Ejemplo n.º 1
0
    public void setData(LuaTable table1, LuaTable table2)
    {
        var head = new string[table1.Length];

        SDataUtils.dealTable(table1, (Object o1, Object o2) =>
        {
            head[(int)(double)o1 - 1] = (string)o2;
        });
        SDataUtils.dealTable(table2, (Object o1, Object o2) =>
        {
            effect_cInfo dif = new effect_cInfo();
            SDataUtils.dealTable((LuaTable)o2, (Object o11, Object o22) =>
            {
                switch (head[(int)(double)o11 - 1])
                {
                case "ArmyID": dif.ArmyID = (int)(double)o22; break;

                case "MuzzleFlash": dif.MuzzleFlash = (string)o22; break;

                case "FlashPlayTime": dif.FlashPlayTime = (float)(double)o22; break;

                case "Bullet": dif.Bullet = (string)o22; break;

                case "BulletType": dif.BulletType = (short)(double)o22; break;

                case "Chain": dif.Chain = (string)o22; break;

                case "ChainPlayTime": dif.ChainPlayTime = (float)(double)o22; break;

                case "Range": dif.Range = (string)o22; break;

                case "RangePlayTime": dif.RangePlayTime = (float)(double)o22; break;

                case "Trajectory": dif.Trajectory = (string)o22; break;

                case "Gethit_Bullet": dif.Gethit_Bullet = (string)o22; break;

                case "Gethit_BulletPlayTime": dif.Gethit_BulletPlayTime = (float)(double)o22; break;

                case "Gethit_Missile": dif.Gethit_Missile = (string)o22; break;

                case "Gethit_MissilePlayTime": dif.Gethit_MissilePlayTime = (float)(double)o22; break;
                }
            });
            if (Data.ContainsKey(dif.ArmyID))
            {
                MonoEX.Debug.Logout(MonoEX.LOG_TYPE.LT_ERROR, "重复的ID:" + dif.ArmyID.ToString());
            }
            Data.Add(dif.ArmyID, dif);
        });
    }
Ejemplo n.º 2
0
    /// <summary>
    /// 设置数据
    /// </summary>
    /// <param name="effect">数据源</param>
    public void SetData(effect_cInfo effect)
    {
        ArmyID               = effect.ArmyID;
        MuzzleFlashEffect    = effect.MuzzleFlash;
        Bullet               = effect.Bullet;
        ChainEffect          = effect.Chain;
        RangeEffect          = effect.Range;
        TrajectoryEffect     = effect.Trajectory;
        GetHitByBulletEffect = effect.Gethit_Bullet;
        GetHitByBombEffect   = effect.Gethit_Missile;

        MuzzleFlashEffectTime    = effect.FlashPlayTime;
        ChainEffectTime          = effect.ChainPlayTime;
        RangeEffectTime          = effect.RangePlayTime;
        GetHitByBulletEffectTime = effect.Gethit_BulletPlayTime;
        GetHitByBombEffectTime   = effect.Gethit_MissilePlayTime;

        BulletType = effect.BulletType;
    }
Ejemplo n.º 3
0
 /// <summary>
 /// 初始化
 /// </summary>
 /// <param name="effect"></param>
 public EffectData(effect_cInfo effect)
 {
     SetData(effect);
 }