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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.IO;
using UnityEngine;
namespace GeometryTD.DataTable
{
public static class BinaryReaderExtension
{
public static Color32 ReadColor32(this BinaryReader binaryReader)
{
return new Color32(binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte());
}
public static Color ReadColor(this BinaryReader binaryReader)
{
return new Color(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static DateTime ReadDateTime(this BinaryReader binaryReader)
{
return new DateTime(binaryReader.ReadInt64());
}
public static Quaternion ReadQuaternion(this BinaryReader binaryReader)
{
return new Quaternion(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Rect ReadRect(this BinaryReader binaryReader)
{
return new Rect(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector2 ReadVector2(this BinaryReader binaryReader)
{
return new Vector2(binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector3 ReadVector3(this BinaryReader binaryReader)
{
return new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector4 ReadVector4(this BinaryReader binaryReader)
{
return new Vector4(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
}
}
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using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 底座组件表
/// </summary>
public class DRBaseComp : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取底座组件编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取底座组件名
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 获取底座组件攻击速度数组(秒/次)
/// </summary>
public float[] AttackSpeed { get; private set; }
/// <summary>
/// 获取底座组件每级提升攻击速度(值为负数)
/// </summary>
public float AttackSpeedPerLevel { get; private set; }
/// <summary>
/// 获取攻击属性
/// </summary>
public AttackPropertyType AttackPropertyType { get; private set; }
/// <summary>
/// 获取属性约束
/// </summary>
public string Constraint { get; private set; }
/// <summary>
/// 获取可能出现的 Tag
/// </summary>
public TagType[] PossibleTag { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Name = columnStrings[index++];
AttackSpeed = GenerateAttackSpeed(columnStrings[index++]);
AttackSpeedPerLevel = float.Parse(columnStrings[index++]);
AttackPropertyType = EnumUtility<AttackPropertyType>.Get(columnStrings[index++]);
Constraint = columnStrings[index++];
PossibleTag = GeneratePossibleTag(columnStrings[index++]);
return true;
}
private float[] GenerateAttackSpeed(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new float[] { };
string[] attackSpeedRaws = raw.Substring(1, raw.Length - 2).Split(",");
int length = attackSpeedRaws.Length;
var attackSpeed = new float[length];
for (int i = 0; i < length; i++)
{
attackSpeed[i] = float.Parse(attackSpeedRaws[i]);
}
return attackSpeed;
}
private TagType[] GeneratePossibleTag(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new TagType[] { };
string[] tagTypes = raw.Substring(1, raw.Length - 2).Split(",");
int length = tagTypes.Length;
var tags = new TagType[length];
for (int i = 0; i < length; i++)
{
tags[i] = EnumUtility<TagType>.Get(tagTypes[i]);
}
return tags;
}
}
}
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using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 轴承组件表
/// </summary>
public class DRBearingComp : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取轴承组件编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取轴承组件名
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 获取轴承组件旋转速度数组
/// </summary>
public float[] RotateSpeed { get; private set; }
/// <summary>
/// 获取轴承组件每级提升旋转速度
/// </summary>
public float RotateSpeedPerLevel { get; private set; }
/// <summary>
/// 获取攻击范围
/// </summary>
public float[] AttackRange { get; private set; }
/// <summary>
/// 获取每级提升攻击范围
/// </summary>
public float AttackRangePerLevel { get; private set; }
/// <summary>
/// 获取属性约束
/// </summary>
public string Constraint { get; private set; }
/// <summary>
/// 获取可能出现的 Tag
/// </summary>
public TagType[] PossibleTag { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Name = columnStrings[index++];
RotateSpeed = GenerateFloatArray(columnStrings[index++]);
RotateSpeedPerLevel = float.Parse(columnStrings[index++]);
AttackRange = GenerateFloatArray(columnStrings[index++]);
AttackRangePerLevel = float.Parse(columnStrings[index++]);
Constraint = columnStrings[index++];
PossibleTag = GeneratePossibleTag(columnStrings[index++]);
return true;
}
private float[] GenerateFloatArray(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new float[] { };
string[] raws = raw.Substring(1, raw.Length - 2).Split(",");
int length = raws.Length;
var array = new float[length];
for (int i = 0; i < length; i++)
{
array[i] = float.Parse(raws[i]);
}
return array;
}
private TagType[] GeneratePossibleTag(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new TagType[] { };
string[] tagTypes = raw.Substring(1, raw.Length - 2).Split(",");
int length = tagTypes.Length;
var tags = new TagType[length];
for (int i = 0; i < length; i++)
{
tags[i] = EnumUtility<TagType>.Get(tagTypes[i]);
}
return tags;
}
}
}
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using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 敌人配置表
/// </summary>
public class DREnemy : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取敌人编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取敌人实体编号
/// </summary>
public int EntityId { get; private set; }
/// <summary>
/// 获取敌人基础血量
/// </summary>
public int BaseHp { get; private set; }
/// <summary>
/// 获取敌人基础基地伤害
/// </summary>
public int BaseDamage { get; private set; }
/// <summary>
/// 获取敌人移动速度
/// </summary>
public float Speed { get; private set; }
/// <summary>
/// 获取敌人掉落硬币
/// </summary>
public int DropCoin { get; private set; }
/// <summary>
/// 获取敌人掉落金币
/// </summary>
public int DropGold { get; private set; }
/// <summary>
/// 获取敌人掉落金币概率
/// </summary>
public float DropPercent { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
EntityId = int.Parse(columnStrings[index++]);
BaseHp = int.Parse(columnStrings[index++]);
BaseDamage = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
DropCoin = int.Parse(columnStrings[index++]);
DropGold = int.Parse(columnStrings[index++]);
DropPercent = float.Parse(columnStrings[index++]);
return true;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.576
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 实体表。
/// </summary>
public class DREntity : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取实体编号。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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using UnityGameFramework.Runtime;
using Newtonsoft.Json.Linq;
namespace GeometryTD.DataTable
{
/// <summary>
/// 事件配置表
/// </summary>
public class DREvent : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取事件编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取事件题目
/// </summary>
public string Title { get; private set; }
/// <summary>
/// 获取事件描述
/// </summary>
public string Description { get; private set; }
/// <summary>
/// 获取事件选项
/// </summary>
/// <remarks>原始字符串(如 JSON 文本),不在此处做解析。</remarks>
public string OptionsRaw { get; private set; }
public string Option1Raw { get; private set; }
public string Option2Raw { get; private set; }
public string Option3Raw { get; private set; }
public string Option4Raw { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Title = columnStrings[index++];
Description = columnStrings[index++];
Option1Raw = columnStrings[index++];
Option2Raw = columnStrings[index++];
Option3Raw = columnStrings[index++];
Option4Raw = columnStrings[index++];
OptionsRaw = BuildOptionsRaw(Option1Raw, Option2Raw, Option3Raw, Option4Raw);
return true;
}
private static string BuildOptionsRaw(params string[] optionColumns)
{
JArray array = new JArray();
for (int i = 0; i < optionColumns.Length; i++)
{
string optionRaw = optionColumns[i];
if (string.IsNullOrWhiteSpace(optionRaw))
{
continue;
}
array.Add(JObject.Parse(optionRaw));
}
return array.ToString(Newtonsoft.Json.Formatting.None);
}
}
}
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using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 关卡表
/// </summary>
public class DRLevel : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取关卡编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取关卡所属主题类型
/// </summary>
public LevelThemeType LevelThemeType { get; private set; }
/// <summary>
/// 获取关卡初始基地生命
/// </summary>
public int BaseHp { get; private set; }
/// <summary>
/// 获取关卡初始硬币数量
/// </summary>
public int StartCoin { get; private set; }
/// <summary>
/// 获取关卡胜利条件
/// </summary>
public LevelVictoryType LevelVictoryType { get; private set; }
/// <summary>
/// 获取关卡胜利奖励金币
/// </summary>
public int RewardGold { get; private set; }
/// <summary>
/// 获取关卡胜利条件参数
/// </summary>
public string VictoryParams { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
LevelThemeType = EnumUtility<LevelThemeType>.Get(columnStrings[index++]);
BaseHp = int.Parse(columnStrings[index++]);
StartCoin = int.Parse(columnStrings[index++]);
LevelVictoryType = EnumUtility<LevelVictoryType>.Get(columnStrings[index++]);
VictoryParams = columnStrings[index++];
RewardGold = int.Parse(columnStrings[index++]);
return true;
}
}
}
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using System;
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 关卡阶段表
/// </summary>
public class DRLevelPhase : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取关卡阶段编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取阶段持续时间(秒)
/// </summary>
public int DurationSeconds { get; private set; }
/// <summary>
/// 获取阶段结束条件类型
/// </summary>
public PhaseEndType EndType { get; private set; }
/// <summary>
/// 获取阶段结束参数
/// </summary>
public string EndParam { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
DurationSeconds = int.Parse(columnStrings[index++]);
EndType = ParsePhaseEndType(columnStrings[index++]);
EndParam = columnStrings[index++];
return true;
}
private PhaseEndType ParsePhaseEndType(string raw)
{
if (string.IsNullOrWhiteSpace(raw))
{
return PhaseEndType.None;
}
return EnumUtility<PhaseEndType>.Get(raw);
}
}
}
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using System;
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 关卡阶段出怪条目表
/// </summary>
public class DRLevelSpawnEntry : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取阶段条目编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取敌人出生口编号
/// </summary>
public int SpawnPointId { get; private set; }
/// <summary>
/// 获取相对开始时间(秒)
/// </summary>
public int StartTime { get; private set; }
/// <summary>
/// 获取出怪条目类型
/// </summary>
public EntryType EntryType { get; private set; }
/// <summary>
/// 获取敌人编号
/// </summary>
public int EnemyId { get; private set; }
/// <summary>
/// 获取单次出怪数量
/// </summary>
public int Count { get; private set; }
/// <summary>
/// 获取出怪间隔(秒)
/// </summary>
public float Interval { get; private set; }
/// <summary>
/// 获取持续时间(秒)
/// </summary>
public int Duration { get; private set; }
/// <summary>
/// 获取单怪出生间隔(秒)
/// </summary>
public float Gap { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
SpawnPointId = int.Parse(columnStrings[index++]);
StartTime = int.Parse(columnStrings[index++]);
EntryType = ParseEntryType(columnStrings[index++]);
EnemyId = int.Parse(columnStrings[index++]);
Count = int.Parse(columnStrings[index++]);
Interval = float.Parse(columnStrings[index++]);
Duration = int.Parse(columnStrings[index++]);
Gap = float.Parse(columnStrings[index++]);
return true;
}
private EntryType ParseEntryType(string raw)
{
if (string.IsNullOrWhiteSpace(raw))
{
return EntryType.None;
}
return EnumUtility<EntryType>.Get(raw);
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.591
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 音乐配置表。
/// </summary>
public class DRMusic : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取音乐编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 枪口组件表
/// </summary>
public class DRMuzzleComp : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取枪口组件编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取枪口组件名
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 获取枪口组件攻击伤害数组
/// </summary>
public int[] AttackDamage { get; private set; }
/// <summary>
/// 获取枪口组件每级提升攻击伤害值
/// </summary>
public int AttackDamagePerLevel { get; private set; }
/// <summary>
/// 获取攻击伤害浮动
/// </summary>
public float DamageRandomRate { get; private set; }
/// <summary>
/// 获取枪口攻击方式
/// </summary>
public AttackMethodType AttackMethodType { get; private set; }
/// <summary>
/// 获取属性约束
/// </summary>
public string Constraint { get; private set; }
/// <summary>
/// 获取可能出现的 Tag
/// </summary>
public TagType[] PossibleTag { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Name = columnStrings[index++];
AttackDamage = GenerateAttackDamage(columnStrings[index++]);
AttackDamagePerLevel = int.Parse(columnStrings[index++]);
DamageRandomRate = float.Parse(columnStrings[index++]);
AttackMethodType = EnumUtility<AttackMethodType>.Get(columnStrings[index++]);
Constraint = columnStrings[index++];
PossibleTag = GeneratePossibleTag(columnStrings[index++]);
return true;
}
private int[] GenerateAttackDamage(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new int[] { };
string[] raws = raw.Substring(1, raw.Length - 2).Split(",");
int length = raws.Length;
var damages = new int[length];
for (int i = 0; i < length; i++)
{
damages[i] = int.Parse(raws[i]);
}
return damages;
}
private TagType[] GeneratePossibleTag(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new TagType[] { };
string[] tagTypes = raw.Substring(1, raw.Length - 2).Split(",");
int length = tagTypes.Length;
var tags = new TagType[length];
for (int i = 0; i < length; i++)
{
tags[i] = EnumUtility<TagType>.Get(tagTypes[i]);
}
return tags;
}
}
}
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using System;
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 局外道具掉落池配置表。
/// </summary>
public class DROutGameDropPool : DataRowBase
{
private int m_Id = 0;
public override int Id => m_Id;
public LevelThemeType LevelThemeType { get; private set; }
public string ItemType { get; private set; }
public int ItemId { get; private set; }
public int[] Weights { get; private set; }
public int[] MinPhase { get; private set; }
public int[] MaxPhase { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
LevelThemeType = EnumUtility<LevelThemeType>.Get(columnStrings[index++]);
ItemType = columnStrings[index++];
ItemId = ParseIntOrDefault(columnStrings[index++], 0);
Weights = ParseWeights(columnStrings[index++]);
MinPhase = ParsePhases(columnStrings[index++], 1);
MaxPhase = ParsePhases(columnStrings[index++], int.MaxValue);
NormalizePhaseRanges();
return true;
}
public int GetWeight(RarityType rarity)
{
int index = Mathf.Clamp((int)rarity - 1, 0, RarityCount - 1);
return Weights[index];
}
public int GetMinPhase(RarityType rarity)
{
int index = Mathf.Clamp((int)rarity - 1, 0, RarityCount - 1);
return MinPhase[index];
}
public int GetMaxPhase(RarityType rarity)
{
int index = Mathf.Clamp((int)rarity - 1, 0, RarityCount - 1);
return MaxPhase[index];
}
private static int[] ParseWeights(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Weights must be enclosed in square brackets.");
}
if (raw.Length == 2)
{
return new int[RarityCount];
}
string[] raws = raw.Substring(1, raw.Length - 2).Split(",");
if (raws.Length != RarityCount)
{
throw new ArgumentException($"Weights must contain exactly {RarityCount} values.");
}
int[] weights = new int[RarityCount];
for (int i = 0; i < raws.Length; i++)
{
weights[i] = Mathf.Max(0, int.Parse(raws[i]));
}
return weights;
}
private static int[] ParsePhases(string raw, int fallbackValue)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Phase ranges must be enclosed in square brackets.");
}
if (raw.Length == 2)
{
int[] fallbackValues = new int[RarityCount];
for (int i = 0; i < fallbackValues.Length; i++)
{
fallbackValues[i] = fallbackValue;
}
return fallbackValues;
}
string[] raws = raw.Substring(1, raw.Length - 2).Split(",");
if (raws.Length != RarityCount)
{
throw new ArgumentException($"Phase ranges must contain exactly {RarityCount} values.");
}
int[] phases = new int[RarityCount];
for (int i = 0; i < raws.Length; i++)
{
phases[i] = int.Parse(raws[i]);
}
return phases;
}
private void NormalizePhaseRanges()
{
for (int i = 0; i < RarityCount; i++)
{
if (MinPhase[i] <= 0)
{
MinPhase[i] = 1;
}
if (MaxPhase[i] < MinPhase[i])
{
MaxPhase[i] = MinPhase[i];
}
}
}
private static int ParseIntOrDefault(string raw, int fallbackValue)
{
if (int.TryParse(raw, out int parsed))
{
return parsed;
}
return fallbackValue;
}
private const int RarityCount = (int)RarityType.Red;
}
}
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using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
public sealed class DRRarityTagBudget : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
public RarityType Rarity { get; private set; }
public int MinCount { get; private set; }
public int MaxCount { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Rarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
MinCount = int.Parse(columnStrings[index++]);
MaxCount = int.Parse(columnStrings[index++]);
return true;
}
}
}
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using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 场景配置表。
/// </summary>
public class DRScene : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取场景编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
/// <summary>
/// 获取背景音乐编号。
/// </summary>
public int BackgroundMusicId
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
BackgroundMusicId = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
BackgroundMusicId = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
public class DRShopPrice : DataRowBase
{
private int m_Id = 0;
public override int Id => m_Id;
public RarityType Rarity { get; set; }
public int MinPrice { get; set; }
public int MaxPrice { get; set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Rarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
MinPrice = int.Parse(columnStrings[index++]);
MaxPrice = int.Parse(columnStrings[index++]);
return true;
}
}
}
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using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 声音配置表。
/// </summary>
public class DRSound : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取声音编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
/// <summary>
/// 获取优先级(默认0,128最高,-128最低)。
/// </summary>
public int Priority
{
get;
private set;
}
/// <summary>
/// 获取是否循环。
/// </summary>
public bool Loop
{
get;
private set;
}
/// <summary>
/// 获取音量(0~1)。
/// </summary>
public float Volume
{
get;
private set;
}
/// <summary>
/// 获取声音空间混合量(0为2D,1为3D,中间值混合效果)。
/// </summary>
public float SpatialBlend
{
get;
private set;
}
/// <summary>
/// 获取声音最大距离。
/// </summary>
public float MaxDistance
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
Priority = int.Parse(columnStrings[index++]);
Loop = bool.Parse(columnStrings[index++]);
Volume = float.Parse(columnStrings[index++]);
SpatialBlend = float.Parse(columnStrings[index++]);
MaxDistance = float.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
Priority = binaryReader.Read7BitEncodedInt32();
Loop = binaryReader.ReadBoolean();
Volume = binaryReader.ReadSingle();
SpatialBlend = binaryReader.ReadSingle();
MaxDistance = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// Tag 表
/// </summary>
public class DRTag : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取 Tag 编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取 Tag 名
/// </summary>
public string Name { get; private set; }
public TagType TagType => (TagType)m_Id;
public string TagGroupText { get; private set; }
public RarityType MinRarity { get; private set; }
public int Weight { get; private set; }
public bool IsImplemented { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Name = columnStrings[index++];
bool hasExtendedColumns = columnStrings.Length - index >= 4;
if (hasExtendedColumns)
{
TagGroupText = columnStrings[index++];
MinRarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
Weight = int.Parse(columnStrings[index++]);
IsImplemented = bool.Parse(columnStrings[index++]);
}
else
{
TagGroupText = string.Empty;
MinRarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
Weight = int.Parse(columnStrings[index++]);
IsImplemented = true;
}
return true;
}
}
}
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using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
public sealed class DRTagConfig : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
public TagType TagType { get; private set; }
public TagTriggerPhase TriggerPhase { get; private set; }
public string Description { get; private set; }
public string ParamJson { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
TagType = EnumUtility<TagType>.Get(columnStrings[index++]);
TriggerPhase = EnumUtility<TagTriggerPhase>.Get(columnStrings[index++]);
Description = columnStrings[index++];
ParamJson = columnStrings[index++];
return true;
}
}
}
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using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 界面配置表。
/// </summary>
public class DRUIForm : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取界面编号。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取界面组名称。
/// </summary>
public string UIGroupName { get; private set; }
/// <summary>
/// 获取是否允许多个界面实例。
/// </summary>
public bool AllowMultiInstance { get; private set; }
/// <summary>
/// 获取是否暂停被其覆盖的界面。
/// </summary>
public bool PauseCoveredUIForm { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
UIGroupName = columnStrings[index++];
AllowMultiInstance = bool.Parse(columnStrings[index++]);
PauseCoveredUIForm = bool.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
UIGroupName = binaryReader.ReadString();
AllowMultiInstance = binaryReader.ReadBoolean();
PauseCoveredUIForm = binaryReader.ReadBoolean();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.666
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 声音配置表。
/// </summary>
public class DRUISound : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取声音编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
/// <summary>
/// 获取优先级(默认0,128最高,-128最低)。
/// </summary>
public int Priority
{
get;
private set;
}
/// <summary>
/// 获取音量(0~1)。
/// </summary>
public float Volume
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
Priority = int.Parse(columnStrings[index++]);
Volume = float.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
Priority = binaryReader.Read7BitEncodedInt32();
Volume = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.DataTable;
using System;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
public static class DataTableExtension
{
private const string DataRowClassPrefixName = "GeometryTD.DataTable.DR";
internal static readonly char[] DataSplitSeparators = new char[] { '\t' };
internal static readonly char[] DataTrimSeparators = new char[] { '\"' };
public static void LoadDataTable(this DataTableComponent dataTableComponent, string dataTableName, string dataTableAssetName, object userData)
{
if (string.IsNullOrEmpty(dataTableName))
{
Log.Warning("Data table name is invalid.");
return;
}
string[] splitedNames = dataTableName.Split('_');
if (splitedNames.Length > 2)
{
Log.Warning("Data table name is invalid.");
return;
}
string dataRowClassName = DataRowClassPrefixName + splitedNames[0];
Type dataRowType = Type.GetType(dataRowClassName);
if (dataRowType == null)
{
Log.Warning("Can not get data row type with class name '{0}'.", dataRowClassName);
return;
}
string name = splitedNames.Length > 1 ? splitedNames[1] : null;
DataTableBase dataTable = dataTableComponent.CreateDataTable(dataRowType, name);
dataTable.ReadData(dataTableAssetName, Constant.AssetPriority.DataTableAsset, userData);
}
public static Color32 ParseColor32(string value)
{
string[] splitedValue = value.Split(',');
return new Color32(byte.Parse(splitedValue[0]), byte.Parse(splitedValue[1]), byte.Parse(splitedValue[2]), byte.Parse(splitedValue[3]));
}
public static Color ParseColor(string value)
{
string[] splitedValue = value.Split(',');
return new Color(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
public static Quaternion ParseQuaternion(string value)
{
string[] splitedValue = value.Split(',');
return new Quaternion(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
public static Rect ParseRect(string value)
{
string[] splitedValue = value.Split(',');
return new Rect(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
public static Vector2 ParseVector2(string value)
{
string[] splitedValue = value.Split(',');
return new Vector2(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]));
}
public static Vector3 ParseVector3(string value)
{
string[] splitedValue = value.Split(',');
return new Vector3(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]));
}
public static Vector4 ParseVector4(string value)
{
string[] splitedValue = value.Split(',');
return new Vector4(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
}
}