| | |
| | | using System;
|
| | | using UnityEngine;
|
| | |
|
| | | [XLua.LuaCallCSharp]
|
| | |
|
| | | public partial class GodWeaponEffectConfig
|
| | | {
|
| | |
|
| | |
| | |
|
| | | skillName = tables[7];
|
| | |
|
| | | string[] effectPositionStringArray = tables[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[] effectPositionStringArray = tables[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 = tables[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[] effectAnglesStringArray = tables[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 = tables[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(); |
| | | string[] effectScaleStringArray = tables[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)
|