//-------------------------------------------------------- // [Author]: 第二世界 // [ Date ]: Monday, January 07, 2019 //-------------------------------------------------------- using UnityEngine; using System; namespace TableConfig { public partial class GodWeaponEffectConfig : ConfigBase { public int id { get ; private set ; } public int type { get ; private set ; } public int level { get ; private set ; } public string effect { get ; private set; } public int fightPower { get ; private set ; } public string attr { get ; private set; } public string icon { get ; private set; } public string skillName { get ; private set; } public Vector3[] effectPosition; public Vector3[] effectAngles; public Vector3[] effectScale; 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; level=IsNumeric(rawContents[2]) ? int.Parse(rawContents[2]):0; effect = rawContents[3].Trim(); fightPower=IsNumeric(rawContents[4]) ? int.Parse(rawContents[4]):0; attr = rawContents[5].Trim(); icon = rawContents[6].Trim(); skillName = rawContents[7].Trim(); string[] effectPositionStringArray = rawContents[8].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); effectPosition = new Vector3[effectPositionStringArray.Length]; for (int i=0;i