From eb27e5fd31f73b998a4bbd85511a31e40b8c61b7 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 21 十一月 2025 17:03:47 +0800
Subject: [PATCH] 0312 关闭游戏内日志

---
 Main/Config/Configs/SkillConfig.cs |  365 +++++++++++++++++++++++++--------------------------
 1 files changed, 181 insertions(+), 184 deletions(-)

diff --git a/Main/Config/Configs/SkillConfig.cs b/Main/Config/Configs/SkillConfig.cs
index 958ad9c..1fa492c 100644
--- a/Main/Config/Configs/SkillConfig.cs
+++ b/Main/Config/Configs/SkillConfig.cs
@@ -1,197 +1,194 @@
-锘�//--------------------------------------------------------
-//    [Author]:           YYL
-//    [  Date ]:           2025骞�8鏈�5鏃�
-//--------------------------------------------------------
-
-using System.Collections.Generic;
-using System;
-using UnityEngine;
-using LitJson;
-
-public partial class SkillConfig : ConfigBase<int, SkillConfig>
-{
-    static SkillConfig()
-    {
-        // 璁块棶杩囬潤鎬佹瀯閫犲嚱鏁�
-        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("["))
-			{
-				EffectValues1 = JsonMapper.ToObject<int[]>(tables[12]);
-			}
-			else
-			{
-				string[] EffectValues1StringArray = tables[12].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
-				EffectValues1 = new int[EffectValues1StringArray.Length];
-				for (int i=0;i<EffectValues1StringArray.Length;i++)
-				{
-					 int.TryParse(EffectValues1StringArray[i],out EffectValues1[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); 
-
+锘�//--------------------------------------------------------
+//    [Author]:           YYL
+//    [  Date ]:           Monday, October 27, 2025
+//--------------------------------------------------------
+
+using System.Collections.Generic;
+using System;
+using UnityEngine;
+using LitJson;
+
+public partial class SkillConfig : ConfigBase<int, SkillConfig>
+{
+    static SkillConfig()
+    {
+        // 璁块棶杩囬潤鎬佹瀯閫犲嚱鏁�
+        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[] BuffStateLimit;
+	public int BuffState;
+	public int FightPower;
+	public string SkillMotionName;
+	public string IconName;
+	public string BuffIconName;
+	public string SkillTipsName;
+	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); 
+
 			if (tables[16].Contains("["))
 			{
-				EffectValues3 = JsonMapper.ToObject<int[]>(tables[16]);
+				BuffStateLimit = 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++)
+				string[] BuffStateLimitStringArray = tables[16].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
+				BuffStateLimit = new int[BuffStateLimitStringArray.Length];
+				for (int i=0;i<BuffStateLimitStringArray.Length;i++)
 				{
-					 int.TryParse(EffectValues3StringArray[i],out EffectValues3[i]);
+					 int.TryParse(BuffStateLimitStringArray[i],out BuffStateLimit[i]);
 				}
-			}
-
-			int.TryParse(tables[17],out ConnSkill); 
-
-			if (tables[18].Contains("["))
+			}
+
+			int.TryParse(tables[17],out BuffState); 
+
+			int.TryParse(tables[18],out FightPower); 
+
+			SkillMotionName = tables[19];
+
+			IconName = tables[20];
+
+			BuffIconName = tables[21];
+
+			SkillTipsName = tables[22];
+
+			int.TryParse(tables[23],out EffectType); 
+
+			int.TryParse(tables[24],out StartupFrames); 
+
+			if (tables[25].Contains("["))
 			{
-				EnhanceSkillList = JsonMapper.ToObject<int[]>(tables[18]);
+				ActiveFrames = JsonMapper.ToObject<int[]>(tables[25]);
 			}
 			else
 			{
-				string[] EnhanceSkillListStringArray = tables[18].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
-				EnhanceSkillList = new int[EnhanceSkillListStringArray.Length];
-				for (int i=0;i<EnhanceSkillListStringArray.Length;i++)
+				string[] ActiveFramesStringArray = tables[25].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries);
+				ActiveFrames = new int[ActiveFramesStringArray.Length];
+				for (int i=0;i<ActiveFramesStringArray.Length;i++)
 				{
-					 int.TryParse(EnhanceSkillListStringArray[i],out EnhanceSkillList[i]);
+					 int.TryParse(ActiveFramesStringArray[i],out ActiveFrames[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[26],out RecoveryFrames); 
+
+			int.TryParse(tables[27],out LoopCount); 
+
+			int.TryParse(tables[28],out CastPosition); 
+
+			int.TryParse(tables[29],out CastIndexNum); 
+
+			float.TryParse(tables[30],out CastDistance); 
+
+			DamageDivide = JsonMapper.ToObject<int[][]>(tables[31].Replace("(", "[").Replace(")", "]")); 
+
+			int.TryParse(tables[32],out BulletEffectId); 
+
+			int.TryParse(tables[33],out BulletPath); 
+
+			float.TryParse(tables[34],out BulletFlySpeed); 
+
+			int.TryParse(tables[35],out Scattering); 
+
+			int.TryParse(tables[36],out ExplosionEffectId); 
+
+			int.TryParse(tables[37],out ExplosionEffect2); 
+
+			int.TryParse(tables[38],out ExplosionEffect3); 
+
+			int.TryParse(tables[39],out ExplosionEffect4); 
+
+			int.TryParse(tables[40],out EffectId); 
+
+			int.TryParse(tables[41],out EffectId2); 
+
+			int.TryParse(tables[42],out MStartEffectId); 
+
+			int.TryParse(tables[43],out BuffEffect); 
+
+			int.TryParse(tables[44],out TriggerEffect); 
+        }
+        catch (Exception exception)
+        {
+            Debug.LogError(exception);
+        }
+    }
+}

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