Example #1
0
    public bool LoadCsv(string strContent)
    {
        if (strContent.Length == 0)
        {
            return(false);
        }
        m_mapElements.Clear();
        m_vecAllElements.Clear();
        int           contentOffset = 0;
        List <string> vecLine;

        vecLine = GameAssist.readCsvLine(strContent, ref contentOffset);
        if (vecLine.Count != 17)
        {
            Debug.Log("BaseAI.csv中列数量与生成的代码不匹配!");
            return(false);
        }
        if (vecLine[0] != "baseAiId")
        {
            Debug.Log("BaseAI.csv中字段[baseAiId]位置不对应"); return(false);
        }
        if (vecLine[1] != "Comment")
        {
            Debug.Log("BaseAI.csv中字段[Comment]位置不对应"); return(false);
        }
        if (vecLine[2] != "canMove")
        {
            Debug.Log("BaseAI.csv中字段[canMove]位置不对应"); return(false);
        }
        if (vecLine[3] != "attackType")
        {
            Debug.Log("BaseAI.csv中字段[attackType]位置不对应"); return(false);
        }
        if (vecLine[4] != "aiCd")
        {
            Debug.Log("BaseAI.csv中字段[aiCd]位置不对应"); return(false);
        }
        if (vecLine[5] != "noAttack")
        {
            Debug.Log("BaseAI.csv中字段[noAttack]位置不对应"); return(false);
        }
        if (vecLine[6] != "patrolRate")
        {
            Debug.Log("BaseAI.csv中字段[patrolRate]位置不对应"); return(false);
        }
        if (vecLine[7] != "followPortal")
        {
            Debug.Log("BaseAI.csv中字段[followPortal]位置不对应"); return(false);
        }
        if (vecLine[8] != "counterAttack")
        {
            Debug.Log("BaseAI.csv中字段[counterAttack]位置不对应"); return(false);
        }
        if (vecLine[9] != "SkillPriority")
        {
            Debug.Log("BaseAI.csv中字段[SkillPriority]位置不对应"); return(false);
        }
        if (vecLine[10] != "GuardType")
        {
            Debug.Log("BaseAI.csv中字段[GuardType]位置不对应"); return(false);
        }
        if (vecLine[11] != "GuardScope")
        {
            Debug.Log("BaseAI.csv中字段[GuardScope]位置不对应"); return(false);
        }
        if (vecLine[12] != "PatrolSpeed")
        {
            Debug.Log("BaseAI.csv中字段[PatrolSpeed]位置不对应"); return(false);
        }
        if (vecLine[13] != "RaidSpeed")
        {
            Debug.Log("BaseAI.csv中字段[RaidSpeed]位置不对应"); return(false);
        }
        if (vecLine[14] != "BloodReturn")
        {
            Debug.Log("BaseAI.csv中字段[BloodReturn]位置不对应"); return(false);
        }
        if (vecLine[15] != "InterveneSkill")
        {
            Debug.Log("BaseAI.csv中字段[InterveneSkill]位置不对应"); return(false);
        }
        if (vecLine[16] != "ExpandAI")
        {
            Debug.Log("BaseAI.csv中字段[ExpandAI]位置不对应"); return(false);
        }

        while (true)
        {
            vecLine = GameAssist.readCsvLine(strContent, ref contentOffset);
            if ((int)vecLine.Count == 0)
            {
                break;
            }
            if ((int)vecLine.Count != (int)17)
            {
                return(false);
            }
            BaseAIElement member = new BaseAIElement();
            member.baseAiId       = Convert.ToInt32(vecLine[0]);
            member.Comment        = vecLine[1];
            member.canMove        = Convert.ToInt32(vecLine[2]);
            member.attackType     = Convert.ToInt32(vecLine[3]);
            member.aiCd           = Convert.ToInt32(vecLine[4]);
            member.noAttack       = Convert.ToInt32(vecLine[5]);
            member.patrolRate     = Convert.ToInt32(vecLine[6]);
            member.followPortal   = Convert.ToInt32(vecLine[7]);
            member.counterAttack  = Convert.ToInt32(vecLine[8]);
            member.SkillPriority  = Convert.ToInt32(vecLine[9]);
            member.GuardType      = Convert.ToInt32(vecLine[10]);
            member.GuardScope     = Convert.ToInt32(vecLine[11]);
            member.PatrolSpeed    = Convert.ToInt32(vecLine[12]);
            member.RaidSpeed      = Convert.ToInt32(vecLine[13]);
            member.BloodReturn    = Convert.ToInt32(vecLine[14]);
            member.InterveneSkill = Convert.ToInt32(vecLine[15]);
            member.ExpandAI       = Convert.ToInt32(vecLine[16]);

            member.IsValidate = true;
            m_vecAllElements.Add(member);
            m_mapElements[member.baseAiId] = member;
        }
        return(true);
    }
Example #2
0
 private BaseAITable()
 {
     m_mapElements    = new Dictionary <int, BaseAIElement>();
     m_emptyItem      = new BaseAIElement();
     m_vecAllElements = new List <BaseAIElement>();
 }
Example #3
0
    public bool LoadBin(byte[] binContent)
    {
        m_mapElements.Clear();
        m_vecAllElements.Clear();
        int nCol, nRow;
        int readPos = 0;

        readPos += GameAssist.ReadInt32Variant(binContent, readPos, out nCol);
        readPos += GameAssist.ReadInt32Variant(binContent, readPos, out nRow);
        List <string> vecLine     = new List <string>(nCol);
        List <int>    vecHeadType = new List <int>(nCol);
        string        tmpStr;
        int           tmpInt;

        for (int i = 0; i < nCol; i++)
        {
            readPos += GameAssist.ReadString(binContent, readPos, out tmpStr);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out tmpInt);
            vecLine.Add(tmpStr);
            vecHeadType.Add(tmpInt);
        }
        if (vecLine.Count != 17)
        {
            Debug.Log("BaseAI.csv中列数量与生成的代码不匹配!");
            return(false);
        }
        if (vecLine[0] != "baseAiId")
        {
            Debug.Log("BaseAI.csv中字段[baseAiId]位置不对应"); return(false);
        }
        if (vecLine[1] != "Comment")
        {
            Debug.Log("BaseAI.csv中字段[Comment]位置不对应"); return(false);
        }
        if (vecLine[2] != "canMove")
        {
            Debug.Log("BaseAI.csv中字段[canMove]位置不对应"); return(false);
        }
        if (vecLine[3] != "attackType")
        {
            Debug.Log("BaseAI.csv中字段[attackType]位置不对应"); return(false);
        }
        if (vecLine[4] != "aiCd")
        {
            Debug.Log("BaseAI.csv中字段[aiCd]位置不对应"); return(false);
        }
        if (vecLine[5] != "noAttack")
        {
            Debug.Log("BaseAI.csv中字段[noAttack]位置不对应"); return(false);
        }
        if (vecLine[6] != "patrolRate")
        {
            Debug.Log("BaseAI.csv中字段[patrolRate]位置不对应"); return(false);
        }
        if (vecLine[7] != "followPortal")
        {
            Debug.Log("BaseAI.csv中字段[followPortal]位置不对应"); return(false);
        }
        if (vecLine[8] != "counterAttack")
        {
            Debug.Log("BaseAI.csv中字段[counterAttack]位置不对应"); return(false);
        }
        if (vecLine[9] != "SkillPriority")
        {
            Debug.Log("BaseAI.csv中字段[SkillPriority]位置不对应"); return(false);
        }
        if (vecLine[10] != "GuardType")
        {
            Debug.Log("BaseAI.csv中字段[GuardType]位置不对应"); return(false);
        }
        if (vecLine[11] != "GuardScope")
        {
            Debug.Log("BaseAI.csv中字段[GuardScope]位置不对应"); return(false);
        }
        if (vecLine[12] != "PatrolSpeed")
        {
            Debug.Log("BaseAI.csv中字段[PatrolSpeed]位置不对应"); return(false);
        }
        if (vecLine[13] != "RaidSpeed")
        {
            Debug.Log("BaseAI.csv中字段[RaidSpeed]位置不对应"); return(false);
        }
        if (vecLine[14] != "BloodReturn")
        {
            Debug.Log("BaseAI.csv中字段[BloodReturn]位置不对应"); return(false);
        }
        if (vecLine[15] != "InterveneSkill")
        {
            Debug.Log("BaseAI.csv中字段[InterveneSkill]位置不对应"); return(false);
        }
        if (vecLine[16] != "ExpandAI")
        {
            Debug.Log("BaseAI.csv中字段[ExpandAI]位置不对应"); return(false);
        }

        for (int i = 0; i < nRow; i++)
        {
            BaseAIElement member = new BaseAIElement();
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.baseAiId);
            readPos += GameAssist.ReadString(binContent, readPos, out member.Comment);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.canMove);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.attackType);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.aiCd);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.noAttack);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.patrolRate);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.followPortal);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.counterAttack);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.SkillPriority);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.GuardType);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.GuardScope);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.PatrolSpeed);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.RaidSpeed);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.BloodReturn);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.InterveneSkill);
            readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.ExpandAI);

            member.IsValidate = true;
            m_vecAllElements.Add(member);
            m_mapElements[member.baseAiId] = member;
        }
        return(true);
    }