using System.Text.Json.Serialization; using MessagePack; using SVSim.EmulatedEntrypoint.Models.Dtos.Common.Mission; namespace SVSim.EmulatedEntrypoint.Models.Dtos.Achievement; [MessagePackObject(keyAsPropertyName: true)] public class TotalReceiveCountDto { [Key(0)][JsonPropertyName("reward_type")] public int RewardType { get; set; } [Key(1)][JsonPropertyName("reward_detail_id")] public long RewardDetailId { get; set; } [Key(2)][JsonPropertyName("reward_count")] public int RewardCount { get; set; } [Key(3)][JsonPropertyName("item_type")] public int ItemType { get; set; } [Key(4)][JsonPropertyName("is_usable")] public bool IsUsable { get; set; } = true; } [MessagePackObject(keyAsPropertyName: true)] public class RewardGrantDto { [Key(0)][JsonPropertyName("reward_type")] public int RewardType { get; set; } [Key(1)][JsonPropertyName("reward_id")] public long RewardId { get; set; } [Key(2)][JsonPropertyName("reward_num")] public int RewardNum { get; set; } } /// /// /achievement/receive_reward response — MissionInfoDataDto + two extras consumed by /// PlayerStaticData.UpdateHaveUserGoodsNumByJsonData per AchievementReceiveRewardTask.cs:33. /// public sealed class AchievementReceiveRewardResponse : MissionInfoDataDto { [JsonPropertyName("total_receive_count_list")] public List TotalReceiveCountList { get; set; } = new(); [JsonPropertyName("reward_list")] public List RewardList { get; set; } = new(); }