コード例 #1
0
ファイル: MapDataManager.cs プロジェクト: kylinzlkz/RPGTest
    /// <summary>
    /// 加载地图碰撞数据
    /// </summary>
    /// <param name="mapId"></param>
    /// <returns></returns>
    public MapDataNode LoadMapCollider(int mapId)
    {
        if (!m_mapDataDic.ContainsKey(mapId))
        {
            UnityEngine.Debug.Log("MapDataManage.cs  --- 22 !m_mapDataDic.ContainsKey(mapId)");
            return(null);
        }
        MapDataNode mapdata = m_mapDataDic[mapId];

        UnityEngine.Debug.Log("MapDataManage.cs  ---  mapdata" + mapId + ":" + mapdata.Name);
        // 读地图Collider
        InfoNodeList viList = InfoNodeHelper.ReadFromCSV(GlobalVarFun.m_streamAssets + "MAP/" + mapId + ".csv");

        string[] arrKeys = viList.m_nodeList.Keys.ToArray();
        for (int i = 0; i < viList.Count; i++)
        {
            InfoNode vi = viList.m_nodeList[arrKeys[i]];
            if (vi != null)
            {
                mapdata.CreateCollider(vi);
            }
        }
        mapdata.HasLoaded = true;
        return(mapdata);
    }
コード例 #2
0
    /// <summary>
    /// 初始化DamageDataManager 其实是加载DamageData文件
    /// </summary>
    public void Init()
    {
        // 读取数据
        InfoNodeList viList = InfoNodeHelper.ReadFromCSV(GlobalVarFun.m_streamAssets + "Battle/DamageBodyData.csv");

        if (null == viList)
        {
            m_bIsInited = false;
            return;
        }

        string[] arrKeys = viList.m_nodeList.Keys.ToArray();
        for (int i = 0; i < viList.Count; i++)
        {
            InfoNode vi = viList.m_nodeList[arrKeys[i]];
            if (vi != null)
            {
                DamageBodyInfo dbData = new DamageBodyInfo(vi);
                m_damageDataDic.Add(dbData.ID, dbData);

                UnityEngine.Debug.Log("DamageDataManager.cs  ---  LoadAllDamageBodyData : " + dbData.ID + " : " + dbData.Name);
            }
        }
        m_bIsInited = true;
    }
コード例 #3
0
ファイル: MapDataManager.cs プロジェクト: kylinzlkz/RPGTest
    /// <summary>
    /// 初始化MapDataManage 其实是加载AllMapData文件(暂不用)
    /// </summary>
    public void Init()
    {
        // 读取数据
        InfoNodeList viList = InfoNodeHelper.ReadFromCSV(GlobalVarFun.m_streamAssets + "Map/AllMapData.csv");

        string[] arrKeys = viList.m_nodeList.Keys.ToArray();
        for (int i = 0; i < viList.Count; i++)
        {
            InfoNode vi = viList.m_nodeList[arrKeys[i]];
            if (vi != null)
            {
                MapDataNode mapdata = new MapDataNode(vi);
                m_mapDataDic.Add(mapdata.ID, mapdata);

                //UnityEngine.Debug.Log("MapDataManage.cs  ---  LoadAllMapData : " + mapdata.ID + " : " + mapdata.Name);
            }
        }
        m_bIsInited = true;
    }
コード例 #4
0
ファイル: InfoNodeHelper.cs プロジェクト: kylinzlkz/RPGTest
    static public InfoNodeList ReadFromCSV(string fileName)
    {
        //
        string content = LoadCSVToString(fileName);

        if (string.IsNullOrEmpty(content))
        {
            return(null);
        }

        string[] arrLine = content.Split('\n');
        if (null == arrLine)
        {
            return(null);
        }

        InfoNodeList reta = new InfoNodeList();

        string[] arrKey = arrLine[1].Remove(arrLine[1].Length - 1).Split(',');
        for (int i = 2; i < arrLine.Length; i++)
        {
            string strLine = arrLine[i];
            if (string.IsNullOrEmpty(strLine))
            {
                continue;
            }
            strLine = strLine.Remove(arrLine[i].Length - 1);
            string[] arrWord = strLine.Split(',');

            InfoNode node = new InfoNode();
            for (int j = 0; j < arrKey.Length; j++)
            {
                node.SetValue(arrKey[j], arrWord[j]);
            }
            reta.m_nodeList.Add(arrWord[0], node); // 默认第一列为key
        }
        return(reta);
    }
コード例 #5
0
    /// <summary>
    /// 加载当前Map的所有Role数据
    /// </summary>
    /// <param name="mapId"></param>
    public List <MapRoleInfo> GetMapRoleData(int mapId)
    {
        // 读取数据
        InfoNodeList viList = InfoNodeHelper.ReadFromCSV(GlobalVarFun.m_streamAssets + "Role/" + mapId + ".csv");

        if (null == viList)
        {
            return(null);
        }

        List <MapRoleInfo> mapRoleInfo = new List <MapRoleInfo>();

        string[] arrKeys = viList.m_nodeList.Keys.ToArray();
        for (int i = 0; i < viList.Count; i++)
        {
            InfoNode vi = viList.m_nodeList[arrKeys[i]];
            if (vi != null)
            {
                MapRoleInfo roleData = new MapRoleInfo(vi);
                mapRoleInfo.Add(roleData);
            }
        }
        return(mapRoleInfo);
    }
コード例 #6
0
    /// <summary>
    /// 初始化RoleDataManage 其实是加载RoleData文件
    /// </summary>
    public void Init()
    {
        // 读取数据
        InfoNodeList viList = InfoNodeHelper.ReadFromCSV(GlobalVarFun.m_streamAssets + "Role/RoleData.csv");

        if (null == viList)
        {
            m_bIsInited = false;
            return;
        }
        string[] arrKeys = viList.m_nodeList.Keys.ToArray();
        for (int i = 0; i < viList.Count; i++)
        {
            InfoNode vi = viList.m_nodeList[arrKeys[i]];
            if (vi != null)
            {
                BaseRoleInfo roleData = new BaseRoleInfo(vi);
                m_roleDataDic.Add(roleData.RoleID, roleData);

                UnityEngine.Debug.Log("RoleDataManager.cs  ---  LoadAllRoleData : " + roleData.RoleID + " : " + roleData.Name);
            }
        }
        m_bIsInited = true;
    }