//-------------------------------------------------------- 
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//    [Author]:           YYL 
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//    [  Date ]:           2025年5月22日 
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//-------------------------------------------------------- 
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using System.Collections.Generic; 
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using System.IO; 
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using System.Threading; 
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using System; 
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using UnityEngine; 
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using LitJson; 
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public partial class SkillConfig : ConfigBase<int, SkillConfig> 
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{ 
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    public int SkillID; 
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    public string SkillName; 
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    public int SkillTypeID; 
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    public int SkillLV; 
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    public int SkillMaxLV; 
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    public int UseType; 
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    public int FuncType; 
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    public int CastTime; 
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    public int SkillType; 
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    public int HurtType; 
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    public int ContinueUse; 
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    public int AtkType; 
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    public int AtkRadius; 
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    public int Tag; 
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    public int AtkDist; 
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    public int StiffTime; 
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    public int CoolDownTime; 
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    public int MP; 
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    public int HP; 
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    public int XP; 
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    public int UseItemID; 
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    public int UseItemCount; 
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    public int Effect1; 
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    public int EffectValue11; 
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    public int EffectValue12; 
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    public int EffectValue13; 
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    public int Effect2; 
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    public int EffectValue21; 
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    public int EffectValue22; 
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    public int EffectValue23; 
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    public int Effect3; 
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    public int EffectValue31; 
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    public int EffectValue32; 
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    public int EffectValue33; 
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    public int Effect4; 
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    public int EffectValue41; 
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    public int EffectValue42; 
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    public int EffectValue43; 
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    public int Effect5; 
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    public int EffectValue51; 
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    public int EffectValue52; 
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    public int EffectValue53; 
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    public int Effect6; 
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    public int EffectValue61; 
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    public int EffectValue62; 
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    public int EffectValue63; 
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    public int HappenRate6; 
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    public int LastTime6; 
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    public int SkillEnhance1; 
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    public int SkillEnhance2; 
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    public int StateSkillLV; 
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    public int LearnSkillReq; 
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    public int LearnSkillLV; 
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    public int LearnLVReq; 
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    public int LearnSkillPointReq; 
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    public int FightPower; 
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    public int LVUpCostMoneyType; 
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    public int LVUpCostMoney; 
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    public int LVUpCostExp; 
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    public int ClientActionLimit; 
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    public int ClientSkillSeriesLimit; 
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    public int SkillOfSeries; 
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    public int ExpendMPRate; 
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    public int ExAttr1; 
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    public int ExAttr3; 
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    public int ExAttr4; 
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    public int ExAttr5; 
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    public int WarnInfo; 
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    public int CtrlActionID; 
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    public int BuffEffectID; 
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    public int EffectName; 
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    public string IconName; 
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    public string SkillNameIcon; 
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    public string Description; 
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    public string BuffDescription; 
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    public string Skillsource; 
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    public int Skillactmark; 
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    public int BuffDisplay; 
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    public override int LoadKey(string _key) 
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    { 
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        int key = GetKey(_key); 
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        return key; 
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    } 
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    public override void LoadConfig(string input) 
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    { 
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        try { 
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        string[] tables = input.Split('\t'); 
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        int.TryParse(tables[0],out SkillID);  
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            SkillName = tables[1]; 
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            int.TryParse(tables[2],out SkillTypeID);  
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            int.TryParse(tables[3],out SkillLV);  
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            int.TryParse(tables[4],out SkillMaxLV);  
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            int.TryParse(tables[5],out UseType);  
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            int.TryParse(tables[6],out FuncType);  
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            int.TryParse(tables[7],out CastTime);  
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            int.TryParse(tables[8],out SkillType);  
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            int.TryParse(tables[9],out HurtType);  
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            int.TryParse(tables[10],out ContinueUse);  
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            int.TryParse(tables[11],out AtkType);  
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            int.TryParse(tables[12],out AtkRadius);  
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            int.TryParse(tables[13],out Tag);  
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            int.TryParse(tables[14],out AtkDist);  
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            int.TryParse(tables[15],out StiffTime);  
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            int.TryParse(tables[16],out CoolDownTime);  
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            int.TryParse(tables[17],out MP);  
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            int.TryParse(tables[18],out HP);  
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            int.TryParse(tables[19],out XP);  
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            int.TryParse(tables[20],out UseItemID);  
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            int.TryParse(tables[21],out UseItemCount);  
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            int.TryParse(tables[22],out Effect1);  
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            int.TryParse(tables[23],out EffectValue11);  
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            int.TryParse(tables[24],out EffectValue12);  
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            int.TryParse(tables[25],out EffectValue13);  
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            int.TryParse(tables[26],out Effect2);  
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            int.TryParse(tables[27],out EffectValue21);  
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            int.TryParse(tables[28],out EffectValue22);  
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            int.TryParse(tables[29],out EffectValue23);  
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            int.TryParse(tables[30],out Effect3);  
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            int.TryParse(tables[31],out EffectValue31);  
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            int.TryParse(tables[32],out EffectValue32);  
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            int.TryParse(tables[33],out EffectValue33);  
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            int.TryParse(tables[34],out Effect4);  
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            int.TryParse(tables[35],out EffectValue41);  
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            int.TryParse(tables[36],out EffectValue42);  
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            int.TryParse(tables[37],out EffectValue43);  
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            int.TryParse(tables[38],out Effect5);  
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            int.TryParse(tables[39],out EffectValue51);  
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            int.TryParse(tables[40],out EffectValue52);  
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            int.TryParse(tables[41],out EffectValue53);  
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            int.TryParse(tables[42],out Effect6);  
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            int.TryParse(tables[43],out EffectValue61);  
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            int.TryParse(tables[44],out EffectValue62);  
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            int.TryParse(tables[45],out EffectValue63);  
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            int.TryParse(tables[46],out HappenRate6);  
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            int.TryParse(tables[47],out LastTime6);  
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            int.TryParse(tables[48],out SkillEnhance1);  
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            int.TryParse(tables[49],out SkillEnhance2);  
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            int.TryParse(tables[50],out StateSkillLV);  
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            int.TryParse(tables[51],out LearnSkillReq);  
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            int.TryParse(tables[52],out LearnSkillLV);  
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            int.TryParse(tables[53],out LearnLVReq);  
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            int.TryParse(tables[54],out LearnSkillPointReq);  
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            int.TryParse(tables[55],out FightPower);  
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            int.TryParse(tables[56],out LVUpCostMoneyType);  
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            int.TryParse(tables[57],out LVUpCostMoney);  
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            int.TryParse(tables[58],out LVUpCostExp);  
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            int.TryParse(tables[59],out ClientActionLimit);  
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            int.TryParse(tables[60],out ClientSkillSeriesLimit);  
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            int.TryParse(tables[61],out SkillOfSeries);  
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            int.TryParse(tables[62],out ExpendMPRate);  
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            int.TryParse(tables[63],out ExAttr1);  
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            int.TryParse(tables[64],out ExAttr3);  
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            int.TryParse(tables[65],out ExAttr4);  
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            int.TryParse(tables[66],out ExAttr5);  
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            int.TryParse(tables[67],out WarnInfo);  
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            int.TryParse(tables[68],out CtrlActionID);  
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            int.TryParse(tables[69],out BuffEffectID);  
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            int.TryParse(tables[70],out EffectName);  
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            IconName = tables[71]; 
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            SkillNameIcon = tables[72]; 
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            Description = tables[73]; 
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            BuffDescription = tables[74]; 
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            Skillsource = tables[75]; 
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            int.TryParse(tables[76],out Skillactmark);  
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            int.TryParse(tables[77],out BuffDisplay);  
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        } 
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        catch (Exception exception) 
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        { 
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            Debug.LogError(exception); 
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        } 
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    } 
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} 
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