初始化仓库
This commit is contained in:
@@ -0,0 +1,56 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using System;
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using System.IO;
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using UnityEngine;
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namespace DataTable
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{
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public static class BinaryReaderExtension
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{
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public static Color32 ReadColor32(this BinaryReader binaryReader)
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{
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return new Color32(binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte());
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}
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public static Color ReadColor(this BinaryReader binaryReader)
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{
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return new Color(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static DateTime ReadDateTime(this BinaryReader binaryReader)
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{
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return new DateTime(binaryReader.ReadInt64());
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}
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public static Quaternion ReadQuaternion(this BinaryReader binaryReader)
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{
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return new Quaternion(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Rect ReadRect(this BinaryReader binaryReader)
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{
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return new Rect(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Vector2 ReadVector2(this BinaryReader binaryReader)
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{
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return new Vector2(binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Vector3 ReadVector3(this BinaryReader binaryReader)
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{
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return new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Vector4 ReadVector4(this BinaryReader binaryReader)
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{
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return new Vector4(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: f303871e05cae2d489d6ba3adb6e39d3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,207 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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||||
//------------------------------------------------------------
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// 此文件由工具自动生成,请勿直接修改。
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// 生成时间:2021-06-16 21:54:35.517
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//------------------------------------------------------------
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using GameFramework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace DataTable
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{
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/// <summary>
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/// 战机表。
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/// </summary>
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public class DRAircraft : DataRowBase
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{
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private int m_Id = 0;
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/// <summary>
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/// 获取战机编号。
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/// </summary>
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public override int Id
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{
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get { return m_Id; }
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}
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/// <summary>
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/// 获取推进器编号。
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/// </summary>
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public int ThrusterId { get; private set; }
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/// <summary>
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/// 获取武器编号0。
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/// </summary>
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public int WeaponId0 { get; private set; }
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/// <summary>
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/// 获取武器编号1。
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/// </summary>
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public int WeaponId1 { get; private set; }
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/// <summary>
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/// 获取武器编号2。
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/// </summary>
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public int WeaponId2 { get; private set; }
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/// <summary>
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/// 获取装甲编号0。
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/// </summary>
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public int ArmorId0 { get; private set; }
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/// <summary>
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/// 获取装甲编号1。
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/// </summary>
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public int ArmorId1 { get; private set; }
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/// <summary>
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/// 获取装甲编号2。
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/// </summary>
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public int ArmorId2 { get; private set; }
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/// <summary>
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/// 获取死亡特效编号。
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/// </summary>
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public int DeadEffectId { get; private set; }
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/// <summary>
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/// 获取死亡声音编号。
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/// </summary>
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public int DeadSoundId { get; private set; }
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public override bool ParseDataRow(string dataRowString, object userData)
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{
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string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
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for (int i = 0; i < columnStrings.Length; i++)
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{
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columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
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}
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int index = 0;
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index++;
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m_Id = int.Parse(columnStrings[index++]);
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index++;
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ThrusterId = int.Parse(columnStrings[index++]);
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WeaponId0 = int.Parse(columnStrings[index++]);
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WeaponId1 = int.Parse(columnStrings[index++]);
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WeaponId2 = int.Parse(columnStrings[index++]);
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ArmorId0 = int.Parse(columnStrings[index++]);
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ArmorId1 = int.Parse(columnStrings[index++]);
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ArmorId2 = int.Parse(columnStrings[index++]);
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DeadEffectId = int.Parse(columnStrings[index++]);
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DeadSoundId = int.Parse(columnStrings[index++]);
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GeneratePropertyArray();
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return true;
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}
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public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
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{
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using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
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{
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using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
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{
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m_Id = binaryReader.Read7BitEncodedInt32();
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ThrusterId = binaryReader.Read7BitEncodedInt32();
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WeaponId0 = binaryReader.Read7BitEncodedInt32();
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||||
WeaponId1 = binaryReader.Read7BitEncodedInt32();
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WeaponId2 = binaryReader.Read7BitEncodedInt32();
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ArmorId0 = binaryReader.Read7BitEncodedInt32();
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ArmorId1 = binaryReader.Read7BitEncodedInt32();
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||||
ArmorId2 = binaryReader.Read7BitEncodedInt32();
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||||
DeadEffectId = binaryReader.Read7BitEncodedInt32();
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||||
DeadSoundId = binaryReader.Read7BitEncodedInt32();
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||||
}
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||||
}
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GeneratePropertyArray();
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return true;
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}
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private KeyValuePair<int, int>[] m_WeaponId = null;
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public int WeaponIdCount
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{
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get { return m_WeaponId.Length; }
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}
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public int GetWeaponId(int id)
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{
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foreach (KeyValuePair<int, int> i in m_WeaponId)
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{
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if (i.Key == id)
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{
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return i.Value;
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}
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}
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throw new GameFrameworkException(Utility.Text.Format("GetWeaponId with invalid id '{0}'.", id));
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}
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public int GetWeaponIdAt(int index)
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{
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if (index < 0 || index >= m_WeaponId.Length)
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{
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throw new GameFrameworkException(Utility.Text.Format("GetWeaponIdAt with invalid index '{0}'.", index));
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}
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return m_WeaponId[index].Value;
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}
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private KeyValuePair<int, int>[] m_ArmorId = null;
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public int ArmorIdCount
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{
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get { return m_ArmorId.Length; }
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}
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public int GetArmorId(int id)
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{
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foreach (KeyValuePair<int, int> i in m_ArmorId)
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{
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if (i.Key == id)
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{
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return i.Value;
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}
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}
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throw new GameFrameworkException(Utility.Text.Format("GetArmorId with invalid id '{0}'.", id));
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}
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public int GetArmorIdAt(int index)
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{
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if (index < 0 || index >= m_ArmorId.Length)
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{
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throw new GameFrameworkException(Utility.Text.Format("GetArmorIdAt with invalid index '{0}'.", index));
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}
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return m_ArmorId[index].Value;
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}
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private void GeneratePropertyArray()
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{
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m_WeaponId = new KeyValuePair<int, int>[]
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{
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new KeyValuePair<int, int>(0, WeaponId0),
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new KeyValuePair<int, int>(1, WeaponId1),
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new KeyValuePair<int, int>(2, WeaponId2),
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};
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m_ArmorId = new KeyValuePair<int, int>[]
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{
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new KeyValuePair<int, int>(0, ArmorId0),
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new KeyValuePair<int, int>(1, ArmorId1),
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new KeyValuePair<int, int>(2, ArmorId2),
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||||
};
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||||
}
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||||
}
|
||||
}
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||||
@@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
|
||||
guid: e7a6297d01a7dc348b1488bf6245cb1b
|
||||
timeCreated: 1528026147
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,85 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 21:54:35.539
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
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||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 装甲表。
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/// </summary>
|
||||
public class DRArmor : DataRowBase
|
||||
{
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private int m_Id = 0;
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|
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/// <summary>
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/// 获取装甲编号。
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/// </summary>
|
||||
public override int Id
|
||||
{
|
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get { return m_Id; }
|
||||
}
|
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|
||||
/// <summary>
|
||||
/// 获取最大生命。
|
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/// </summary>
|
||||
public int MaxHP { get; private set; }
|
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|
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/// <summary>
|
||||
/// 获取防御力。
|
||||
/// </summary>
|
||||
public int Defense { 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++;
|
||||
MaxHP = int.Parse(columnStrings[index++]);
|
||||
Defense = 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();
|
||||
MaxHP = binaryReader.Read7BitEncodedInt32();
|
||||
Defense = binaryReader.Read7BitEncodedInt32();
|
||||
}
|
||||
}
|
||||
|
||||
GeneratePropertyArray();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void GeneratePropertyArray()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e945cefd12dc05428a0b4d287784707
|
||||
timeCreated: 1528026147
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,113 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 21:54:35.557
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 小行星表。
|
||||
/// </summary>
|
||||
public class DRAsteroid : DataRowBase
|
||||
{
|
||||
private int m_Id = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 获取小行星编号。
|
||||
/// </summary>
|
||||
public override int Id
|
||||
{
|
||||
get { return m_Id; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取最大生命。
|
||||
/// </summary>
|
||||
public int MaxHP { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取冲击力。
|
||||
/// </summary>
|
||||
public int Attack { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取速度。
|
||||
/// </summary>
|
||||
public float Speed { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取角速度。
|
||||
/// </summary>
|
||||
public float AngularSpeed { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取死亡特效编号。
|
||||
/// </summary>
|
||||
public int DeadEffectId { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取死亡声音编号。
|
||||
/// </summary>
|
||||
public int DeadSoundId { 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++;
|
||||
MaxHP = int.Parse(columnStrings[index++]);
|
||||
Attack = int.Parse(columnStrings[index++]);
|
||||
Speed = float.Parse(columnStrings[index++]);
|
||||
AngularSpeed = float.Parse(columnStrings[index++]);
|
||||
DeadEffectId = int.Parse(columnStrings[index++]);
|
||||
DeadSoundId = 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();
|
||||
MaxHP = binaryReader.Read7BitEncodedInt32();
|
||||
Attack = binaryReader.Read7BitEncodedInt32();
|
||||
Speed = binaryReader.ReadSingle();
|
||||
AngularSpeed = binaryReader.ReadSingle();
|
||||
DeadEffectId = binaryReader.Read7BitEncodedInt32();
|
||||
DeadSoundId = binaryReader.Read7BitEncodedInt32();
|
||||
}
|
||||
}
|
||||
|
||||
GeneratePropertyArray();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void GeneratePropertyArray()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 836a293c79cb42e42a7235ebdeb3344f
|
||||
timeCreated: 1528026147
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,32 @@
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
public class DREnemy : DataRowBase
|
||||
{
|
||||
private int m_id;
|
||||
public override int Id => m_id;
|
||||
public int MaxHealth { get; private set; }
|
||||
public float Speed { get; private set; }
|
||||
public int DropCoin { get; private set; }
|
||||
public int DropExp { get; private set; }
|
||||
public float DropPercent { get; private set; }
|
||||
|
||||
public override bool ParseDataRow(string dataRowString, object userData)
|
||||
{
|
||||
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
|
||||
|
||||
int index = 0;
|
||||
index++;
|
||||
m_id = int.Parse(columnStrings[index++]);
|
||||
index++;
|
||||
MaxHealth = int.Parse(columnStrings[index++]);
|
||||
Speed = float.Parse(columnStrings[index++]);
|
||||
DropCoin = int.Parse(columnStrings[index++]);
|
||||
DropExp = int.Parse(columnStrings[index++]);
|
||||
DropPercent = float.Parse(columnStrings[index++]);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 65140fe454964f14951a73965686fb0e
|
||||
timeCreated: 1769221617
|
||||
@@ -0,0 +1,74 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 System.IO;
|
||||
using System.Text;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace 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
|
||||
{
|
||||
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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a48a9c6b974d6674f8a0421fc603dc56
|
||||
timeCreated: 1528026147
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,53 @@
|
||||
using Definition.Enum;
|
||||
using StarForce;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRGoods : DataRowBase
|
||||
{
|
||||
private int m_Id = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 获取商品Id。
|
||||
/// </summary>
|
||||
public override int Id => m_Id;
|
||||
|
||||
/// <summary>
|
||||
/// 获取商品类型。
|
||||
/// </summary>
|
||||
public GoodsType GoodsType { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取最低价格
|
||||
/// </summary>
|
||||
public int MinPrice { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取最高价格
|
||||
/// </summary>
|
||||
public int MaxPrice { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取商品对应具体类型的表Id
|
||||
/// </summary>
|
||||
public int GoodsTypeId { get; set; }
|
||||
|
||||
public override bool ParseDataRow(string dataRowString, object userData)
|
||||
{
|
||||
string[] fields = dataRowString.Split(DataTableExtension.DataSplitSeparators);
|
||||
|
||||
int index = 0;
|
||||
|
||||
index++;
|
||||
m_Id = int.Parse(fields[index++]);
|
||||
index++;
|
||||
GoodsType = EnumUtility<GoodsType>.Get(fields[index++]);
|
||||
MinPrice = int.Parse(fields[index++]);
|
||||
MaxPrice = int.Parse(fields[index++]);
|
||||
GoodsTypeId = int.Parse(fields[index++]);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 595bda561b5491c4e878f071ceb31089
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,110 @@
|
||||
using System;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using StarForce;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRLevel : DataRowBase
|
||||
{
|
||||
private int m_Id = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 获取关卡编号。
|
||||
/// </summary>
|
||||
public override int Id => m_Id;
|
||||
|
||||
/// <summary>
|
||||
/// 获取关卡内会生成的实体编号
|
||||
/// </summary>
|
||||
public int[] EntityIds { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取关卡内每次生成实体的数量
|
||||
/// </summary>
|
||||
public int[] EntityCounts { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取关卡内生成实体的间隔时间
|
||||
/// </summary>
|
||||
public float[] Intervals { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取关卡时间。
|
||||
/// </summary>
|
||||
public int Duration { get; private set; }
|
||||
|
||||
public override bool ParseDataRow(string dataRowString, object userData)
|
||||
{
|
||||
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
|
||||
|
||||
int index = 0;
|
||||
index++;
|
||||
m_Id = int.Parse(columnStrings[index++]);
|
||||
index++;
|
||||
GenerateEntityIds(columnStrings[index++]);
|
||||
GenerateEntityCounts(columnStrings[index++]);
|
||||
GenerateIntervals(columnStrings[index++]);
|
||||
Duration = int.Parse(columnStrings[index++]);
|
||||
|
||||
GeneratePropertyArray();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void GeneratePropertyArray()
|
||||
{
|
||||
}
|
||||
|
||||
private void GenerateEntityIds(string raw)
|
||||
{
|
||||
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
|
||||
{
|
||||
throw new ArgumentException("Input must be enclosed in square brackets.");
|
||||
}
|
||||
|
||||
if (raw.Length == 2) return;
|
||||
string[] entityIds = raw.Substring(1, raw.Length - 2).Split(",");
|
||||
int length = entityIds.Length;
|
||||
EntityIds = new int[length];
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
EntityIds[i] = int.Parse(entityIds[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateEntityCounts(string raw)
|
||||
{
|
||||
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
|
||||
{
|
||||
throw new ArgumentException("Input must be enclosed in square brackets.");
|
||||
}
|
||||
|
||||
if (raw.Length == 2) return;
|
||||
string[] entityCounts = raw.Substring(1, raw.Length - 2).Split(",");
|
||||
int length = entityCounts.Length;
|
||||
EntityCounts = new int[length];
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
EntityCounts[i] = int.Parse(entityCounts[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateIntervals(string raw)
|
||||
{
|
||||
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
|
||||
{
|
||||
throw new ArgumentException("Input must be enclosed in square brackets.");
|
||||
}
|
||||
|
||||
if (raw.Length == 2) return;
|
||||
string[] intervals = raw.Substring(1, raw.Length - 2).Split(",");
|
||||
int length = intervals.Length;
|
||||
Intervals = new float[length];
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
Intervals[i] = float.Parse(intervals[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d2c6e5a5e57b464397483dd1f164ddf8
|
||||
timeCreated: 1769159930
|
||||
@@ -0,0 +1,78 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5539646031a664344b90aeb64f92930d
|
||||
timeCreated: 1528026147
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,32 @@
|
||||
using Definition.DataStruct;
|
||||
using GameFramework;
|
||||
using Newtonsoft.Json;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRProp : DataRowBase
|
||||
{
|
||||
private int m_Id;
|
||||
|
||||
public override int Id => m_Id;
|
||||
public string Title { get; private set; }
|
||||
public string IconAssetName { get; private set; }
|
||||
public StatModifier[] Modifiers { get; private set; }
|
||||
|
||||
public override bool ParseDataRow(string dataRowString, object userData)
|
||||
{
|
||||
string[] fields = dataRowString.Split(DataTableExtension.DataSplitSeparators);
|
||||
int index = 0;
|
||||
|
||||
index++;
|
||||
m_Id = int.Parse(fields[index++]);
|
||||
index++;
|
||||
Title = fields[index++];
|
||||
IconAssetName = fields[index++];
|
||||
Modifiers = JsonConvert.DeserializeObject<StatModifier[]>(fields[index++]);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 84edcc54b1524344a9f7b36d1bf55419
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,139 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using GameFramework;
|
||||
using StarForce;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRRole : DataRowBase
|
||||
{
|
||||
private int m_Id = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 获取角色编号。
|
||||
/// </summary>
|
||||
public override int Id => m_Id;
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源名称。
|
||||
/// </summary>
|
||||
public string RoleName { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取图标名称。
|
||||
/// </summary>
|
||||
public string IconName { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取初始最大生命。
|
||||
/// </summary>
|
||||
public int MaxHealth { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取初始速度。
|
||||
/// </summary>
|
||||
public float Speed { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取初始金币。
|
||||
/// </summary>
|
||||
public int Coin { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取最大持有武器数。
|
||||
/// </summary>
|
||||
public int WeaponCapacity { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取初始属性。
|
||||
/// </summary>
|
||||
public StatModifier[] InitialProperties { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取初始物品。
|
||||
/// </summary>
|
||||
public KeyValuePair<int, int>[] InitialItemIds { get; private set; }
|
||||
|
||||
public int[] ExpRequires { get; private set; }
|
||||
|
||||
public override bool ParseDataRow(string dataRowString, object userData)
|
||||
{
|
||||
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
|
||||
|
||||
int index = 0;
|
||||
index++;
|
||||
m_Id = int.Parse(columnStrings[index++]);
|
||||
index++;
|
||||
RoleName = columnStrings[index++];
|
||||
IconName = columnStrings[index++];
|
||||
MaxHealth = int.Parse(columnStrings[index++]);
|
||||
Speed = float.Parse(columnStrings[index++]);
|
||||
Coin = int.Parse(columnStrings[index++]);
|
||||
WeaponCapacity = int.Parse(columnStrings[index++]);
|
||||
InitialProperties = Utility.Json.ToObject<StatModifier[]>(columnStrings[index++]);
|
||||
GenerateItems(columnStrings[index++]);
|
||||
GenerateExpRequires(ref columnStrings, index);
|
||||
|
||||
GeneratePropertyArray();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void GeneratePropertyArray()
|
||||
{
|
||||
}
|
||||
|
||||
private void GenerateItems(string raw)
|
||||
{
|
||||
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
|
||||
{
|
||||
throw new ArgumentException("Input must be enclosed in square brackets.");
|
||||
}
|
||||
|
||||
if (raw.Length <= 2) return;
|
||||
|
||||
string[] items = raw.Substring(1, raw.Length - 2).Split(";");
|
||||
int length = items.Length;
|
||||
InitialItemIds = new KeyValuePair<int, int>[length];
|
||||
for (int i = 0; i < length; i++)
|
||||
{
|
||||
string input = items[i];
|
||||
if (string.IsNullOrEmpty(input))
|
||||
{
|
||||
Log.Warning("Invalid item: {0}", input);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!input.StartsWith('[') || !input.EndsWith(']'))
|
||||
{
|
||||
throw new ArgumentException("Input must be enclosed in square brackets.");
|
||||
}
|
||||
|
||||
string inner = input.Substring(1, input.Length - 2);
|
||||
|
||||
// 如果是空列表 "[]"
|
||||
if (inner.Length == 0) continue;
|
||||
|
||||
string[] index = inner.Split(",");
|
||||
var item = new KeyValuePair<int, int>(int.Parse(index[0]), int.Parse(index[1]));
|
||||
InitialItemIds[i] = item;
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateExpRequires(ref string[] columnStrings, int index)
|
||||
{
|
||||
List<int> expRequires = new List<int>();
|
||||
int baseExp = int.Parse(columnStrings[index]);
|
||||
for (int i = index; i < columnStrings.Length; i++)
|
||||
{
|
||||
expRequires.Add(int.Parse(columnStrings[i]) - baseExp);
|
||||
}
|
||||
|
||||
ExpRequires = expRequires.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d596bc33ed84659449059b972a2c4e26
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,81 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 21:54:35.610
|
||||
//------------------------------------------------------------
|
||||
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace 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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ce61902e6e3c23409f9ef10ccc8c550
|
||||
timeCreated: 1528026147
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,113 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 21:54:35.625
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace 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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc0abcc42a26c844d91d422da22eb94d
|
||||
timeCreated: 1528026147
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,78 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 21:54:35.638
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 推进器表。
|
||||
/// </summary>
|
||||
public class DRThruster : DataRowBase
|
||||
{
|
||||
private int m_Id = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 获取推进器编号。
|
||||
/// </summary>
|
||||
public override int Id
|
||||
{
|
||||
get { return m_Id; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取。
|
||||
/// </summary>
|
||||
public float Speed { 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++;
|
||||
Speed = 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();
|
||||
Speed = binaryReader.ReadSingle();
|
||||
}
|
||||
}
|
||||
|
||||
GeneratePropertyArray();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void GeneratePropertyArray()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a9b85e7308914ee49bacd872a67716aa
|
||||
timeCreated: 1528026148
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,99 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 21:54:35.652
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace 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
|
||||
{
|
||||
get { return 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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f28db9f996bc3d04eb73541b1f8b1036
|
||||
timeCreated: 1528026148
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,92 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d69c673440234c24a9718897060d4e14
|
||||
timeCreated: 1528026148
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,91 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using Entity;
|
||||
using GameFramework;
|
||||
using StarForce;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 武器表。
|
||||
/// </summary>
|
||||
public class DRWeapon : DataRowBase
|
||||
{
|
||||
private int m_Id = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 获取武器编号。
|
||||
/// </summary>
|
||||
public override int Id => m_Id;
|
||||
|
||||
/// <summary>
|
||||
/// 获取武器名称。
|
||||
/// </summary>
|
||||
public string Title { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取图标资源名称。
|
||||
/// </summary>
|
||||
public string IconAssetName { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取武器伤害。
|
||||
/// </summary>
|
||||
public int Attack { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取武器冷却。
|
||||
/// </summary>
|
||||
public float Cooldown { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取武器攻击范围。
|
||||
/// </summary>
|
||||
public float AttackRange { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取武器攻击音效。
|
||||
/// </summary>
|
||||
public int AttackSoundId { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取武器额外参数。
|
||||
/// </summary>
|
||||
public string Pramas { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取武器额外属性。
|
||||
/// </summary>
|
||||
public StatModifier[] Modifiers { get; private set; }
|
||||
|
||||
public override bool ParseDataRow(string dataRowString, object userData)
|
||||
{
|
||||
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
|
||||
|
||||
int index = 0;
|
||||
index++;
|
||||
m_Id = int.Parse(columnStrings[index++]);
|
||||
index++;
|
||||
Title = columnStrings[index++];
|
||||
IconAssetName = columnStrings[index++];
|
||||
Attack = int.Parse(columnStrings[index++]);
|
||||
Cooldown = float.Parse(columnStrings[index++]);
|
||||
AttackRange = float.Parse(columnStrings[index++]);
|
||||
AttackSoundId = int.Parse(columnStrings[index++]);
|
||||
Pramas = columnStrings[index++];
|
||||
Modifiers = Utility.Json.ToObject<StatModifier[]>(columnStrings[index++]);
|
||||
|
||||
GeneratePropertyArray();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void GeneratePropertyArray()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b386151345d3f14ab9b7dc5ed6dd864
|
||||
timeCreated: 1528026148
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,104 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 Definition;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace DataTable
|
||||
{
|
||||
public static class DataTableExtension
|
||||
{
|
||||
private const string DataRowClassPrefixName = "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]));
|
||||
}
|
||||
|
||||
public static T GetDataTableRow<T>(this DataTableComponent dataTableComponent, int id) where T : DataRowBase
|
||||
{
|
||||
return dataTableComponent.GetDataTable<T>().GetDataRow(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23740ffb8ecb90b48ad986504e1d2474
|
||||
timeCreated: 1528026147
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user