//-------------------------------------------------------- // [Author]: YYL // [ Date ]: 2025年9月2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 int[] effectPos; public float effectScale; 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]; if (tables[4].Contains("[")) { animIndex = JsonMapper.ToObject(tables[4]); } else { string[] animIndexStringArray = tables[4].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); animIndex = new int[animIndexStringArray.Length]; for (int i=0;i(tables[13]); } else { string[] effectPosStringArray = tables[13].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); effectPos = new int[effectPosStringArray.Length]; for (int i=0;i