public SirenSkillData GetSirenSkillData(int vocation) { SirenSkillData data = null; m_sirenSkillDataDict.TryGetValue(vocation, out data); return(data); }
//public static readonly string ASSET_BULLET_RES_FOLDER = "Assets/Bullets/Prefab"; //public static readonly string ASSET_EFFECT_RES_FOLDER = "Assets/Effects"; private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(EW_RESOURCE_SKILL_CONFIG_FOLDER, "SirenSkill.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Bullet data file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <SirenSkillData> tempList = new List <SirenSkillData>(); for (int i = 2; i < levelIds.Length; i++) { SirenSkillData data = new SirenSkillData(); data._SirenSkill_id = Convert.ToInt32(sheet["SirenSkill_id"][i]); data._vocation = Convert.ToInt32(sheet["vocation"][i]); string[] sirenIDStr = Convert.ToString(sheet["SirenID"][i]).Split('+'); string[] skillIDStr = Convert.ToString(sheet["SkillID"][i]).Split('+'); string[] durationStr = Convert.ToString(sheet["Duration"][i]).Split('+'); string[] iconStr = Convert.ToString(sheet["icon"][i]).Split('+'); string[] icon_circleStr = Convert.ToString(sheet["icon_circle"][i]).Split('+'); data._SirenSkills = new SirenSkill[sirenIDStr.Length]; for (int m = 0; m < data._SirenSkills.Length; m++) { data._SirenSkills[m] = new SirenSkill(); data._SirenSkills[m]._SirenID = Convert.ToInt32(sirenIDStr[m]); data._SirenSkills[m]._SkillID = Convert.ToInt32(skillIDStr[m]); data._SirenSkills[m]._Duration = Convert.ToInt32(durationStr[m]) / 1000f; data._SirenSkills[m]._icon = Convert.ToString(iconStr[m]); data._SirenSkills[m]._icon_circle = Convert.ToString(icon_circleStr[m]); } //data.m_bulletId = Convert.ToInt32(sheet["bullet_id"][i]); ////res //string resourcePath = Convert.ToString(sheet["resource"][i]); //string pathRes = System.IO.Path.Combine(ASSET_BULLET_RES_FOLDER, resourcePath + ".prefab"); //data.m_resource = (GameObject)AssetDatabase.LoadAssetAtPath(pathRes, typeof(GameObject)); //// //data.m_shapeParam1 = Convert.ToInt32(sheet["shape_1"][i]); //data.m_shapeParam2 = Convert.ToInt32(sheet["shape_2"][i]); //data.m_shapeParam3 = Convert.ToInt32(sheet["shape_3"][i]); //data.m_startSpeed = Convert.ToSingle(sheet["speed"][i]); //data.m_acceleration = Convert.ToSingle(sheet["acceleration"][i]); //data.m_angle = Convert.ToSingle(sheet["angle"][i]); //string initPosStr = Convert.ToString(sheet["init_pos"][i]); //string[] splitInitPosStrs = initPosStr.Split("+".ToCharArray()); //float initPosX = Convert.ToSingle(splitInitPosStrs[1]); //float initPosZ = Convert.ToSingle(splitInitPosStrs[2]); //data.m_initPos = new Vector2(initPosX, initPosZ); //data.m_lifeTime = Convert.ToSingle(sheet["life_time"][i]); //data.m_overParam = Convert.ToInt32(sheet["over_param"][i]); //data.m_bulletIdFollow = Convert.ToInt32(sheet["bullet_follow"][i]); //data.m_monsterIdFollow = Convert.ToInt32(sheet["monster_follow"][i]); //data.m_cauculateInverval = Convert.ToSingle(sheet["hit_interval"][i]) / 1000.0f; //data.m_calculateId = Convert.ToInt32(sheet["calculate_id"][i]); //data.m_sfx_id = Convert.ToString(sheet["sfx_id"][i]); //data.m_hurtFlash = Convert.ToInt32(sheet["hurt_flash"][i]); //data.m_hurtShakeTime = Convert.ToInt32(sheet["Hurt_ShakeTime"][i]); //data.m_hurtShakeAttenuation = Convert.ToSingle(sheet["Hurt_ShakeAttenuation"][i]) / 1000.0f; //data.m_hurtShakeInitSpeed = Convert.ToSingle(sheet["Hurt_ShakeInitSpeed"][i]); //data.m_hurtShakeElasticity = Convert.ToSingle(sheet["Hurt_ShakeElasticity"][i]); ////hurt effect //string hurt_effectPath = Convert.ToString(sheet["hurt_effect_id"][i]); //string pathHurtEffect = System.IO.Path.Combine(ASSET_EFFECT_RES_FOLDER, hurt_effectPath + ".prefab"); //data.m_hurt_effect = (GameObject)AssetDatabase.LoadAssetAtPath(pathHurtEffect, typeof(GameObject)); //string hurt_Ui_effectPath = Convert.ToString(sheet["hurt_UIeffect_id"][i]); //string pathHurtUiEffect = System.IO.Path.Combine(ASSET_EFFECT_RES_FOLDER, hurt_Ui_effectPath + ".prefab"); //data.m_hurt_Ui_Effect = (GameObject)AssetDatabase.LoadAssetAtPath(pathHurtUiEffect, typeof(GameObject)); //data.m_hurtEffectRotationFlag = Convert.ToByte(sheet["hurt_effect_RotationFlag"][i]); //data.m_followtype = Convert.ToByte(sheet["bul_followtype"][i]); //data.m_mountType = Convert.ToByte(sheet["mount_type"][i]); //data.m_breakType = Convert.ToByte(sheet["break_type"][i]); ////born //data.m_bornSfxId = Convert.ToString(sheet["sfx_born"][i]); //data.m_bornShakeTime = Convert.ToInt32(sheet["BulletShakeTime"][i]); //data.m_bornShakeAttenuation = Convert.ToSingle(sheet["BulletShakeAttenuation"][i]) / 1000.0f; //data.m_bornShakeInitSpeed = Convert.ToSingle(sheet["BulletShakeInitSpeed"][i]); //data.m_bornShakeElasticity = Convert.ToSingle(sheet["BulletShakeElasticity"][i]); tempList.Add(data); } CreateBulletDataBase(tempList); } } }