using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TableConfig { public partial class PriorBundleConfig : ConfigBase { static List m_Audios; public static List audios { get { if (!inited) { Init(); } return m_Audios; } } static List m_Effects; public static List effects { get { if (!inited) { Init(); } return m_Effects; } } static List m_Scenes; public static List scenes { get { if (!inited) { Init(); } return m_Scenes; } } static List m_Mobs; public static List mobs { get { if (!inited) { Init(); } return m_Mobs; } } static bool inited = false; static void Init() { var values = Config.Instance.GetAllValues(); m_Audios = new List(); m_Effects = new List(); m_Scenes = new List(); m_Mobs = new List(); foreach (var value in values) { switch (value.AssetType) { case 1: m_Scenes.Add(value.AssetABName.ToLower()); break; case 2: m_Mobs.Add(value.AssetABName.ToLower()); break; case 3: m_Audios.Add(value.AssetABName.ToLower()); break; case 4: m_Effects.Add(value.AssetABName.ToLower()); break; } } inited = true; } } }