public object ConfigProcess(string[] row) { if (row.Length < 6) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlTrophyConfig rec = new DisassemblygirlTrophyConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.name = rh.Read(); //名字 rec.type = rh.Read(); //类型 rec.conditionType = rh.Read(); //判断类型 rec.threshold = CSVUtility.ToInt(rh.Read()); //数值 rec.iconID = rh.Read(); //图标ID return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 7) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlDungeonConfig rec = new DisassemblygirlDungeonConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.name = rh.Read(); //名字 rec.iconID = rh.Read(); //图标ID rec.directorID = CSVUtility.ToInt(rh.Read()); //脚本ID rec.resourceID = rh.Read(); //资源ID rec.audioID = rh.Read(); //音乐资源ID rec.monsterGroups = rh.Read(); //怪物组 return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 3) { return(null); } RowHelper rh = new RowHelper(row); MsgErrcodeConfig rec = new MsgErrcodeConfig(); rec.errcode = CSVUtility.ToInt(rh.Read()); //错误码 rec.en = rh.Read(); //英文名称 rec.ch = rh.Read(); //中文说明 return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 19) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlWeaponConfig rec = new DisassemblygirlWeaponConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.level = CSVUtility.ToInt(rh.Read()); //级别 rec.name = rh.Read(); //名字 rec.iconID = rh.Read(); //武器图标 rec.ATK = CSVUtility.ToFloat(rh.Read()); //拆解力 rec.CRT = CSVUtility.ToFloat(rh.Read()); //爆破力 rec.SPD = CSVUtility.ToFloat(rh.Read()); //速度 rec.WOE = CSVUtility.ToFloat(rh.Read()); //半径 rec.CD = CSVUtility.ToFloat(rh.Read()); //间隔 rec.RP = CSVUtility.ToInt(rh.Read()); //价格 rec.GP = CSVUtility.ToInt(rh.Read()); //金钱 rec.resourceID = rh.Read(); //资源ID rec.hitEffectID = rh.Read(); //击中效果资源ID rec.audioID = rh.Read(); //音效资源ID rec.offsetX = CSVUtility.ToFloat(rh.Read()); //武器偏移X rec.offsetY = CSVUtility.ToFloat(rh.Read()); //武器偏移Y rec.skillID = CSVUtility.ToInt(rh.Read()); //技能ID rec.physicsType = CSVUtility.ToInt(rh.Read()); //物理类型0:无 | 1:穿透 | 2: 单次弹射|3: 多重弹射 rec.effectors = rh.Read(); //效果器 return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 14) { return(null); } RowHelper rh = new RowHelper(row); MsgMsgConfig rec = new MsgMsgConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.title = rh.Read(); //标题 rec.content = rh.Read(); //内容 rec.sell = new MsgMsgSellConfig[3]; for (int i = 0; i < 3; i++) { rec.sell[i] = new MsgMsgSellConfig(); } rec.sell[0].id = CSVUtility.ToInt(rh.Read()); //出售获得物品1 rec.sell[0].num = CSVUtility.ToInt(rh.Read()); //出售获得物品数量1 rec.sell[1].id = CSVUtility.ToInt(rh.Read()); //出售获得物品2 rec.sell[1].num = CSVUtility.ToInt(rh.Read()); //出售获得物品数量2 rec.sell[2].id = CSVUtility.ToInt(rh.Read()); //出售获得物品3 rec.sell[2].num = CSVUtility.ToInt(rh.Read()); //出售获得物品数量3 rec.instance = new int[4]; rec.instance[0] = CSVUtility.ToInt(rh.Read()); //副本1 rec.instance[1] = CSVUtility.ToInt(rh.Read()); //副本1 rec.instance[2] = CSVUtility.ToInt(rh.Read()); //副本1 rec.instance[3] = CSVUtility.ToInt(rh.Read()); //副本1 rec.remark = rh.Read(); //备注 return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 17) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlMonsterConfig rec = new DisassemblygirlMonsterConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.level = CSVUtility.ToInt(rh.Read()); //级别 rec.name = rh.Read(); //名字 rec.resourceID = rh.Read(); //资源ID rec.explosionID = rh.Read(); //爆炸资源ID rec.missileResourceID = rh.Read(); //投射物资源ID rec.type = CSVUtility.ToInt(rh.Read()); //类型 rec.DEF = CSVUtility.ToFloat(rh.Read()); //防御力 rec.ANTI = CSVUtility.ToFloat(rh.Read()); //抵抗力 rec.SPD = CSVUtility.ToFloat(rh.Read()); //速度 rec.HP = CSVUtility.ToInt(rh.Read()); //生命值 rec.components = rh.Read(); //部件吊掉落配置 rec.groundDamping = CSVUtility.ToFloat(rh.Read()); //地面阻力 rec.airDamping = CSVUtility.ToFloat(rh.Read()); //空中阻力 rec.immunityEffectors = rh.Read(); //效果器免疫 rec.RP = CSVUtility.ToInt(rh.Read()); //RP rec.GP = CSVUtility.ToInt(rh.Read()); //GP return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 16) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlPetConfig rec = new DisassemblygirlPetConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.level = CSVUtility.ToInt(rh.Read()); //级别 rec.name = rh.Read(); //名字 rec.iconID = rh.Read(); //图标ID rec.resourceID = rh.Read(); //资源ID rec.missileResourceID = rh.Read(); //投射物资源ID rec.missileHitEffectID = rh.Read(); //投射物击中资源ID rec.ATK = CSVUtility.ToFloat(rh.Read()); //拆解力 rec.CRT = CSVUtility.ToFloat(rh.Read()); //爆破力 rec.SPD = CSVUtility.ToFloat(rh.Read()); //速度 rec.WOE = CSVUtility.ToFloat(rh.Read()); //半径 rec.RP = CSVUtility.ToInt(rh.Read()); //价格 rec.GP = CSVUtility.ToInt(rh.Read()); //金钱 rec.missileAudioID = rh.Read(); //投射物音效资源ID rec.physicsType = CSVUtility.ToInt(rh.Read()); //物理类型0:无 | 1:穿透 | 2: 单次弹射|3: 多重弹射 rec.effectors = rh.Read(); //效果器 return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 4) { return null; } RowHelper rh = new RowHelper(row); DisassemblygirlGoldConfig rec = new DisassemblygirlGoldConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.name = rh.Read(); //名字 rec.iconID = rh.Read(); //图标ID rec.value = CSVUtility.ToInt(rh.Read()); //数值 return rec; }
public object ConfigProcess(string[] row) { if (row.Length < 14) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlGirlConfig rec = new DisassemblygirlGirlConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.level = CSVUtility.ToInt(rh.Read()); //级别 rec.name = rh.Read(); //名字 rec.resourceID = rh.Read(); //角色资源 rec.STR = CSVUtility.ToInt(rh.Read()); //力量 rec.VIT = CSVUtility.ToInt(rh.Read()); //体力 rec.DEX = CSVUtility.ToInt(rh.Read()); //灵巧 rec.SPD = CSVUtility.ToInt(rh.Read()); //速度 rec.weaponA = CSVUtility.ToInt(rh.Read()); //武器A rec.weaponB = CSVUtility.ToInt(rh.Read()); //武器B rec.weaponC = CSVUtility.ToInt(rh.Read()); //武器C rec.skillA = CSVUtility.ToInt(rh.Read()); //技能A rec.skillB = CSVUtility.ToInt(rh.Read()); //技能B rec.skillC = CSVUtility.ToInt(rh.Read()); //技能C return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 14) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlSkillConfig rec = new DisassemblygirlSkillConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.name = rh.Read(); //名字 rec.iconID = rh.Read(); //技能图标 rec.ATK = CSVUtility.ToFloat(rh.Read()); //拆解力 rec.CRT = CSVUtility.ToFloat(rh.Read()); //爆破力 rec.SPD = CSVUtility.ToFloat(rh.Read()); //速度 rec.WOE = CSVUtility.ToFloat(rh.Read()); //半径 rec.CD = CSVUtility.ToFloat(rh.Read()); //冷却 rec.type = CSVUtility.ToInt(rh.Read()); //技能类型 rec.vibrateType = CSVUtility.ToInt(rh.Read()); //震动类型 0:无 | 1:命中 | 2:释放 rec.resourceID = rh.Read(); //技能动画ID rec.hitEffectID = rh.Read(); //击中动画ID rec.physicsType = CSVUtility.ToInt(rh.Read()); //物理类型0:无 | 1:穿透 | 2: 单次弹射 3:多重弹射 rec.effectors = rh.Read(); //效果器 return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 10) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlMonstergroupConfig rec = new DisassemblygirlMonstergroupConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.monstersA = rh.Read(); //怪物组A rec.monstersB = rh.Read(); //怪物组B rec.monstersC = rh.Read(); //怪物组C rec.monstersD = rh.Read(); //怪物组D rec.monstersE = rh.Read(); //怪物组E rec.boss = CSVUtility.ToInt(rh.Read()); //bossID rec.joinCount = CSVUtility.ToInt(rh.Read()); //每次加入战场单位数量 rec.joinInterval = CSVUtility.ToFloat(rh.Read()); //加入间隔(秒) rec.isBoss = CSVUtility.ToInt(rh.Read()); //是否是BOSS组 return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 9) { return(null); } RowHelper rh = new RowHelper(row); DisassemblygirlEffectorConfig rec = new DisassemblygirlEffectorConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.name = rh.Read(); //名字 rec.iconID = rh.Read(); //图标ID rec.resourceID = rh.Read(); //资源ID rec.parameter1 = CSVUtility.ToFloat(rh.Read()); //参数1 rec.parameter2 = CSVUtility.ToFloat(rh.Read()); //参数2 rec.parameter3 = CSVUtility.ToFloat(rh.Read()); //参数3 rec.parameter4 = CSVUtility.ToFloat(rh.Read()); //参数4 rec.parameter5 = CSVUtility.ToFloat(rh.Read()); //参数5 return(rec); }
public object ConfigProcess(string[] row) { if (row.Length < 19) { return(null); } RowHelper rh = new RowHelper(row); ItemItemConfig rec = new ItemItemConfig(); rec.id = CSVUtility.ToInt(rh.Read()); //id rec.name = rh.Read(); //名称 rec.desc = rh.Read(); //描述 rec.gain = rh.Read(); //获取途径 rec.type = CSVUtility.ToInt(rh.Read()); //类型 rec.overlap = CSVUtility.ToInt(rh.Read()); //叠加上限 rec.usetype = CSVUtility.ToInt(rh.Read()); //使用效果类型 rec.usevalue = new int[2]; rec.usevalue[0] = CSVUtility.ToInt(rh.Read()); //使用效果值1 rec.usevalue[1] = CSVUtility.ToInt(rh.Read()); //使用效果值2 rec.use_times = CSVUtility.ToInt(rh.Read()); //使用次数限制 rec.cansell = CSVUtility.ToInt(rh.Read()); //是否可出售 rec.sell = new ItemItemSellConfig[2]; for (int i = 0; i < 2; i++) { rec.sell[i] = new ItemItemSellConfig(); } rec.sell[0].id = CSVUtility.ToInt(rh.Read()); //出售获得物品1 rec.sell[0].num = CSVUtility.ToInt(rh.Read()); //出售获得物品数量1 rec.sell[1].id = CSVUtility.ToInt(rh.Read()); //出售获得物品2 rec.sell[1].num = CSVUtility.ToInt(rh.Read()); //出售获得物品数量2 rec.head = rh.Read(); //小图标 rec.model = rh.Read(); //模型 rec.star = CSVUtility.ToInt(rh.Read()); //星级 rec.linkid = CSVUtility.ToInt(rh.Read()); //关联id return(rec); }