/// <summary> /// 解析材料 /// </summary> private void ParseMaterial() { var jsonData = SerializeTool.JsonDeserialize(Contract.Instance.materialDataPath); for (int i = 0; i < jsonData.Count; i++) { var materialData = new ItemMaterial(); materialData.SetData(jsonData[i]); allItems.Add(materialData.id, materialData);//向物品管理器中添加该数据 } }
/// <summary> /// 解析装备 /// </summary> private void ParseEquipment() { var jsonData = SerializeTool.JsonDeserialize(Contract.Instance.equipmentDataPath); for (int i = 0; i < jsonData.Count; i++) { var equipmentData = new ItemEquipment(); equipmentData.SetData(jsonData[i]); allItems.Add(equipmentData.id, equipmentData);//向物品管理器中添加该数据 } }
/// <summary> /// 解析消耗品 /// </summary> private void ParseConsumable() { var jsonData = SerializeTool.JsonDeserialize(Contract.Instance.consumableDataPath);//解析js数据 for (int i = 0; i < jsonData.Count; i++) { var consumableData = new ItemConsumable(); consumableData.SetData(jsonData[i]); allItems.Add(consumableData.id, consumableData);//向物品管理器中添加该数据 } }
/// <summary> /// 解析武器 /// </summary> private void ParseWeapon() { var jsonData = SerializeTool.JsonDeserialize(Contract.Instance.weaponDataPath); for (int i = 0; i < jsonData.Count; i++) { var weaponData = new ItemWeapon(); weaponData.SetBaseData(jsonData[i]); allItems.Add(weaponData.id, weaponData);//向物品管理器中添加该数据 } }
/// <summary> /// 解析精灵配置表 /// </summary> private void ParseSpriteConfig() { Dictionary <int, ResInfo> dic = new Dictionary <int, ResInfo>(); var jsonData = SerializeTool.JsonDeserialize(Contract.Instance.spriteConfigPath); for (int i = 0; i < jsonData.Count; i++) { SpriteInfo res = new SpriteInfo(); res.SetData(jsonData[i]); dic.Add(res.id, res); } allResources.Add("sprite", dic); }
/// <summary> /// 解析预设物配置表 /// </summary> private void ParsePrefabConfig() { Dictionary <int, ResInfo> dic = new Dictionary <int, ResInfo>(); var jsonData = SerializeTool.JsonDeserialize(Contract.Instance.prefabConfigPath); for (int i = 0; i < jsonData.Count; i++) { PrefabInfo res = new PrefabInfo(); res.SetData(jsonData[i]); dic.Add(res.id, res); } allResources.Add(ResType.Prefab, dic); }
/// <summary> /// 解析方块数据配置表 /// </summary> public void ParseBlockDataConfig() { Dictionary <int, ResInfo> dic = new Dictionary <int, ResInfo>(); var jsonData = SerializeTool.JsonDeserialize(Contract.Instance.blockDataConfigPath); for (int i = 0; i < jsonData.Count; i++) { BlockDataInfo res = new BlockDataInfo(); res.SetData(jsonData[i]); dic.Add(res.id, res); } allResources.Add(ResType.BlockData, dic); }