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;
}
}
}