/// <summary> /// 读取子弹配置列表 /// </summary> /// <returns></returns> public static Dictionary <int, BulletProperty> ReadBulletProperty() { DataRowCollection dataLst = ReadExcel.GameReadExcel(ExcelPathConfigs.BULLET_ROPERTY_PATH); Dictionary <int, BulletProperty> bulletPropertyDict = new Dictionary <int, BulletProperty>(); if (dataLst == null) { Debug.Log("ReadBulletProperty is failed! DataRowCollection obj is null!"); return(bulletPropertyDict); } for (int i = 1; i < dataLst.Count; i++) { BulletProperty data = new BulletProperty(); DataRow excelst = dataLst[i]; if (excelst[0].ToString() == "" && excelst[1].ToString() == "") { continue; } data.Id = int.Parse(excelst[0].ToString()); //子弹id data.BulletName = excelst[1].ToString(); //子弹名称 data.Damage = int.Parse(excelst[2].ToString()); //子弹伤害 data.MaxDamage = int.Parse(excelst[3].ToString()); //子弹伤害 data.PrefabsPath = excelst[4].ToString(); //子弹路径 bulletPropertyDict.Add(data.Id, data); } return(bulletPropertyDict); }
public void ParseMonsterData() { List <string> monstersStringData = ReadExcel.GameReadExcel(monsterPath); for (int i = 0; i < monstersStringData.Count; i++) { string[] monsterStringData = monstersStringData[i].Split('|'); Monster monster = new Monster(); if (monsterStringData.Length != 0) { monster.m_ID = int.Parse(monsterStringData[0]); monster.m_name = monsterStringData[1]; monster.m_HP = float.Parse(monsterStringData[2]); monster.m_Attack_Damage = float.Parse(monsterStringData[3]); monster.m_Attack_Speed = float.Parse(monsterStringData[4]); monster.m_Defence = float.Parse(monsterStringData[5]); monster.m_Kongfu_ID = int.Parse(monsterStringData[6]); monster.m_Kongfu_Lvl = int.Parse(monsterStringData[7]); monster.m_Internal_Strength = int.Parse(monsterStringData[8]); monster.m_Internal_Strength_Lvl = int.Parse(monsterStringData[9]); } if (monster != null) { monsterList.Add(monster); } } Debug.Log("[MonsterModule][ParseMonsterData] monsterList = " + monsterList.Count); }
private void CreatTaskStepJsonExample() { Debug.Log("SaveJson"); //List<T> -> Json ( 例 : List<Enemy> ) List <TaskStep> tasks = ReadExcel.GameReadExcel(m_excelPath); //string str = JsonUtility.ToJson(tasks); // 输出 : { } string str = JsonUtility.ToJson(new Serialization <TaskStep>(tasks)); File.WriteAllText(Application.streamingAssetsPath + m_jsonListPath, str); Debug.Log(str); }
//读取武器配置列表 public static Dictionary <int, WeaponProperty> ReadWeaponProperty() { DataRowCollection dataLst = ReadExcel.GameReadExcel(ExcelPathConfigs.WEAPONP_ROPERTY_PATH); Dictionary <int, WeaponProperty> weaponPropertyDict = new Dictionary <int, WeaponProperty>(); if (dataLst == null) { Debug.Log("ReadWeaponProperty is failed! DataRowCollection obj is null!"); return(weaponPropertyDict); } for (int i = 1; i < dataLst.Count; i++) { WeaponProperty data = new WeaponProperty(); DataRow excelst = dataLst[i]; if (excelst[0].ToString() == "" && excelst[1].ToString() == "") { continue; } data.Id = int.Parse(excelst[0].ToString()); //武器id data.WeaponName = excelst[1].ToString(); //武器名称 data.ShootRange = int.Parse(excelst[2].ToString()); //射程 data.MaxShootRange = int.Parse(excelst[3].ToString()); //最大射程 data.ATK = float.Parse(excelst[4].ToString()); //攻击力 data.FireRate = float.Parse(excelst[5].ToString()); //射速 data.ShootSpeed = float.Parse(excelst[6].ToString()); //子弹射击速度 data.MinAccumulateForce = float.Parse(excelst[7].ToString()); //蓄力最小数 data.MaxAccumulateForce = float.Parse(excelst[8].ToString()); //蓄力最大数 data.MaxAccumulateForceTime = float.Parse(excelst[9].ToString()); //蓄力最大限制时间 data.MinConsumeEnergy = int.Parse(excelst[10].ToString()); //最小能量消耗数值 data.MaxConsumeEnergy = int.Parse(excelst[11].ToString()); //最大能量消耗数值 data.HP = int.Parse(excelst[12].ToString()); //武器的子弹数 data.PrefabsPath = excelst[13].ToString(); //预置体路 data.BulletId = int.Parse(excelst[14].ToString()); //子弹Id weaponPropertyDict.Add(data.Id, data); } return(weaponPropertyDict); }