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| | | 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 GatherSoulConfig
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| | | {
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| | |
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| | | int.TryParse(tables[0],out ID);
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| | |
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| | | string[] AttrTypeStringArray = tables[1].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | AttrType = new int[AttrTypeStringArray.Length]; |
| | | for (int i=0;i<AttrTypeStringArray.Length;i++) |
| | | { |
| | | int.TryParse(AttrTypeStringArray[i],out AttrType[i]); |
| | | string[] AttrTypeStringArray = tables[1].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
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| | | AttrType = new int[AttrTypeStringArray.Length];
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| | | for (int i=0;i<AttrTypeStringArray.Length;i++)
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| | | {
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| | | int.TryParse(AttrTypeStringArray[i],out AttrType[i]);
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| | | }
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| | |
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| | | int.TryParse(tables[2],out soulStage);
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