using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TableConfig
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{
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public partial class PriorBundleConfig : ConfigBase
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{
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static List<string> m_Audios;
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public static List<string> audios {
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get {
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if (!inited)
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{
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Init();
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}
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return m_Audios;
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}
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}
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static List<string> m_Effects;
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public static List<string> effects {
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get {
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if (!inited)
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{
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Init();
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}
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return m_Effects;
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}
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}
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static List<string> m_Scenes;
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public static List<string> scenes {
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get {
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if (!inited)
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{
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Init();
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}
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return m_Scenes;
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}
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}
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static List<string> m_Mobs;
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public static List<string> mobs {
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get {
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if (!inited)
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{
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Init();
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}
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return m_Mobs;
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}
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}
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static bool inited = false;
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static void Init()
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{
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var values = ConfigManager.Instance.GetAllValues<PriorBundleConfig>();
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m_Audios = new List<string>();
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m_Effects = new List<string>();
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m_Scenes = new List<string>();
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m_Mobs = new List<string>();
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foreach (var value in values)
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{
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switch (value.AssetType)
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{
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case 1:
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m_Scenes.Add(value.AssetABName.ToLower());
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break;
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case 2:
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m_Mobs.Add(value.AssetABName.ToLower());
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break;
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case 3:
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m_Audios.Add(value.AssetABName.ToLower());
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break;
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case 4:
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m_Effects.Add(value.AssetABName.ToLower());
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break;
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}
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}
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inited = true;
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}
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}
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}
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