using UnityGameFramework.Runtime; namespace GeometryTD.DataTable { /// /// 敌人配置表 /// public class DREnemy : DataRowBase { private int m_Id = 0; /// /// 获取敌人编号 /// public override int Id => m_Id; /// /// 获取敌人实体编号 /// public int EntityId { get; private set; } /// /// 获取敌人基础血量 /// public int BaseHp { get; private set; } /// /// 获取敌人基础基地伤害 /// public int BaseDamage { get; private set; } /// /// 获取敌人移动速度 /// public float Speed { get; private set; } /// /// 获取敌人掉落硬币 /// public int DropCoin { get; private set; } /// /// 获取敌人掉落金币 /// public int DropGold { get; private set; } /// /// 获取敌人掉落金币概率 /// 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; } } }