vampire-like/Assets/GameMain/Scripts/DataTable/DRWeapon.cs

143 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Globalization;
using Definition.DataStruct;
using Definition.Enum;
using GameFramework;
using CustomUtility;
using UnityEngine;
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;
public int EntityTypeId { get; private set; }
/// <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>
/// 获取武器稀有度
/// </summary>
public ItemRarity Rarity { get; private set; }
/// <summary>
/// 获取武器价值
/// </summary>
public int Price { get; private set; }
/// <summary>
/// 获取武器价值浮动率
/// </summary>
public float PriceRandomPercent { 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 Dictionary<string, 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++;
EntityTypeId = int.Parse(columnStrings[index++]);
Title = columnStrings[index++];
IconAssetName = columnStrings[index++];
Rarity = EnumUtility<ItemRarity>.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 = DeserializeParams(columnStrings[index++]);
Modifiers = Utility.Json.ToObject<StatModifier[]>(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
/// <summary>
/// 解参数
/// </summary>
/// <param name="rawParams"></param>
/// <returns></returns>
/// <exception cref="ArgumentException"></exception>
private Dictionary<string, string> DeserializeParams(string rawParams)
{
if (!rawParams.StartsWith('[') || !rawParams.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
var dict = new Dictionary<string, string>();
if (string.IsNullOrEmpty(rawParams)) return dict;
string[] items = rawParams.Substring(1, rawParams.Length - 2).Split(";");
foreach (var item in items)
{
string entry = item.Trim();
if (string.IsNullOrEmpty(entry)) continue;
string[] pair = entry.Split(':' , StringSplitOptions.RemoveEmptyEntries);
if (pair.Length != 2) continue;
dict.Add(pair[0].ToLower(), pair[1]);
}
return dict;
}
}
}