//-------------------------------------------------------- // [Author]: YYL // [ Date ]: 2025年8月19日 //-------------------------------------------------------- using System.Collections.Generic; using System; using UnityEngine; using LitJson; public partial class EffectConfig : ConfigBase { static EffectConfig() { // 访问过静态构造函数 visit = true; } public int id; public string packageName; public int isSpine; public string fxName; public int animIndex; public int audio; public string nodeName; public int notShow; public int autoDestroy; public float destroyDelay; public int isLoop; public int frontBack; public float delayPlay; 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 id); packageName = tables[1]; int.TryParse(tables[2],out isSpine); fxName = tables[3]; int.TryParse(tables[4],out animIndex); int.TryParse(tables[5],out audio); nodeName = tables[6]; int.TryParse(tables[7],out notShow); int.TryParse(tables[8],out autoDestroy); float.TryParse(tables[9],out destroyDelay); int.TryParse(tables[10],out isLoop); int.TryParse(tables[11],out frontBack); float.TryParse(tables[12],out delayPlay); } catch (Exception exception) { Debug.LogError(exception); } } }