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 != 9) { Debug.Log("NiudanBase.csv中列数量与生成的代码不匹配!"); return(false); } if (vecLine[0] != "ID") { Debug.Log("NiudanBase.csv中字段[ID]位置不对应"); return(false); } if (vecLine[1] != "NiudanID") { Debug.Log("NiudanBase.csv中字段[NiudanID]位置不对应"); return(false); } if (vecLine[2] != "Name") { Debug.Log("NiudanBase.csv中字段[Name]位置不对应"); return(false); } if (vecLine[3] != "XiaoHao") { Debug.Log("NiudanBase.csv中字段[XiaoHao]位置不对应"); return(false); } if (vecLine[4] != "Num") { Debug.Log("NiudanBase.csv中字段[Num]位置不对应"); return(false); } if (vecLine[5] != "ManyNum") { Debug.Log("NiudanBase.csv中字段[ManyNum]位置不对应"); return(false); } if (vecLine[6] != "Many") { Debug.Log("NiudanBase.csv中字段[Many]位置不对应"); return(false); } if (vecLine[7] != "Free") { Debug.Log("NiudanBase.csv中字段[Free]位置不对应"); return(false); } if (vecLine[8] != "Count") { Debug.Log("NiudanBase.csv中字段[Count]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)9) { return(false); } NiudanBaseElement member = new NiudanBaseElement(); member.ID = Convert.ToInt32(vecLine[0]); member.NiudanID = Convert.ToInt32(vecLine[1]); member.Name = vecLine[2]; member.XiaoHao = Convert.ToInt32(vecLine[3]); member.Num = Convert.ToInt32(vecLine[4]); member.ManyNum = Convert.ToInt32(vecLine[5]); member.Many = Convert.ToInt32(vecLine[6]); member.Free = Convert.ToInt32(vecLine[7]); member.Count = Convert.ToInt32(vecLine[8]); member.IsValidate = true; m_vecAllElements.Add(member); m_mapElements[member.ID] = member; } return(true); }
private NiudanBaseTable() { m_mapElements = new Dictionary <int, NiudanBaseElement>(); m_emptyItem = new NiudanBaseElement(); m_vecAllElements = new List <NiudanBaseElement>(); }
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 != 9) { Debug.Log("NiudanBase.csv中列数量与生成的代码不匹配!"); return(false); } if (vecLine[0] != "ID") { Debug.Log("NiudanBase.csv中字段[ID]位置不对应"); return(false); } if (vecLine[1] != "NiudanID") { Debug.Log("NiudanBase.csv中字段[NiudanID]位置不对应"); return(false); } if (vecLine[2] != "Name") { Debug.Log("NiudanBase.csv中字段[Name]位置不对应"); return(false); } if (vecLine[3] != "XiaoHao") { Debug.Log("NiudanBase.csv中字段[XiaoHao]位置不对应"); return(false); } if (vecLine[4] != "Num") { Debug.Log("NiudanBase.csv中字段[Num]位置不对应"); return(false); } if (vecLine[5] != "ManyNum") { Debug.Log("NiudanBase.csv中字段[ManyNum]位置不对应"); return(false); } if (vecLine[6] != "Many") { Debug.Log("NiudanBase.csv中字段[Many]位置不对应"); return(false); } if (vecLine[7] != "Free") { Debug.Log("NiudanBase.csv中字段[Free]位置不对应"); return(false); } if (vecLine[8] != "Count") { Debug.Log("NiudanBase.csv中字段[Count]位置不对应"); return(false); } for (int i = 0; i < nRow; i++) { NiudanBaseElement member = new NiudanBaseElement(); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.ID); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.NiudanID); readPos += GameAssist.ReadString(binContent, readPos, out member.Name); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.XiaoHao); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.Num); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.ManyNum); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.Many); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.Free); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.Count); member.IsValidate = true; m_vecAllElements.Add(member); m_mapElements[member.ID] = member; } return(true); }