void ReadItemConfig(string csvname) { bagitemsdata_.Clear(); List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, csvname, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { BagItemData data = new BagItemData(); uint.TryParse(strList[i][0], out data.itemid); data.itemName = strList[i][1]; data.itemIcon = strList[i][2]; data.itemInfo = strList[i][3]; uint.TryParse(strList[i][4], out data.repeatNumber); int isgiven = 0; int.TryParse(strList[i][5], out isgiven); data.isgiven = isgiven == 1; int usetype = 0; int.TryParse(strList[i][6], out usetype); data.usetype = (ItemUseType)usetype; uint.TryParse(strList[i][7], out data.itemScriptid); uint.TryParse(strList[i][8], out data.itemWorkTime); data.workEndTime = strList[i][9]; bagitemsdata_.Add(data.itemid, data); } }
/// <summary> /// 读取游戏数据表 /// </summary> public void LoadGameDataFile() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, GameDefine.GameCsvFileName, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { GameData gamedata = new GameData(); byte.TryParse(strList[i][0], out gamedata.GameID); gamedata.GameName = strList[i][1]; gamedata.GameIcon = strList[i][2]; gamedata.GameSceneName = strList[i][3]; gamedata.SceneABName = strList[i][4]; gamedata.ResourceABName = strList[i][5]; byte.TryParse(strList[i][7], out gamedata.BundleTotalSize); gamedata.GameTextIcon = strList[i][9]; GameDataDictionary.Add(gamedata.GameID, gamedata); } CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, "MasterLevCsv", out strList); columnCount = strList.Count; float min; for (int i = 2; i < columnCount; i++) { float.TryParse(strList[i][0], out min); MasterLvDictionary.Add(min, strList[i][2]); } MasterLvDictionary = MasterLvDictionary.OrderByDescending(o => o.Key).ToDictionary(o => o.Key, p => p.Value); }
/// <summary> /// 读取本地ab版本数据 /// </summary> public void LoadLocalABVerDataFile() { string path = GameDefine.AssetBundleSavePath + GameDefine.LocalAssetbundleVersionDataFile; //检测文件是否存在 if (!File.Exists(path)) { return; } List <string[]> strlist; CReadCsvBase.ReaderCsvDataFromFile(path, out strlist); int columnCount = strlist.Count; for (int i = 0; i < columnCount; i++) { string abname = strlist[i][0]; uint version; uint.TryParse(strlist[i][1], out version); LocalABVersion tempData = new LocalABVersion(abname, version); LocalABVersionDictionary.Add(abname, tempData); } }
/// <summary> /// 读取serverab版本表文件 /// </summary> public void LoadServerABVerDataFile() { //CReadCsvBase.ReaderCsvData(GameDefine.CsvAssetbundleName, GameDefine.AssetbundleCsvFileName, out strList); string path = GameDefine.AppPersistentDataPath + GameDefine.ServerAssetbundleVersionDataFile; //检测文件是否存在 if (!File.Exists(path)) { HttpDownloadMgr.DownFile(GameDefine.LuancherURL, GameDefine.AppPersistentDataPath, GameDefine.ServerAssetbundleVersionDataFile); } List <string[]> strList; CReadCsvBase.ReaderCsvDataFromFile(path, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { CServerABVerData tempData = new CServerABVerData(); uint.TryParse(strList[i][0], out tempData.AssetBundleId); tempData.AssetBundleName = strList[i][1]; //tempData.DownloadUrlPath = strList[i][2]; uint.TryParse(strList[i][2], out tempData.AssetbundleVersion); tempData.AssetbundleMd5Str = strList[i][3]; tempData.DescriptionStr = strList[i][4]; ABDataDictionary.Add(tempData.AssetBundleName, tempData); } }
void ReadAppointmentCSVData() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, GameDefine.AppointmentFileName, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { AppointmentCSVData data = new AppointmentCSVData(); byte.TryParse(strList[i][0], out data.gameid); for (int index = 1; index < 7; index++) { int temp = 0; int.TryParse(strList[i][index], out temp); data.datas.Add(temp); } //int.TryParse(strList[i][8], out data.incoin); //int.TryParse(strList[i][9], out data.outcoin); //int.TryParse(strList[i][10], out data.bet); appointmentcsvs_.Add(data.gameid, data); } }
public void ReadAudioCsvData(byte gameId, string configFile) { m_nGameId = gameId; List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, configFile, out strList); m_SoundList.Clear(); int columnCount = strList.Count; int id = 0; for (int i = 2; i < columnCount; i++) { int.TryParse(strList[i][0], out id); m_SoundList.Add(id, strList[i][1]); } }
/// <summary> /// 读取游戏界面数据表 /// </summary> public void LoadGameUICsvFile() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, GameDefine.GameUIFileName, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { CGameUIData GameUIData = new CGameUIData(); GameUIData.HorizontalPrefab = strList[i][1]; GameUIData.VerticalPrefab = strList[i][2]; GameUIDataDictionary.Add(strList[i][0], GameUIData); } }
void LoadContestRuleData(string name /* = "ContestRuleData.csv" */) { ruleData_.Clear(); List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, name, out strList); int columnCount = strList.Count; for (int i = 2; i < strList.Count; i++) { stContestRuleData data = new stContestRuleData(); uint.TryParse(strList[i][0], out data.nContestRuleID); byte contestruletype; byte.TryParse(strList[i][1], out contestruletype); data.enContestRuleType = (ContestRuleType)contestruletype; byte.TryParse(strList[i][2], out data.byContestRoundCount); uint.TryParse(strList[i][3], out data.nContestRoundTime); uint.TryParse(strList[i][4], out data.nContestRoundGameNum); string[] strverc = strList[i][5].Split('|'); for (int index = 0; index < strverc.Length; index++) { int temp; int.TryParse(strverc[index], out temp); data.vecPreliminaryRuleParma.Add(temp); } string[] scoreverc = strList[i][7].Split('|'); for (int index = 0; index < scoreverc.Length; index++) { float temp; float.TryParse(scoreverc[index], out temp); data.vecScoreCarryParma.Add(temp); } byte.TryParse(strList[i][8], out data.byDeskDivideRule); data.infomation = strList[i][9]; ruleData_.Add(data.nContestRuleID, data); } }
/// <summary> /// 读取提示表 /// </summary> public void LoadVipCsvFile() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, GameDefine.VipCsvFileName, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { VipData vipdata = new VipData(); uint.TryParse(strList[i][0], out vipdata.VipLv); vipdata.VipPrice = strList[i][1]; vipdata.Discount = strList[i][2]; VipDataDictionary.Add(vipdata.VipLv, vipdata); } }
void LoadMatchAudioCsv() { audioconfig.Clear(); List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, "MatchAudioCsv", out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { AudioData data = new AudioData(); uint.TryParse(strList[i][0], out data.id); data.name = strList[i][1]; audioconfig.Add(data.id, data); } }
/// <summary> /// 读取提示表 /// </summary> public void LoadTipsCsvFile() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, GameDefine.TipsCsvFileName, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { TipsData tipsdata = new TipsData(); uint.TryParse(strList[i][0], out tipsdata.TipsID); tipsdata.TipsTitle = strList[i][1]; tipsdata.TipsText = strList[i][2]; TipsDataDictionary.Add(tipsdata.TipsID, tipsdata); } }
/// <summary> /// 读取商品表 /// </summary> public void LoadShopItemDataFile() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, GameDefine.ShopCsvFileName, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { ShopItemdata itemData = new ShopItemdata(); uint.TryParse(strList[i][0], out itemData.ItemID); byte type; byte.TryParse(strList[i][1], out type); itemData.BelongShopType = (Shop.SHOPTYPE)type; byte.TryParse(strList[i][2], out type); itemData.ItemType = (Shop.ITEMTYPE)type; itemData.ItemIcon = strList[i][3]; itemData.ItemName = strList[i][4]; uint.TryParse(strList[i][5], out itemData.ItemNum); uint.TryParse(strList[i][6], out itemData.PresentItemNum); uint.TryParse(strList[i][7], out itemData.ItemPrice); byte.TryParse(strList[i][8], out type); itemData.CurrencyType = (Shop.CURRENCYTYPE)type; uint.TryParse(strList[i][9], out itemData.SpecilSign); int shoptype = (int)(itemData.BelongShopType); if (!ShopKindsItemList.ContainsKey(shoptype)) { ShopKindsItemList.Add(shoptype, new List <uint>()); } ShopKindsItemList[shoptype].Add(itemData.ItemID); ShopItemDataDictionary.Add(itemData.ItemID, itemData); } }
void ReadSelfContestCSVData() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, GameDefine.SelfContestFileName, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { SelfContestCSVData data = new SelfContestCSVData(); byte.TryParse(strList[i][0], out data.gameid); for (int index = 1; index < 4; index++) { int temp = 0; int.TryParse(strList[i][index], out temp); data.datas.Add(temp); } selfcontestcsvs.Add(data.gameid, data); } }
void LoadRewardSchemeData(string name /* = "RewardSchemeData.csv" */) { rewardData_.Clear(); List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, name, out strList); int columnCount = strList.Count; for (int i = 2; i < strList.Count; i++) { uint RewardDataId; uint.TryParse(strList[i][0], out RewardDataId); CContestRewardData pReward = GetRewardDataById(RewardDataId); stRankingRewardData pRinkData = new stRankingRewardData(); uint.TryParse(strList[i][1], out pRinkData.nRankingBegin); uint.TryParse(strList[i][2], out pRinkData.nRankingEnd); float.TryParse(strList[i][3], out pRinkData.fMasterReward); uint.TryParse(strList[i][4], out pRinkData.nRechargeCoinReward); uint.TryParse(strList[i][5], out pRinkData.nRechargeCoinPercent); uint.TryParse(strList[i][6], out pRinkData.nMoneyCommonReward); uint.TryParse(strList[i][7], out pRinkData.nChargeMoneyReward); float.TryParse(strList[i][8], out pRinkData.fRedbegReward); uint.TryParse(strList[i][9], out pRinkData.nRewardItem1Id); uint.TryParse(strList[i][10], out pRinkData.nRewardItem1Num); uint.TryParse(strList[i][11], out pRinkData.nRewardItem2Id); uint.TryParse(strList[i][12], out pRinkData.nRewardItem2Num); uint.TryParse(strList[i][13], out pRinkData.nRewardItem3Id); uint.TryParse(strList[i][14], out pRinkData.nRewardItem3Num); pRinkData.nRewardContent = strList[i][15]; if (pReward == null) { pReward = new CContestRewardData(); pReward.nRewardSchemeID = RewardDataId; rewardData_.Add(RewardDataId, pReward); } pReward.vecRankingReward.Add(pRinkData); } }
private void LoadGuildCsvData() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, GameDefine.ClubFileName, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { GuildCsvData csvdata = new GuildCsvData(); byte.TryParse(strList[i][0], out csvdata.ClubLv); csvdata.ClubLevelName = strList[i][1]; long.TryParse(strList[i][2], out csvdata.ClubMinExp); short.TryParse(strList[i][3], out csvdata.MaxPlayer); byte.TryParse(strList[i][4], out csvdata.AttenuationCycle); long.TryParse(strList[i][5], out csvdata.AttenuationNum); csvdata.Discount = strList[i][6]; long.TryParse(strList[i][7], out csvdata.GiveLimit); m_GuildCsvData.Add(csvdata); } }
void ReadBetData() { List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, "Game21BetCsv.txt", out strList); int columnCount = strList.Count; int j; for (int i = 2; i < columnCount; i++) { j = 0; BetData gamedata = new BetData(); int.TryParse(strList[i][j++], out gamedata.m_nMin); int.TryParse(strList[i][j++], out gamedata.m_nKickout); for (int k = 0; k < gamedata.m_nGrades.Length; k++) { int.TryParse(strList[i][j++], out gamedata.m_nGrades[k]); } m_BetData.Add(gamedata); } }
void ReadFishingData() { List <string[]> strList; int j; byte id; ushort pathId; byte temp; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, "Fishing_Cannon.txt", out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { j = 0; FishingCannonData gamedata = new FishingCannonData(); byte.TryParse(strList[i][j++], out id); gamedata.m_szCannon = strList[i][j++]; gamedata.m_szBullet = strList[i][j++]; float.TryParse(strList[i][j++], out gamedata.m_fBulletSpeed); float.TryParse(strList[i][j++], out gamedata.m_fBulletCD); float.TryParse(strList[i][j++], out gamedata.m_fBulletLifeTime); byte.TryParse(strList[i][j++], out gamedata.m_nBounceTimes); //float.TryParse(strList[i][j++], out gamedata.m_fExplosinRange); j++; gamedata.m_szNet = strList[i][j++]; //int.TryParse(strList[i][j++], out gamedata.m_nBulletCost); j++; //level not read j++; gamedata.m_szBulletPoint = strList[i][j++].Split('|'); gamedata.m_szLvPoint = strList[i][j++]; //gamedata.m_szIcon = strList[i][j++]; j++; int.TryParse(strList[i][j++], out gamedata.m_nAudio); j += 2; gamedata.m_szName = strList[i][j++]; gamedata.m_szDetail = strList[i][j++]; m_CannonData[id] = gamedata; } strList.Clear(); CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, "Fishing_Path.txt", out strList); columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { j = 0; FishingPathData gamedata = new FishingPathData(); ushort.TryParse(strList[i][j++], out pathId); gamedata.m_szPath = strList[i][j++]; float.TryParse(strList[i][j++], out gamedata.m_fSpeed); float.TryParse(strList[i][j++], out gamedata.m_fTime); byte.TryParse(strList[i][j++], out temp); gamedata.m_bLoop = temp == 0 ? false : true; string str = strList[i][j++]; if (!string.IsNullOrEmpty(str)) { string[] offsets = str.Split('@'); string[] point; foreach (string oft in offsets) { point = oft.Split('|'); Debug.Assert(point.Length == 3, "offset point coordinate wrong(not 3)!!"); Vector3 pos = new Vector3(); float.TryParse(point[0], out pos.x); float.TryParse(point[1], out pos.y); float.TryParse(point[2], out pos.z); gamedata.m_Offsets.Add(pos); } } str = strList[i][j++]; if (!string.IsNullOrEmpty(str)) { string[] speedChange = str.Split('@'); string[] info; foreach (string sc in speedChange) { info = sc.Split('|'); Debug.Assert(info.Length == 3, "point change speed info is wrong(not 3)!!"); byte pointIndex, endIndex; float speed, time; byte.TryParse(info[0], out pointIndex); float.TryParse(info[1], out speed); if (speed == 0f)//pause { float.TryParse(info[2], out time); gamedata.m_ChangePoints[pointIndex] = -time; } else//change speed { byte.TryParse(info[2], out endIndex); gamedata.m_ChangePoints[pointIndex] = speed; gamedata.m_ChangePoints[endIndex] = 1f;//change back } } } m_PathData[pathId] = gamedata; } strList.Clear(); CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, "Fishing_Fish.txt", out strList); columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { j = 0; FishingFishData gamedata = new FishingFishData(); byte.TryParse(strList[i][j++], out id); gamedata.m_szFish = strList[i][j++]; string[] groupspeed = strList[i][j++].Split('@'); string[] speedStr; foreach (string speed in groupspeed) { speedStr = speed.Split('|'); Debug.Assert(speedStr.Length == 2, "group speed data is wrong(not 2)!!"); gamedata.m_GroupSpeed[byte.Parse(speedStr[0])] = float.Parse(speedStr[1]); } //float.TryParse(strList[i][j++], out gamedata.m_fHitRate); j++; int.TryParse(strList[i][j++], out gamedata.m_nMultiple); j += 5; int.TryParse(strList[i][j++], out gamedata.m_nHitAudio); int.TryParse(strList[i][j++], out gamedata.m_nDeadAudio); string[] strs = strList[i][j++].Split('|'); if (strs.Length == 3) { byte.TryParse(strs[0], out gamedata.m_nTalkInterval); byte.TryParse(strs[1], out gamedata.m_nTalkShowTime); gamedata.m_szTalk = strs[2]; } j += 3; byte.TryParse(strList[i][j++], out temp); gamedata.m_eFishType = (FishType)temp; gamedata.m_szName = strList[i][j++]; gamedata.m_szIcon = strList[i][j++]; byte.TryParse(strList[i][j++], out gamedata.m_nRotType); m_FishData[id] = gamedata; } }
void ReadConstDataConfig(string name) { contestData.Clear(); List <string[]> strList; CReadCsvBase.ReaderCsvDataFromAB(GameDefine.CsvAssetbundleName, name, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { stContestData data = new stContestData(); uint.TryParse(strList[i][0], out data.nContestDataID); data.sContestName = strList[i][1]; byte.TryParse(strList[i][2], out data.byGameID); ushort.TryParse(strList[i][3], out data.nGamePlayerNum); byte contesttype; byte.TryParse(strList[i][4], out contesttype); data.enContestType = (ContestType)contesttype; byte contestkind; byte.TryParse(strList[i][5], out contestkind); data.enContestKind = (ContestKind)contestkind; byte organiserstype; byte.TryParse(strList[i][6], out organiserstype); data.enOrganisersType = (ContestOrganisersType)organiserstype; byte contestopencycle; byte.TryParse(strList[i][7], out contestopencycle); data.enContestOpenCycle = (ContestOpenCycle)contestopencycle; string[] strverc = strList[i][8].Split('|'); for (int index = 0; index < strverc.Length; index++) { byte temp; byte.TryParse(strverc[index], out temp); data.vecContestDate.Add(temp); } //string[] Admissionverc = strList[i][9].Split('|'); //for (int index = 0; i < Admissionverc.Length; index++) //{ // stConstestTime paddata; // sscanf(Admissionverc[i].c_str(), "%d:%d", &paddata.ContestHour, &paddata.ContestMin); // pData->vecAdmissionHour.push_back(paddata); //} //std::vector < std::string> startcontestverc = StdAndFile::Split(tab[i][10], "|"); //for (int i = 0; i < startcontestverc.size(); i++) //{ // stConstestTime phodata; // sscanf(startcontestverc[i].c_str(), "%d:%d", &phodata.ContestHour, &phodata.ContestMin); // pData->vecContestHour.push_back(phodata); //} int.TryParse(strList[i][10], out data.nExhibitionTime); int.TryParse(strList[i][11], out data.nEnrollStartTime); uint.TryParse(strList[i][13], out data.nMaxEnrollPlayerNum); uint.TryParse(strList[i][14], out data.nMinEnrollPlayerNum); uint.TryParse(strList[i][15], out data.nEnrollReputationMiniNum); uint.TryParse(strList[i][16], out data.nEnrollMasterMiniNum); uint.TryParse(strList[i][17], out data.nEnrollNamelistID); uint.TryParse(strList[i][18], out data.nEnrollItemID); uint.TryParse(strList[i][19], out data.nEnrollItemNum); uint.TryParse(strList[i][20], out data.nEnrollRechargeCoin); //uint.TryParse(strList[i][21], out data.nEnrollMoneyNum); ushort.TryParse(strList[i][21], out data.shPreliminaryRuleID); ushort.TryParse(strList[i][22], out data.shFinalsRuleID); uint.TryParse(strList[i][23], out data.nContestBeginBroadcastID); uint.TryParse(strList[i][24], out data.nChampionBroadcastID); uint.TryParse(strList[i][25], out data.nRewardDataID); //uint.TryParse(strList[i][26], out data.nContestQualificationBuyID); data.iconname = strList[i][26]; data.nContestRule = strList[i][27]; data.nContestRuleDetail = strList[i][28]; data.playmode = strList[i][29]; data.playmodeicon = strList[i][30]; data.resetDetail = strList[i][31]; data.ticketIcon = strList[i][32]; data.reward = strList[i][36]; contestData.Add(data.nContestDataID, data); } }