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("ShopPata.csv中列数量与生成的代码不匹配!"); return(false); } if (vecLine[0] != "ID") { Debug.Log("ShopPata.csv中字段[ID]位置不对应"); return(false); } if (vecLine[1] != "ItemID") { Debug.Log("ShopPata.csv中字段[ItemID]位置不对应"); return(false); } if (vecLine[2] != "Name") { Debug.Log("ShopPata.csv中字段[Name]位置不对应"); return(false); } if (vecLine[3] != "Res") { Debug.Log("ShopPata.csv中字段[Res]位置不对应"); return(false); } if (vecLine[4] != "Money") { Debug.Log("ShopPata.csv中字段[Money]位置不对应"); return(false); } if (vecLine[5] != "Price") { Debug.Log("ShopPata.csv中字段[Price]位置不对应"); return(false); } if (vecLine[6] != "Num") { Debug.Log("ShopPata.csv中字段[Num]位置不对应"); return(false); } if (vecLine[7] != "Set") { Debug.Log("ShopPata.csv中字段[Set]位置不对应"); return(false); } if (vecLine[8] != "Probability ") { Debug.Log("ShopPata.csv中字段[Probability ]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); } ShopPataElement member = new ShopPataElement(); member.ID = Convert.ToInt32(vecLine[0]); member.ItemID = Convert.ToInt32(vecLine[1]); member.Name = vecLine[2]; member.Res = vecLine[3]; member.Money = Convert.ToInt32(vecLine[4]); member.Price = Convert.ToInt32(vecLine[5]); member.Num = vecLine[6]; member.Set = Convert.ToInt32(vecLine[7]); member.Probability = Convert.ToInt32(vecLine[8]); member.IsValidate = true; m_vecAllElements.Add(member); m_mapElements[member.ID] = member; } return(true); }
private ShopPataTable() { m_mapElements = new Dictionary <int, ShopPataElement>(); m_emptyItem = new ShopPataElement(); m_vecAllElements = new List <ShopPataElement>(); }
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("ShopPata.csv中列数量与生成的代码不匹配!"); return(false); } if (vecLine[0] != "ID") { Debug.Log("ShopPata.csv中字段[ID]位置不对应"); return(false); } if (vecLine[1] != "ItemID") { Debug.Log("ShopPata.csv中字段[ItemID]位置不对应"); return(false); } if (vecLine[2] != "Name") { Debug.Log("ShopPata.csv中字段[Name]位置不对应"); return(false); } if (vecLine[3] != "Res") { Debug.Log("ShopPata.csv中字段[Res]位置不对应"); return(false); } if (vecLine[4] != "Money") { Debug.Log("ShopPata.csv中字段[Money]位置不对应"); return(false); } if (vecLine[5] != "Price") { Debug.Log("ShopPata.csv中字段[Price]位置不对应"); return(false); } if (vecLine[6] != "Num") { Debug.Log("ShopPata.csv中字段[Num]位置不对应"); return(false); } if (vecLine[7] != "Set") { Debug.Log("ShopPata.csv中字段[Set]位置不对应"); return(false); } if (vecLine[8] != "Probability ") { Debug.Log("ShopPata.csv中字段[Probability ]位置不对应"); return(false); } for (int i = 0; i < nRow; i++) { ShopPataElement member = new ShopPataElement(); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.ID); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.ItemID); readPos += GameAssist.ReadString(binContent, readPos, out member.Name); readPos += GameAssist.ReadString(binContent, readPos, out member.Res); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.Money); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.Price); readPos += GameAssist.ReadString(binContent, readPos, out member.Num); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.Set); readPos += GameAssist.ReadInt32Variant(binContent, readPos, out member.Probability); member.IsValidate = true; m_vecAllElements.Add(member); m_mapElements[member.ID] = member; } return(true); }