| | |
| | | //-------------------------------------------------------- |
| | | // [Author]: YYL |
| | | // [ Date ]: 2025年8月5日 |
| | | //-------------------------------------------------------- |
| | | |
| | | using System.Collections.Generic; |
| | | using System; |
| | | using UnityEngine; |
| | | using LitJson; |
| | | |
| | | public partial class SkillConfig : ConfigBase<int, SkillConfig> |
| | | { |
| | | static SkillConfig() |
| | | { |
| | | // 访问过静态构造函数 |
| | | visit = true; |
| | | } |
| | | |
| | | public int SkillID; |
| | | public string SkillName; |
| | | public string Description; |
| | | public string IconName; |
| | | public int FuncType; |
| | | public int SkillType; |
| | | public int HurtType; |
| | | public int AtkType; |
| | | public int TagAim; |
| | | public int LastTime; |
| | | public int CoolDownTime; |
| | | public int EffectID1; |
| | | public int[] EffectValues1; |
| | | public int EffectID2; |
| | | public int[] EffectValues2; |
| | | public int EffectID3; |
| | | public int[] EffectValues3; |
| | | public int ConnSkill; |
| | | public int[] EnhanceSkillList; |
| | | public int FightPower; |
| | | public int StartupFrames; |
| | | public int ActiveFrames; |
| | | public int RecoveryFrames; |
| | | public int LoopCount; |
| | | public int CastPosition; |
| | | public int CastIndexNum; |
| | | public float CastDistance; |
| | | public int[][] DamageDivide; |
| | | public int BulletEffectId; |
| | | public int BulletPos; |
| | | public int BulletPath; |
| | | public int BulletFlyTime; |
| | | public int ExplosionEffectId; |
| | | public int ExplosionPos; |
| | | public string SkillMotionName; |
| | | public int EffectId; |
| | | public int EffectPos; |
| | | public int EffectType; |
| | | |
| | | public override int LoadKey(string _key) |
| | | { |
| | | int key = GetKey(_key); |
| | | return key; |
| | | } |
| | | |
| | | public override void LoadConfig(string input) |
| | | { |
| | | try { |
| | | string[] tables = input.Split('\t'); |
| | | int.TryParse(tables[0],out SkillID); |
| | | |
| | | SkillName = tables[1]; |
| | | |
| | | Description = tables[2]; |
| | | |
| | | IconName = tables[3]; |
| | | |
| | | int.TryParse(tables[4],out FuncType); |
| | | |
| | | int.TryParse(tables[5],out SkillType); |
| | | |
| | | int.TryParse(tables[6],out HurtType); |
| | | |
| | | int.TryParse(tables[7],out AtkType); |
| | | |
| | | int.TryParse(tables[8],out TagAim); |
| | | |
| | | int.TryParse(tables[9],out LastTime); |
| | | |
| | | int.TryParse(tables[10],out CoolDownTime); |
| | | |
| | | int.TryParse(tables[11],out EffectID1); |
| | | |
| | | if (tables[12].Contains("[")) |
| | | //--------------------------------------------------------
|
| | | // [Author]: YYL
|
| | | // [ Date ]: Wednesday, October 15, 2025
|
| | | //--------------------------------------------------------
|
| | |
|
| | | using System.Collections.Generic;
|
| | | using System;
|
| | | using UnityEngine;
|
| | | using LitJson;
|
| | |
|
| | | public partial class SkillConfig : ConfigBase<int, SkillConfig>
|
| | | {
|
| | | static SkillConfig()
|
| | | {
|
| | | // 访问过静态构造函数
|
| | | visit = true; |
| | | }
|
| | |
|
| | | public int SkillID;
|
| | | public int SkillTypeID;
|
| | | public int SkillLV;
|
| | | public int SkillMaxLV;
|
| | | public string SkillName;
|
| | | public string Description;
|
| | | public int FuncType;
|
| | | public int SkillType;
|
| | | public int HurtType;
|
| | | public int AtkType;
|
| | | public int TagAim;
|
| | | public int TagFriendly;
|
| | | public int TagAffect;
|
| | | public int TagCount;
|
| | | public int HappenRate;
|
| | | public int CoolDownTime;
|
| | | public int FightPower;
|
| | | public string SkillMotionName;
|
| | | public string IconName;
|
| | | public int EffectType;
|
| | | public int StartupFrames;
|
| | | public int[] ActiveFrames;
|
| | | public int RecoveryFrames;
|
| | | public int LoopCount;
|
| | | public int CastPosition;
|
| | | public int CastIndexNum;
|
| | | public float CastDistance;
|
| | | public int[][] DamageDivide;
|
| | | public int BulletEffectId;
|
| | | public int BulletPath;
|
| | | public float BulletFlySpeed;
|
| | | public int Scattering;
|
| | | public int ExplosionEffectId;
|
| | | public int ExplosionEffect2;
|
| | | public int ExplosionEffect3;
|
| | | public int ExplosionEffect4;
|
| | | public int EffectId;
|
| | | public int EffectId2;
|
| | | public int MStartEffectId;
|
| | | public int BuffEffect;
|
| | | public int TriggerEffect;
|
| | |
|
| | | public override int LoadKey(string _key)
|
| | | {
|
| | | int key = GetKey(_key);
|
| | | return key;
|
| | | }
|
| | |
|
| | | public override void LoadConfig(string input)
|
| | | {
|
| | | try {
|
| | | string[] tables = input.Split('\t');
|
| | | int.TryParse(tables[0],out SkillID); |
| | |
|
| | | int.TryParse(tables[1],out SkillTypeID); |
| | |
|
| | | int.TryParse(tables[2],out SkillLV); |
| | |
|
| | | int.TryParse(tables[3],out SkillMaxLV); |
| | |
|
| | | SkillName = tables[4];
|
| | |
|
| | | Description = tables[5];
|
| | |
|
| | | int.TryParse(tables[6],out FuncType); |
| | |
|
| | | int.TryParse(tables[7],out SkillType); |
| | |
|
| | | int.TryParse(tables[8],out HurtType); |
| | |
|
| | | int.TryParse(tables[9],out AtkType); |
| | |
|
| | | int.TryParse(tables[10],out TagAim); |
| | |
|
| | | int.TryParse(tables[11],out TagFriendly); |
| | |
|
| | | int.TryParse(tables[12],out TagAffect); |
| | |
|
| | | int.TryParse(tables[13],out TagCount); |
| | |
|
| | | int.TryParse(tables[14],out HappenRate); |
| | |
|
| | | int.TryParse(tables[15],out CoolDownTime); |
| | |
|
| | | int.TryParse(tables[16],out FightPower); |
| | |
|
| | | SkillMotionName = tables[17];
|
| | |
|
| | | IconName = tables[18];
|
| | |
|
| | | int.TryParse(tables[19],out EffectType); |
| | |
|
| | | int.TryParse(tables[20],out StartupFrames); |
| | |
|
| | | if (tables[21].Contains("[")) |
| | | { |
| | | EffectValues1 = JsonMapper.ToObject<int[]>(tables[12]); |
| | | ActiveFrames = JsonMapper.ToObject<int[]>(tables[21]); |
| | | } |
| | | else |
| | | { |
| | | string[] EffectValues1StringArray = tables[12].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | EffectValues1 = new int[EffectValues1StringArray.Length]; |
| | | for (int i=0;i<EffectValues1StringArray.Length;i++) |
| | | string[] ActiveFramesStringArray = tables[21].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | ActiveFrames = new int[ActiveFramesStringArray.Length]; |
| | | for (int i=0;i<ActiveFramesStringArray.Length;i++) |
| | | { |
| | | int.TryParse(EffectValues1StringArray[i],out EffectValues1[i]); |
| | | int.TryParse(ActiveFramesStringArray[i],out ActiveFrames[i]); |
| | | } |
| | | } |
| | | |
| | | int.TryParse(tables[13],out EffectID2); |
| | | |
| | | if (tables[14].Contains("[")) |
| | | { |
| | | EffectValues2 = JsonMapper.ToObject<int[]>(tables[14]); |
| | | } |
| | | else |
| | | { |
| | | string[] EffectValues2StringArray = tables[14].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | EffectValues2 = new int[EffectValues2StringArray.Length]; |
| | | for (int i=0;i<EffectValues2StringArray.Length;i++) |
| | | { |
| | | int.TryParse(EffectValues2StringArray[i],out EffectValues2[i]); |
| | | } |
| | | } |
| | | |
| | | int.TryParse(tables[15],out EffectID3); |
| | | |
| | | if (tables[16].Contains("[")) |
| | | { |
| | | EffectValues3 = JsonMapper.ToObject<int[]>(tables[16]); |
| | | } |
| | | else |
| | | { |
| | | string[] EffectValues3StringArray = tables[16].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | EffectValues3 = new int[EffectValues3StringArray.Length]; |
| | | for (int i=0;i<EffectValues3StringArray.Length;i++) |
| | | { |
| | | int.TryParse(EffectValues3StringArray[i],out EffectValues3[i]); |
| | | } |
| | | } |
| | | |
| | | int.TryParse(tables[17],out ConnSkill); |
| | | |
| | | if (tables[18].Contains("[")) |
| | | { |
| | | EnhanceSkillList = JsonMapper.ToObject<int[]>(tables[18]); |
| | | } |
| | | else |
| | | { |
| | | string[] EnhanceSkillListStringArray = tables[18].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | EnhanceSkillList = new int[EnhanceSkillListStringArray.Length]; |
| | | for (int i=0;i<EnhanceSkillListStringArray.Length;i++) |
| | | { |
| | | int.TryParse(EnhanceSkillListStringArray[i],out EnhanceSkillList[i]); |
| | | } |
| | | } |
| | | |
| | | int.TryParse(tables[19],out FightPower); |
| | | |
| | | int.TryParse(tables[20],out StartupFrames); |
| | | |
| | | int.TryParse(tables[21],out ActiveFrames); |
| | | |
| | | int.TryParse(tables[22],out RecoveryFrames); |
| | | |
| | | int.TryParse(tables[23],out LoopCount); |
| | | |
| | | int.TryParse(tables[24],out CastPosition); |
| | | |
| | | int.TryParse(tables[25],out CastIndexNum); |
| | | |
| | | float.TryParse(tables[26],out CastDistance); |
| | | |
| | | DamageDivide = JsonMapper.ToObject<int[][]>(tables[27].Replace("(", "[").Replace(")", "]")); |
| | | |
| | | int.TryParse(tables[28],out BulletEffectId); |
| | | |
| | | int.TryParse(tables[29],out BulletPos); |
| | | |
| | | int.TryParse(tables[30],out BulletPath); |
| | | |
| | | int.TryParse(tables[31],out BulletFlyTime); |
| | | |
| | | int.TryParse(tables[32],out ExplosionEffectId); |
| | | |
| | | int.TryParse(tables[33],out ExplosionPos); |
| | | |
| | | SkillMotionName = tables[34]; |
| | | |
| | | int.TryParse(tables[35],out EffectId); |
| | | |
| | | int.TryParse(tables[36],out EffectPos); |
| | | |
| | | int.TryParse(tables[37],out EffectType); |
| | | } |
| | | catch (Exception exception) |
| | | { |
| | | Debug.LogError(exception); |
| | | } |
| | | } |
| | | } |
| | | }
|
| | |
|
| | | int.TryParse(tables[22],out RecoveryFrames); |
| | |
|
| | | int.TryParse(tables[23],out LoopCount); |
| | |
|
| | | int.TryParse(tables[24],out CastPosition); |
| | |
|
| | | int.TryParse(tables[25],out CastIndexNum); |
| | |
|
| | | float.TryParse(tables[26],out CastDistance); |
| | |
|
| | | DamageDivide = JsonMapper.ToObject<int[][]>(tables[27].Replace("(", "[").Replace(")", "]")); |
| | |
|
| | | int.TryParse(tables[28],out BulletEffectId); |
| | |
|
| | | int.TryParse(tables[29],out BulletPath); |
| | |
|
| | | float.TryParse(tables[30],out BulletFlySpeed); |
| | |
|
| | | int.TryParse(tables[31],out Scattering); |
| | |
|
| | | int.TryParse(tables[32],out ExplosionEffectId); |
| | |
|
| | | int.TryParse(tables[33],out ExplosionEffect2); |
| | |
|
| | | int.TryParse(tables[34],out ExplosionEffect3); |
| | |
|
| | | int.TryParse(tables[35],out ExplosionEffect4); |
| | |
|
| | | int.TryParse(tables[36],out EffectId); |
| | |
|
| | | int.TryParse(tables[37],out EffectId2); |
| | |
|
| | | int.TryParse(tables[38],out MStartEffectId); |
| | |
|
| | | int.TryParse(tables[39],out BuffEffect); |
| | |
|
| | | int.TryParse(tables[40],out TriggerEffect); |
| | | }
|
| | | catch (Exception exception)
|
| | | {
|
| | | Debug.LogError(exception);
|
| | | }
|
| | | }
|
| | | }
|