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; }
///
/// 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++];
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()
{
}
}
}