| | |
| | | using System;
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| | | using UnityEngine;
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| | |
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| | | [XLua.LuaCallCSharp]
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| | |
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| | | public partial class AdventureDialogueConfig
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| | | {
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| | |
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| | |
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| | | dialogues = tables[4].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
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| | |
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| | | string[] speakTypeStringArray = tables[5].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | speakType = new int[speakTypeStringArray.Length]; |
| | | for (int i=0;i<speakTypeStringArray.Length;i++) |
| | | { |
| | | int.TryParse(speakTypeStringArray[i],out speakType[i]); |
| | | string[] speakTypeStringArray = tables[5].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
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| | | speakType = new int[speakTypeStringArray.Length];
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| | | for (int i=0;i<speakTypeStringArray.Length;i++)
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| | | {
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| | | int.TryParse(speakTypeStringArray[i],out speakType[i]);
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| | | }
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| | | }
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| | | catch (Exception ex)
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