//-------------------------------------------------------- // [Author]: 第二世界 // [ Date ]: Monday, September 03, 2018 //-------------------------------------------------------- using UnityEngine; using System; namespace TableConfig { public partial class TreasurePrivilegeConfig : ConfigBase { public int PrivilegeID { get ; private set ; } public string Description { get ; private set; } public string EffectValue { get ; private set; } public int singleValue { get ; private set ; } public int maxValue { get ; private set ; } public string attr { get ; private set; } public string itemAward { get ; private set; } public int[] successList; public int treasureId { get ; private set ; } public string Icon { get ; private set; } public string Name { get ; private set; } public string targetDescription { get ; private set; } public int effectId { get ; private set ; } public override string getKey() { return PrivilegeID.ToString(); } public override void Parse() { try { PrivilegeID=IsNumeric(rawContents[0]) ? int.Parse(rawContents[0]):0; Description = rawContents[1].Trim(); EffectValue = rawContents[2].Trim(); singleValue=IsNumeric(rawContents[3]) ? int.Parse(rawContents[3]):0; maxValue=IsNumeric(rawContents[4]) ? int.Parse(rawContents[4]):0; attr = rawContents[5].Trim(); itemAward = rawContents[6].Trim(); string[] successListStringArray = rawContents[7].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); successList = new int[successListStringArray.Length]; for (int i=0;i