public void OnloadRuleBtn(EButton button) { List <System.Object> rules = new List <System.Object>(); //1. 导入并且初始化规则 //2. 细分类型-->过滤文件-->设置规则 TextAsset textAsset = AssetDatabase.LoadAssetAtPath <TextAsset>(AssetFormatConst.RULE_ASSET_PATH); ResMd resMd = new ResMd(); resMd.ParseText(textAsset.text); EdNode ruleNode = resMd._root_node.GetNode("Rule"); List <EdNode> nodes = ruleNode.Nodes; int length = nodes.Count; for (int i = 0; i < length; i++) { EdNode node = nodes[i]; AssetFormatRule rule = AssetFormatRule.CreateFormatRule(node); if (rule != null) { rules.Add(rule); } } _texRuleTablePanel.RefreshData(rules); _shows.Clear(); _texShowTable.RefreshData(_shows); }
private BuffEffectConfig() { string text = ResManager.instance.LoadText("Config/BuffEffectConfig"); ResMd md = new ResMd(); md.ParseText(text); _rootNode = md._root_node.GetNode(ROOT); _changeModelConfig = new ChangeModelConfig(); _changeModelConfig.Parse(_rootNode.GetNode(BUFF_TEMPLATE)); }
private void Init() { _map.Clear(); TextAsset textAsset = Resources.Load <TextAsset>("Config/Skill/02"); ResMd resMd = new ResMd(); resMd.ParseText(textAsset.text); List <EdNode> nodes = resMd._root_node.GetNodes("Sequence"); int length = nodes.Count; for (int i = 0; i < length; i++) { SequenceLine line = SkillFactory.Create(nodes[i]); if (line == null) { continue; } _map.Add(line.Id, line); } }