
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levels: Level[];
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}
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/**
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* @description 数据库-深境螺旋表-关卡数据
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* @since Beta v0.3.9
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* @interface Level
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* @property {number} id - 关卡 ID
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* @property {number} winStar - 获得星数
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* @property {number} maxStar - 最大星级
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* @property {Battle} upBattle - 上半场数据
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* @property {Battle} downBattle - 下半场数据
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* @return Level
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*/
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interface Level {
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id: number;
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/** 获得星数 */
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winStar: number;
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/** 最大星数 */
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maxStar: number;
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upBattle?: Battle;
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downBattle?: Battle;
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}
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/** 关卡数据 */
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levels: Array<Level>;
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/**
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* 地脉异常
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* @remarks v0.9.0新增,之前数据缺失
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*/
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buff?: Array<string>;
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};
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/**
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* @description 数据库-深境螺旋表-战斗数据
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* @since Alpha v0.2.0
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* @interface Battle
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* 关卡数据
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* @since Beta v0.3.9
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*/
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type Level = {
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/** 关卡ID */
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id: number;
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/** 获得星数 */
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winStar: number;
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/** 最大星数 */
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maxStar: number;
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/** 上半场数据 */
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upBattle?: Battle;
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/** 下半场数据 */
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downBattle?: Battle;
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};
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/**
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* 战斗数据
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* @since Beta v0.9.0
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* @property {string} time - 时间
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* @property {CharacterInfo[]} characters - 角色数据
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* @return Battle
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*/
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interface Battle {
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/** 结束时间 */
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time: string;
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characters: CharacterInfo[];
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/** 上场角色 */
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characters: Array<CharacterInfo>;
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/**
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* 怪物数据
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* @remarks v0.9.0 版本新增,之前数据缺失
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*/
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monsters?: Array<MonsterInfo>;
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}
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/**
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* @description 数据库-深境螺旋表-角色数据
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* 角色信息
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* @since Alpha v0.2.0
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* @interface CharacterInfo
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* @property {number} id - 角色 ID
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* @property {number} star - 星级
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* @property {number} level - 等级
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* @return CharacterInfo
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*/
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interface CharacterInfo {
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type CharacterInfo = {
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/** 角色ID */
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id: number;
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/** 角色等级 */
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level: number;
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/** 角色星级 */
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star: number;
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}
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};
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/**
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* 怪物信息
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* @since Beta v0.9.0
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*/
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type MonsterInfo = {
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/** 名称 */
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name: string;
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/** 图标 */
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icon: string;
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/** 等级 */
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level: number;
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};
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}
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