少年修仙传客户端代码仓库
client_Zxw
2019-01-17 dfc9cc25d07b7fc8a2c82c8cfddbda793c6c72b7
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//--------------------------------------------------------
//    [Author]:            第二世界
//    [  Date ]:           Monday, January 07, 2019
//--------------------------------------------------------
 
using UnityEngine;
using System;
 
namespace TableConfig {
 
    
    public partial class GodWeaponEffectConfig : ConfigBase {
 
        public int id { get ; private set ; }
        public int type { get ; private set ; }
        public int level { get ; private set ; }
        public string effect { get ; private set; } 
        public int fightPower { get ; private set ; }
        public string attr { get ; private set; } 
        public string icon { get ; private set; } 
        public string skillName { get ; private set; } 
        public Vector3[] effectPosition;
        public Vector3[] effectAngles;
        public Vector3[] effectScale;
 
        public override string getKey()
        {
            return id.ToString();
        }
 
        public override void Parse() {
            try
            {
                id=IsNumeric(rawContents[0]) ? int.Parse(rawContents[0]):0; 
            
                type=IsNumeric(rawContents[1]) ? int.Parse(rawContents[1]):0; 
            
                level=IsNumeric(rawContents[2]) ? int.Parse(rawContents[2]):0; 
            
                effect = rawContents[3].Trim();
            
                fightPower=IsNumeric(rawContents[4]) ? int.Parse(rawContents[4]):0; 
            
                attr = rawContents[5].Trim();
            
                icon = rawContents[6].Trim();
            
                skillName = rawContents[7].Trim();
            
                string[] effectPositionStringArray = rawContents[8].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                effectPosition = new Vector3[effectPositionStringArray.Length];
                for (int i=0;i<effectPositionStringArray.Length;i++)
                {
                    effectPosition[i]=effectPositionStringArray[i].Vector3Parse();
                }
            
                string[] effectAnglesStringArray = rawContents[9].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                effectAngles = new Vector3[effectAnglesStringArray.Length];
                for (int i=0;i<effectAnglesStringArray.Length;i++)
                {
                    effectAngles[i]=effectAnglesStringArray[i].Vector3Parse();
                }
            
                string[] effectScaleStringArray = rawContents[10].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
                effectScale = new Vector3[effectScaleStringArray.Length];
                for (int i=0;i<effectScaleStringArray.Length;i++)
                {
                    effectScale[i]=effectScaleStringArray[i].Vector3Parse();
                }
            }
            catch (Exception ex)
            {
                DebugEx.Log(ex);
            }
        }
    
    }
 
}