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 { /// /// 武器表。 /// public class DRWeapon : DataRowBase { private int m_Id = 0; /// /// 获取武器编号。 /// public override int Id => m_Id; /// /// 获取武器名称。 /// public string Title { get; private set; } /// /// 获取图标资源名称。 /// public string IconAssetName { get; private set; } public ItemRarity Rarity { get; private set; } public int Price { get; private set; } public float PriceRandomPercent { get; private set; } /// /// 获取武器伤害。 /// public int Attack { get; private set; } /// /// 获取武器冷却。 /// public float Cooldown { get; private set; } /// /// 获取武器攻击范围。 /// public float AttackRange { get; private set; } /// /// 获取武器攻击音效。 /// public int AttackSoundId { get; private set; } /// /// 获取武器额外参数。 /// public string Pramas { get; private set; } /// /// 获取武器额外属性。 /// 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++]; Rarity = EnumUtility.Get(columnStrings[index++]); Price = int.Parse(columnStrings[index++]); PriceRandomPercent = float.Parse(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(columnStrings[index++]); GeneratePropertyArray(); return true; } private void GeneratePropertyArray() { } } }