//--------------------------------------------------------
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// [Author]: YYL
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// [ Date ]: 2025年9月2日
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//--------------------------------------------------------
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using System.Collections.Generic;
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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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static SkillConfig()
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{
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// 访问过静态构造函数
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visit = true;
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}
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public int SkillID;
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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 string SkillName;
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public string Description;
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public int FuncType;
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public int SkillType;
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public int HurtType;
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public int AtkType;
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public int TagAim;
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public int TagFriendly;
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public int TagAffect;
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public int TagCount;
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public int HappenRate;
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public int CoolDownTime;
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public int FightPower;
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public string SkillMotionName;
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public string IconName;
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public int EffectType;
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public int StartupFrames;
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public int[] ActiveFrames;
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public int RecoveryFrames;
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public int LoopCount;
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public int CastPosition;
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public int CastIndexNum;
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public float CastDistance;
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public int[][] DamageDivide;
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public int BulletEffectId;
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public int BulletPath;
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public float BulletFlyTime;
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public int Scattering;
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public int ExplosionEffectId;
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public int ExplosionEffect2;
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public int ExplosionEffect3;
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public int EffectId;
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public int EffectId2;
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public int MStartEffectId;
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public int TriggerEffect;
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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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int.TryParse(tables[1],out SkillTypeID);
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int.TryParse(tables[2],out SkillLV);
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int.TryParse(tables[3],out SkillMaxLV);
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SkillName = tables[4];
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Description = tables[5];
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int.TryParse(tables[6],out FuncType);
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int.TryParse(tables[7],out SkillType);
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int.TryParse(tables[8],out HurtType);
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int.TryParse(tables[9],out AtkType);
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int.TryParse(tables[10],out TagAim);
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int.TryParse(tables[11],out TagFriendly);
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int.TryParse(tables[12],out TagAffect);
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int.TryParse(tables[13],out TagCount);
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int.TryParse(tables[14],out HappenRate);
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int.TryParse(tables[15],out CoolDownTime);
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int.TryParse(tables[16],out FightPower);
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SkillMotionName = tables[17];
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IconName = tables[18];
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int.TryParse(tables[19],out EffectType);
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int.TryParse(tables[20],out StartupFrames);
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if (tables[21].Contains("["))
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{
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ActiveFrames = JsonMapper.ToObject<int[]>(tables[21]);
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}
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else
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{
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string[] ActiveFramesStringArray = tables[21].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
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ActiveFrames = new int[ActiveFramesStringArray.Length];
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for (int i=0;i<ActiveFramesStringArray.Length;i++)
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{
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int.TryParse(ActiveFramesStringArray[i],out ActiveFrames[i]);
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}
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}
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int.TryParse(tables[22],out RecoveryFrames);
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int.TryParse(tables[23],out LoopCount);
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int.TryParse(tables[24],out CastPosition);
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int.TryParse(tables[25],out CastIndexNum);
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float.TryParse(tables[26],out CastDistance);
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DamageDivide = JsonMapper.ToObject<int[][]>(tables[27].Replace("(", "[").Replace(")", "]"));
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int.TryParse(tables[28],out BulletEffectId);
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int.TryParse(tables[29],out BulletPath);
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float.TryParse(tables[30],out BulletFlyTime);
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int.TryParse(tables[31],out Scattering);
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int.TryParse(tables[32],out ExplosionEffectId);
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int.TryParse(tables[33],out ExplosionEffect2);
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int.TryParse(tables[34],out ExplosionEffect3);
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int.TryParse(tables[35],out EffectId);
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int.TryParse(tables[36],out EffectId2);
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int.TryParse(tables[37],out MStartEffectId);
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int.TryParse(tables[38],out TriggerEffect);
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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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