/// <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); }
/// <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; }
/// <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; }
/// <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); }
/// <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; }