public void SerializableTable(ArrayList valuesList, string skey, Hashtable _hash) { if (string.IsNullOrEmpty(skey)) { throw TableException.ErrorReader("Read File{0} as key is Empty Fail!!!", GetInstanceFile()); } if ((int)_ID.MAX_RECORD != valuesList.Count) { throw TableException.ErrorReader("Load {0} error as CodeSize:{1} not Equal DataSize:{2}", GetInstanceFile(), _ID.MAX_RECORD, valuesList.Count); } Int32 nKey = Convert.ToInt32(skey); Tab_SkillBase _values = new Tab_SkillBase(); _values.m_BuffId = Convert.ToInt32(valuesList[(int)_ID.ID_BUFF_ID] as string); _values.m_BuffOdd = Convert.ToInt32(valuesList[(int)_ID.ID_BUFF_ODD] as string); _values.m_Cost = Convert.ToInt32(valuesList[(int)_ID.ID_COST] as string); _values.m_DamPer = Convert.ToInt32(valuesList[(int)_ID.ID_DAM_PER] as string); _values.m_Name = valuesList[(int)_ID.ID_NAME] as string; _values.m_ReceiveEffectIdButtom = Convert.ToInt32(valuesList[(int)_ID.ID_RECEIVE_EFFECT_ID_BUTTOM] as string); _values.m_ReceiveEffectIdTop = Convert.ToInt32(valuesList[(int)_ID.ID_RECEIVE_EFFECT_ID_TOP] as string); _values.m_ReleaseEffectIdButtom = Convert.ToInt32(valuesList[(int)_ID.ID_RELEASE_EFFECT_ID_BUTTOM] as string); _values.m_ReleaseEffectIdTop = Convert.ToInt32(valuesList[(int)_ID.ID_RELEASE_EFFECT_ID_TOP] as string); _values.m_SkillType = Convert.ToInt32(valuesList[(int)_ID.ID_SKILL_TYPE] as string); _values.m_TargetForce = Convert.ToInt32(valuesList[(int)_ID.ID_TARGET_FORCE] as string); _values.m_TargetType = Convert.ToInt32(valuesList[(int)_ID.ID_TARGET_TYPE] as string); _hash.Add(nKey, _values); }
public static void SerializableTable(string[] valuesList, int skey, Dictionary <int, List <object> > _hash) { if ((int)_ID.MAX_RECORD != valuesList.Length) { throw TableException.ErrorReader("Load {0} error as CodeSize:{1} not Equal DataSize:{2}", GetInstanceFile(), _ID.MAX_RECORD, valuesList.Length); } Tab_SkillBase _values = new Tab_SkillBase(); _values.m_ChangeMode [0] = Convert.ToInt32(valuesList[(int)_ID.ID_CHANGEMODE0] as string); _values.m_ChangeMode [1] = Convert.ToInt32(valuesList[(int)_ID.ID_CHANGEMODE1] as string); _values.m_ChangeMode [2] = Convert.ToInt32(valuesList[(int)_ID.ID_CHANGEMODE2] as string); _values.m_ChangeMode [3] = Convert.ToInt32(valuesList[(int)_ID.ID_CHANGEMODE3] as string); _values.m_FirstIndex = Convert.ToInt32(valuesList[(int)_ID.ID_FIRSTINDEX] as string); _values.m_HasPublicCd = Convert.ToInt32(valuesList[(int)_ID.ID_HASPUBLICCD] as string); _values.m_Icon = valuesList[(int)_ID.ID_ICON] as string; _values.m_Id = Convert.ToInt32(valuesList[(int)_ID.ID_ID] as string); _values.m_IsAutoSelectTar = Convert.ToInt32(valuesList[(int)_ID.ID_ISAUTOSELECTTAR] as string); _values.m_IsBreakBeAttacked = Convert.ToInt32(valuesList[(int)_ID.ID_ISBREAKBEATTACKED] as string); _values.m_IsMove = Convert.ToInt32(valuesList[(int)_ID.ID_ISMOVE] as string); _values.m_IsMoveBreak = Convert.ToInt32(valuesList[(int)_ID.ID_ISMOVEBREAK] as string); _values.m_IsMoveToTarInAutoCombat = Convert.ToInt32(valuesList[(int)_ID.ID_ISMOVETOTARINAUTOCOMBAT] as string); _values.m_IsNeedStopEffectId [0] = Convert.ToInt32(valuesList[(int)_ID.ID_ISNEEDSTOPEFFECTID1] as string); _values.m_IsNeedStopEffectId [1] = Convert.ToInt32(valuesList[(int)_ID.ID_ISNEEDSTOPEFFECTID2] as string); _values.m_IsNeedWeapon = Convert.ToInt32(valuesList[(int)_ID.ID_ISNEEDWEAPON] as string); _values.m_IsShowSkillName = Convert.ToInt32(valuesList[(int)_ID.ID_ISSHOWSKILLNAME] as string); _values.m_IsSkillBreak = Convert.ToInt32(valuesList[(int)_ID.ID_ISSKILLBREAK] as string); _values.m_LevelUpIndex = Convert.ToInt32(valuesList[(int)_ID.ID_LEVELUPINDEX] as string); _values.m_Name = valuesList[(int)_ID.ID_NAME] as string; _values.m_NextIndex = Convert.ToInt32(valuesList[(int)_ID.ID_NEXTINDEX] as string); _values.m_PlayAttackSound = Convert.ToInt32(valuesList[(int)_ID.ID_PLAYATTACKSOUND] as string); _values.m_PriorityAutoFight = Convert.ToInt32(valuesList[(int)_ID.ID_PRIORITYAUTOFIGHT] as string); _values.m_ProfessionId = Convert.ToInt32(valuesList[(int)_ID.ID_PROFESSIONID] as string); _values.m_SelLogic = Convert.ToInt32(valuesList[(int)_ID.ID_SELLOGIC] as string); _values.m_SkillClass = Convert.ToInt32(valuesList[(int)_ID.ID_SKILLCLASS] as string); _values.m_SkillIntro = valuesList[(int)_ID.ID_SKILLINTRO] as string; _values.m_TargetType = Convert.ToInt32(valuesList[(int)_ID.ID_TARGETTYPE] as string); _values.m_UseType = Convert.ToInt32(valuesList[(int)_ID.ID_USETYPE] as string); _values.m_XpSkillIndex = Convert.ToInt32(valuesList[(int)_ID.ID_XPSKILLINDEX] as string); if (_hash.ContainsKey(skey)) { List <object> tList = _hash[skey]; tList.Add(_values); } else { List <object> tList = new List <object>(); tList.Add(_values); _hash.Add(skey, (List <object>)tList); } }