| Core/GameEngine/Model/Config/SkillClassifingConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/GameEngine/Model/Config/SkillClassifingConfig.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/GameEngine/Model/TelPartialConfig/tagChinSkillConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Lua/Gen/SkillConfigWrap.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Utility/ConfigInitiator.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/GameEngine/Model/Config/SkillClassifingConfig.cs
New file @@ -0,0 +1,211 @@ //-------------------------------------------------------- // [Author]: Fish // [ Date ]: Tuesday, February 19, 2019 //-------------------------------------------------------- using System.Collections.Generic; using System.IO; using System.Threading; using System; using UnityEngine; [XLua.LuaCallCSharp] public partial class SkillClassifingConfig { public readonly int SkillID; public readonly int SkillTypeID; public readonly int UseType; public readonly int FuncType; public readonly int SkillLV; public SkillClassifingConfig() { } public SkillClassifingConfig(string input) { try { var tables = input.Split('\t'); int.TryParse(tables[0],out SkillID); int.TryParse(tables[1],out SkillTypeID); int.TryParse(tables[2],out UseType); int.TryParse(tables[3],out FuncType); int.TryParse(tables[4],out SkillLV); } catch (Exception ex) { DebugEx.Log(ex); } } static Dictionary<string, SkillClassifingConfig> configs = new Dictionary<string, SkillClassifingConfig>(); public static SkillClassifingConfig Get(string id) { if (!inited) { Debug.Log("SkillClassifingConfig 还未完成初始化。"); return null; } if (configs.ContainsKey(id)) { return configs[id]; } SkillClassifingConfig config = null; if (rawDatas.ContainsKey(id)) { config = configs[id] = new SkillClassifingConfig(rawDatas[id]); rawDatas.Remove(id); } return config; } public static SkillClassifingConfig Get(int id) { return Get(id.ToString()); } public static List<string> GetKeys() { var keys = new List<string>(); keys.AddRange(configs.Keys); keys.AddRange(rawDatas.Keys); return keys; } public static List<SkillClassifingConfig> GetValues() { var values = new List<SkillClassifingConfig>(); values.AddRange(configs.Values); var keys = new List<string>(rawDatas.Keys); foreach (var key in keys) { values.Add(Get(key)); } return values; } public static bool Has(string id) { return configs.ContainsKey(id) || rawDatas.ContainsKey(id); } public static bool Has(int id) { return Has(id.ToString()); } public static bool inited { get; private set; } protected static Dictionary<string, string> rawDatas = new Dictionary<string, string>(); public static void Init(bool sync=false) { inited = false; var path = string.Empty; if (AssetSource.refdataFromEditor) { path = ResourcesPath.CONFIG_FODLER +"/SkillClassifing.txt"; } else { path = AssetVersionUtility.GetAssetFilePath("config/SkillClassifing.txt"); } var tempConfig = new SkillClassifingConfig(); var preParse = tempConfig is IConfigPostProcess; if (sync) { var lines = File.ReadAllLines(path); if (!preParse) { rawDatas = new Dictionary<string, string>(lines.Length - 3); } for (int i = 3; i < lines.Length; i++) { try { var line = lines[i]; var index = line.IndexOf("\t"); if (index == -1) { continue; } var id = line.Substring(0, index); if (preParse) { var config = new SkillClassifingConfig(line); configs[id] = config; (config as IConfigPostProcess).OnConfigParseCompleted(); } else { rawDatas[id] = line; } } catch (System.Exception ex) { Debug.LogError(ex); } } inited = true; } else { ThreadPool.QueueUserWorkItem((object _object) => { var lines = File.ReadAllLines(path); if (!preParse) { rawDatas = new Dictionary<string, string>(lines.Length - 3); } for (int i = 3; i < lines.Length; i++) { try { var line = lines[i]; var index = line.IndexOf("\t"); if (index == -1) { continue; } var id = line.Substring(0, index); if (preParse) { var config = new SkillClassifingConfig(line); configs[id] = config; (config as IConfigPostProcess).OnConfigParseCompleted(); } else { rawDatas[id] = line; } } catch (System.Exception ex) { Debug.LogError(ex); } } inited = true; }); } } } Core/GameEngine/Model/Config/SkillClassifingConfig.cs.meta
New file @@ -0,0 +1,12 @@ fileFormatVersion: 2 guid: 0d490745b50975a4aabd218256cecdd4 timeCreated: 1550560781 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Core/GameEngine/Model/TelPartialConfig/tagChinSkillConfig.cs
@@ -1,67 +1,74 @@ using System.Collections.Generic; using System.Text; using System.Threading; public partial class SkillConfig : IConfigPostProcess public partial class SkillConfig { static Dictionary<int, int> horseSkills = new Dictionary<int, int>(); /// <summary> /// 根据职业以及技能类型存储技能 /// </summary> private static Dictionary<int, Dictionary<int, Dictionary<int, List<int>>>> m_Skills = new Dictionary<int, Dictionary<int, Dictionary<int, List<int>>>>(); public void OnConfigParseCompleted() public static void SkillClassifingInit() { #region 根据职业以及技能类型以及技能等级 Dictionary<int, Dictionary<int, List<int>>> funcDic = null; Dictionary<int, List<int>> typeDic = null; List<int> lvlist = null; m_Skills.TryGetValue(UseType, out funcDic); if (funcDic != null) SkillClassifingConfig.Init(true); var configs = SkillClassifingConfig.GetValues(); foreach (var config in configs) { funcDic.TryGetValue(FuncType, out typeDic); if (typeDic != null) var UseType = config.UseType; var FuncType = config.FuncType; var SkillTypeID = config.SkillTypeID; var SkillID = config.SkillID; var SkillLV = config.SkillLV; if (FuncType == 5) { typeDic.TryGetValue(SkillTypeID, out lvlist); if (lvlist != null) horseSkills.Add(SkillTypeID * 1000 + SkillLV, SkillID); } Dictionary<int, Dictionary<int, List<int>>> funcDic = null; Dictionary<int, List<int>> typeDic = null; List<int> lvlist = null; m_Skills.TryGetValue(UseType, out funcDic); if (funcDic != null) { funcDic.TryGetValue(FuncType, out typeDic); if (typeDic != null) { lvlist.Add(SkillID); typeDic.TryGetValue(SkillTypeID, out lvlist); if (lvlist != null) { lvlist.Add(SkillID); } else { lvlist = new List<int>(); lvlist.Add(SkillID); typeDic.Add(SkillTypeID, lvlist); } } else { typeDic = new Dictionary<int, List<int>>(); lvlist = new List<int>(); lvlist.Add(SkillID); typeDic.Add(SkillTypeID, lvlist); funcDic.Add(FuncType, typeDic); } } else { funcDic = new Dictionary<int, Dictionary<int, List<int>>>(); typeDic = new Dictionary<int, List<int>>(); lvlist = new List<int>(); lvlist.Add(SkillID); typeDic.Add(SkillTypeID, lvlist); funcDic.Add(FuncType, typeDic); m_Skills.Add(UseType, funcDic); } } else { funcDic = new Dictionary<int, Dictionary<int, List<int>>>(); typeDic = new Dictionary<int, List<int>>(); lvlist = new List<int>(); lvlist.Add(SkillID); typeDic.Add(SkillTypeID, lvlist); funcDic.Add(FuncType, typeDic); m_Skills.Add(UseType, funcDic); } #endregion #region 坐骑技能获取 if (FuncType == 5) { horseSkills.Add(SkillTypeID*1000+SkillLV, this); } #endregion } static Dictionary<int, SkillConfig> horseSkills = new Dictionary<int, SkillConfig>(); /// <summary> /// 根据职业类型以及技能类型获取技能 @@ -102,9 +109,9 @@ //------坐骑技能获取 public static SkillConfig GetSkillTypeIDAndSkillLV(int typeId, int level) { SkillConfig skillConfig = null; horseSkills.TryGetValue(typeId * 1000 + level, out skillConfig); return skillConfig; var skillId = 0; horseSkills.TryGetValue(typeId * 1000 + level, out skillId); return SkillConfig.Get(skillId); } public static int FindSkillByJob(int[] skillIds, int job) Lua/Gen/SkillConfigWrap.cs
@@ -351,7 +351,6 @@ { gen_to_be_invoked.OnConfigParseCompleted( ); Utility/ConfigInitiator.cs
@@ -318,6 +318,9 @@ { case "ItemConfig": ItemConfig.GemItemInit(); break; case "SkillConfig": SkillConfig.SkillClassifingInit(); break; case "FuncConfigConfig": GeneralDefine.Init();