//-------------------------------------------------------- // [Author]: 第二世界 // [ Date ]: Wednesday, May 23, 2018 //-------------------------------------------------------- using UnityEngine; using System; namespace TableConfig { public partial class SuccessConfig : ConfigBase { public int ID { get ; private set ; } public int Type { get ; private set ; } public int Group { get ; private set ; } public int NeedCnt { get ; private set ; } public int[] Condition; public string Condition2 { get ; private set; } public int Condition3 { get ; private set ; } public string AwardItemList { get ; private set; } public string Money { get ; private set; } public int Exp { get ; private set ; } public int[] AwardAttribute; public int RedPacketID { get ; private set ; } public int MagicWeaponID { get ; private set ; } public string MagicWeaponExp { get ; private set; } public string Describe { get ; private set; } public int NeedGoto { get ; private set ; } public int Jump { get ; private set ; } public int ReOrder { get ; private set ; } public int RealmPracticeID { get ; private set ; } public override string getKey() { return ID.ToString(); } public override void Parse() { try { ID=IsNumeric(rawContents[0]) ? int.Parse(rawContents[0]):0; Type=IsNumeric(rawContents[1]) ? int.Parse(rawContents[1]):0; Group=IsNumeric(rawContents[2]) ? int.Parse(rawContents[2]):0; NeedCnt=IsNumeric(rawContents[3]) ? int.Parse(rawContents[3]):0; string[] ConditionStringArray = rawContents[4].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); Condition = new int[ConditionStringArray.Length]; for (int i=0;i