/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { SkillEntity entity = new SkillEntity(); entity.Id = ms.ReadInt(); entity.SkillName = ms.ReadUTF8String(); entity.SkillDesc = ms.ReadUTF8String(); entity.SkillIcon = ms.ReadUTF8String(); entity.SkillIndex = ms.ReadInt(); entity.SkillNeedTime = ms.ReadInt(); entity.Skill_Effect_Name = ms.ReadUTF8String(); entity.Skill_Effect_Time = ms.ReadFloat(); entity.SoundId = ms.ReadInt(); entity.LevelLimit = ms.ReadInt(); entity.IsPhyAttack = ms.ReadInt(); entity.AttackTargetCount = ms.ReadInt(); entity.AttackRange = ms.ReadFloat(); entity.AreaAttackRadius = ms.ReadFloat(); entity.ShowHurtEffectDelaySecond = ms.ReadFloat(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { ChapterEntity entity = new ChapterEntity(); entity.Id = ms.ReadInt(); entity.ChapterName = ms.ReadUTF8String(); entity.GameLevelCount = ms.ReadInt(); entity.BG_Pic = ms.ReadUTF8String(); entity.Uvx = ms.ReadFloat(); entity.Uvy = ms.ReadFloat(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { SoundEntity entity = new SoundEntity(); entity.Id = ms.ReadInt(); entity.Desc = ms.ReadUTF8String(); entity.AssetName = ms.ReadUTF8String(); entity.Priority = ms.ReadInt(); entity.Loop = ms.ReadBool(); entity.Volume = ms.ReadFloat(); entity.SpatialBlend = ms.ReadFloat(); entity.MaxDistance = ms.ReadFloat(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }