public void CreateTable(string csv_text)
 {
     tableData = TableUtility.CreateUIntKeyTable <EvolveEquipItemData>(csv_text, EvolveEquipItemData.cb, "evolveId,baseEquipItemId,nextEquipItemId,itemID_0,itemNum_0,itemID_1,itemNum_1,itemID_2,itemNum_2,itemID_3,itemNum_3,itemID_4,itemNum_4,itemID_5,itemNum_5,itemID_6,itemNum_6,itemID_7,itemNum_7,itemID_8,itemNum_8,itemID_9,itemNum_9,money,equipItemID_0,equipItemNum_0,needLv_0,equipItemID_1,equipItemNum_1,needLv_1,equipItemID_2,equipItemNum_2,needLv_2,equipItemID_3,equipItemNum_3,needLv_3,equipItemID_4,equipItemNum_4,needLv_4,equipItemID_5,equipItemNum_5,needLv_5,equipItemID_6,equipItemNum_6,needLv_6,equipItemID_7,equipItemNum_7,needLv_7,equipItemID_8,equipItemNum_8,needLv_8,equipItemID_9,equipItemNum_9,needLv_9", null);
     tableData.TrimExcess();
 }
 public void CreateMissionTable(string csv_text)
 {
     missionTable = TableUtility.CreateUIntKeyTable <MissionTableData>(csv_text, MissionTableData.cb, "missionId,name,type,require,param0", null);
 }
 public void CreateQuestTable(MemoryStream stream)
 {
     questTable = TableUtility.CreateUIntKeyTableFromBinary <QuestTableData>(stream);
 }
 public void CreateTable(string csv_text)
 {
     taskDataTable = TableUtility.CreateUIntKeyTable <TaskData>(csv_text, TaskData.cb, "taskId,title,detail,orderNo,openRequirements,startTime,endTime,goalNum,conditionVal1,conditionVal2,conditionVal3,conditionVal4,conditionVal5,rewardType,itemId,rewardNum,rewardVal1,rewardVal2,minVersion", null);
     taskDataTable.TrimExcess();
 }
示例#5
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 public void CreateTable(string csv_text)
 {
     skillTable = TableUtility.CreateUIntKeyTable <SkillItemData>(csv_text, SkillItemData.cb, "skillItemId,appVer,type,name,text,rarity,modelId,R,G,B,iconId,maxLv,growId,needExp,giveExp,atk,def,hp,fireAtk,waterAtk,thunderAtk,earthAtk,lightAtk,darkAtk,fireDef,waterDef,thunderDef,earthDef,lightDef,darkDef,price,enableEquipType,castTime,useGauge,castStateName,actStateName,startEffectName,startSEID,actLocalEffectName,actOneshotEffectName,actSEID,enchantEffectName,reactionType,bulletName,attackInfoNames0,attackInfoNames1,attackInfoNames2,attackInfoNames3,attackInfoNames4,selfOnly,skillAtk,skillAtkType,skillAtkRate,hitEffectName,hitSEID,skillRange,healHp,healType,supportPassiveEqType1,supportType1,supportValue1,supportTime1,supportEffectName1,supportPassiveEqType2,supportType2,supportValue2,supportTime2,supportEffectName2,supportPassiveEqType3,supportType3,supportValue3,supportTime3,supportEffectName3,supportPassiveSpAttackType,buffTableIds,lockBuffTypes", null);
     skillTable.TrimExcess();
 }
示例#6
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 public void CreateTable(string csv_text, TableUtility.Progress progress)
 {
     timeZoneDataTable = TableUtility.CreateUIntKeyTable <FieldMapEnemyPopTimeZoneData>(csv_text, FieldMapEnemyPopTimeZoneData.cb, "id,startTime,endTime,enemyId,mapId", progress);
     timeZoneDataTable.TrimExcess();
 }
 public void CreateTable(string csv_text)
 {
     countdownDataTable = TableUtility.CreateUIntKeyTable <CountdownData>(csv_text, CountdownData.cb, "id,imageID,startAt,endAt", null);
     countdownDataTable.TrimExcess();
 }
 public void CreateGimmickActionTable(string csv_text)
 {
     fieldGimmickActionTable = TableUtility.CreateUIntKeyTable <FieldGimmickActionTableData>(csv_text, FieldGimmickActionTableData.cb, "actionId,radius,start,duration,interval,reactionType,force,angle,loopTime", null);
 }
 public void CreateTable(string csv_table)
 {
     avatarTable = TableUtility.CreateUIntKeyTable <AvatarData>(csv_table, AvatarData.cb, "dataIndex,rawId,type,name,index,manHeadID,womanHeadID,manFaceID,womanFaceID,R,G,B,R2,G2,B2,defaultHasManHeadIndex,defaultHasWomanHeadIndex,defaultHasManFaceIndex,defaultHasWomanFaceIndex,defaultHasSkinColorIndex,dafaultHasHairColorIndex", null);
     avatarTable.TrimExcess();
     ConvertTable();
 }
 public void CreateEnemyPopTable(string csv_text)
 {
     enemyPopTable = TableUtility.CreateUIntKeyListTable <EnemyPopTableData>(csv_text, EnemyPopTableData.cb, "mapId,popX,popZ,popRadius,enemyId,enemyLv,popNumMin,popNumMax,popNumInit,popNumTotal,popTimeMin,popTimeMax,bossFlag,autoActivate,scountigRange,scoutingSight,scoutingAudibility,enemyPopType,escapeTime");
 }
 public void CreateGatherPointViewTable(string csv_text)
 {
     gatherPointViewTable = TableUtility.CreateUIntKeyTable <GatherPointViewTableData>(csv_text, GatherPointViewTableData.cb, "id,modelId,modelHideNodeName,gatherEffectName,colRadius,targetRadius,targetEffectName,targetEffectShift,targetEffectHeight,actStateName,toolModelName,toolNodeName,iconId,itemDetailText", null);
 }
 public void CreateFieldMapTable(string csv_text)
 {
     fieldMapTable = TableUtility.CreateUIntKeyTable <FieldMapTableData>(csv_text, FieldMapTableData.cb, "mapId,regionId,mapName,stageName,happenStageName,fieldGrade,fieldMode,eventId,jumpPortalId,bgmId,happenBgmId,linkQuestID,childRegionId,iconId,questIconId,fieldBuffId", null);
 }
示例#13
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    public GrowSkillItemData GetGrowSkillItemData(uint skill_grow_id, int level)
    {
        if (growSkillItemTable == null)
        {
            return(null);
        }
        UIntKeyTable <GrowSkillItemData> uIntKeyTable = growSkillItemTable.Get(skill_grow_id);

        if (uIntKeyTable == null)
        {
            Log.Error("GrowSkillTable is NULL :: grow id = " + skill_grow_id + " Lv = " + level);
            return(null);
        }
        GrowSkillItemData growSkillItemData = uIntKeyTable.Get((uint)level);

        if (growSkillItemData != null)
        {
            return(growSkillItemData);
        }
        GrowSkillItemData under = null;
        GrowSkillItemData over  = null;

        uIntKeyTable.ForEach(delegate(GrowSkillItemData data)
        {
            if (data.lv > level && (over == null || data.lv < over.lv))
            {
                over = data;
            }
            if (data.lv <= level && (under == null || data.lv > under.lv))
            {
                under = data;
            }
        });
        if (under != null && over == null)
        {
            return(under);
        }
        if (under == null)
        {
            return(null);
        }
        float             num = (float)(level - under.lv) / (float)(over.lv - under.lv);
        GrowSkillItemData growSkillItemData2 = new GrowSkillItemData();

        growSkillItemData2.id           = skill_grow_id;
        growSkillItemData2.lv           = level;
        growSkillItemData2.exceedCnt    = Mathf.FloorToInt(Mathf.Lerp((float)under.exceedCnt, (float)over.exceedCnt, num));
        growSkillItemData2.needExp      = new GrowRate();
        growSkillItemData2.needExp.rate = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.needExp.rate, (float)(int)over.needExp.rate, num));
        growSkillItemData2.needExp.add  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.needExp.add, (float)(int)over.needExp.add, num));
        growSkillItemData2.giveExp      = new GrowRate();
        growSkillItemData2.giveExp.rate = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.giveExp.rate, (float)(int)over.giveExp.rate, num));
        growSkillItemData2.giveExp.add  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.giveExp.add, (float)(int)over.giveExp.add, num));
        growSkillItemData2.atk          = new GrowRate();
        growSkillItemData2.atk.rate     = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.atk.rate, (float)(int)over.atk.rate, num));
        growSkillItemData2.atk.add      = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.atk.add, (float)(int)over.atk.add, num));
        growSkillItemData2.def          = new GrowRate();
        growSkillItemData2.def.rate     = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.def.rate, (float)(int)over.def.rate, num));
        growSkillItemData2.def.add      = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.def.add, (float)(int)over.def.add, num));
        growSkillItemData2.hp           = new GrowRate();
        growSkillItemData2.hp.rate      = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.hp.rate, (float)(int)over.hp.rate, num));
        growSkillItemData2.hp.add       = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.hp.add, (float)(int)over.hp.add, num));
        growSkillItemData2.elemAtk      = new GrowRate[6];
        for (int i = 0; i < 6; i++)
        {
            growSkillItemData2.elemAtk[i]      = new GrowRate();
            growSkillItemData2.elemAtk[i].rate = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.elemAtk[i].rate, (float)(int)over.elemAtk[i].rate, num));
            growSkillItemData2.elemAtk[i].add  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.elemAtk[i].add, (float)(int)over.elemAtk[i].add, num));
        }
        growSkillItemData2.elemDef = new GrowRate[6];
        for (int j = 0; j < 6; j++)
        {
            growSkillItemData2.elemDef[j]      = new GrowRate();
            growSkillItemData2.elemDef[j].rate = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.elemDef[j].rate, (float)(int)over.elemDef[j].rate, num));
            growSkillItemData2.elemDef[j].add  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.elemDef[j].add, (float)(int)over.elemDef[j].add, num));
        }
        growSkillItemData2.skillAtk          = new GrowRate();
        growSkillItemData2.skillAtk.rate     = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.skillAtk.rate, (float)(int)over.skillAtk.rate, num));
        growSkillItemData2.skillAtk.add      = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.skillAtk.add, (float)(int)over.skillAtk.add, num));
        growSkillItemData2.skillAtkRate      = new GrowRate();
        growSkillItemData2.skillAtkRate.rate = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.skillAtkRate.rate, (float)(int)over.skillAtkRate.rate, num));
        growSkillItemData2.skillAtkRate.add  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.skillAtkRate.add, (float)(int)over.skillAtkRate.add, num));
        growSkillItemData2.heal        = new GrowRate();
        growSkillItemData2.heal.rate   = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.heal.rate, (float)(int)over.heal.rate, num));
        growSkillItemData2.heal.add    = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.heal.add, (float)(int)over.heal.add, num));
        growSkillItemData2.supprtValue = new GrowRate[3];
        growSkillItemData2.supprtTime  = new GrowRateFloat[3];
        for (int k = 0; k < 3; k++)
        {
            growSkillItemData2.supprtValue[k]      = new GrowRate();
            growSkillItemData2.supprtValue[k].rate = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.supprtValue[k].rate, (float)(int)over.supprtValue[k].rate, num));
            growSkillItemData2.supprtValue[k].add  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.supprtValue[k].add, (float)(int)over.supprtValue[k].add, num));
            growSkillItemData2.supprtTime[k]       = new GrowRateFloat();
            growSkillItemData2.supprtTime[k].rate  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.supprtTime[k].rate, (float)(int)over.supprtTime[k].rate, num));
            growSkillItemData2.supprtTime[k].add   = (float)Mathf.FloorToInt(Mathf.Lerp((float)under.supprtTime[k].add, (float)over.supprtTime[k].add, num));
        }
        growSkillItemData2.castTime      = new GrowRate();
        growSkillItemData2.castTime.rate = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.castTime.rate, (float)(int)over.castTime.rate, num));
        growSkillItemData2.castTime.add  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.castTime.add, (float)(int)over.castTime.add, num));
        growSkillItemData2.useGauge      = new GrowRate();
        growSkillItemData2.useGauge.rate = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.useGauge.rate, (float)(int)over.useGauge.rate, num));
        growSkillItemData2.useGauge.add  = Mathf.FloorToInt(Mathf.Lerp((float)(int)under.useGauge.add, (float)(int)over.useGauge.add, num));
        return(growSkillItemData2);
    }
示例#14
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 public void CreateTable(string csv_text)
 {
     itemTable = TableUtility.CreateUIntKeyTable <ItemData>(csv_text, ItemData.cb, "itemId,itemType,getType,eventId,name,text,enemyIconID,enemyIconID2,rarity,iconID,price,cantSell,element,effectType_0,effectType_1,effectType_2,effectTime,startDate,endDate", null);
     itemTable.TrimExcess();
 }
 public void CreateTable(string csv_text)
 {
     abilityTable = TableUtility.CreateUIntKeyTable <Ability>(csv_text, Ability.cb, "abilityId,name,iconId,startDate,endDate,unlockEventId", null);
     abilityTable.TrimExcess();
 }
 public void CreateTable(string csv)
 {
     dataTable = TableUtility.CreateUIntKeyTable <TheaterModeData>(csv, TheaterModeData.CB, "story_id,title,chapter_id,order,script_id", null);
     dataTable.TrimExcess();
 }
示例#17
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 public void CreateTable(string csv_text)
 {
     timeZoneDataTable = TableUtility.CreateUIntKeyTable <FieldMapEnemyPopTimeZoneData>(csv_text, FieldMapEnemyPopTimeZoneData.cb, "id,startTime,endTime,enemyId,mapId", null);
 }
 public void CreateTable(string csv_text)
 {
     table = TableUtility.CreateUIntKeyTable <Data>(csv_text, Data.cb, "regionId,name,iconId,x,y,z,w,h,mx,my,parentRegionId,eventId,difficulty,worldId,nextRegionId,startAt,groupId", null);
 }
 public void CreateTable(string csv)
 {
     dataTable = TableUtility.CreateUIntKeyTable <TheaterModeChapterData>(csv, TheaterModeChapterData.CB, "chapter_id,chapter_name,order,is_main,banner_id", null);
     dataTable.TrimExcess();
 }
 public void CreateTable(string csv_text)
 {
     table = TableUtility.CreateUIntKeyTable <Data>(csv_text, Data.InsertRow, "id,pointShopId,type,typeId,basePoint,rate", null);
     table.TrimExcess();
 }
示例#21
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 public void CreateTable(string csv_text)
 {
     arenaDataTable = TableUtility.CreateUIntKeyTable <ArenaData>(csv_text, ArenaData.cb, "id,groupId,rank,limit_0,limit_1,limit_2,condition_0,condition_1,condition_2,timeLimit,level,questId_0,questId_1,questId_2,questId_3,questId_4", null);
     arenaDataTable.TrimExcess();
 }
 public void CreateTable(string csv)
 {
     dataTable = TableUtility.CreateUIntKeyTable <Data>(csv, Data.cb, "id,distanceHateRate,shortShortDistance,shortDistance,middleDistance,longDistance,lifeLowerImportance,lifeLownerVolatize,lifeLowerAttackedVolatize,shortShortDistanceDamage,shortDistanceDamage,middleDistanceDamage,longDistanceDamage,damageImportance,damageVolatize,damageAttackedVolatize,healImportance,healVolatize,healAttackedVolatize,skillImportance,skillVolatize,skillDamagedVolatize,skillHateParam,specialDamageImportance,specialDamageVolatize,specialDamageAttackedVolatize,weakPointHate", null);
     dataTable.TrimExcess();
 }
 public void CreateTable(string csv_text)
 {
     homeThemeDataTable = TableUtility.CreateUIntKeyTable <HomeThemeData>(csv_text, HomeThemeData.cb, "id,name,sceneName,npc0MdlID,npc1MdlID,npc2MdlID,npc6MdlID,bgmID,startAt,endAt", null);
     homeThemeDataTable.TrimExcess();
 }
示例#24
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 public void CreateTable(string csv_table, TableUtility.Progress progress)
 {
     equipItemTable = TableUtility.CreateUIntKeyTable <EquipItemData>(csv_table, EquipItemData.cb, "equipItemId,appVer,type,getType,eventId,name,rarity,modelID0,modelID1,colorAttr,R,G,B,R2,G2,B2,R3,G3,B3,EfID,EfP,EfR,EfG,EfB,iconId,maxLv,growId,needId,needUniqueId,exceedId,shadowEvolveEquipItemId,atk,def,hp,fireAtk,waterAtk,thunderAtk,earthAtk,lightAtk,darkAtk,fireDef,waterDef,thunderDef,earthDef,lightDef,darkDef,skillType_0,skillItemId_0,skillType_1,skillItemId_1,skillType_2,skillItemId_2,skillType_3,skillItemId_3,skillType_4,skillItemId_4,skillType_5,skillItemId_5,skillType_6,skillItemId_6,skillType_7,skillItemId_7,skillType_8,skillItemId_8,abilityId_0,abilityPoint_0,variant_0,abilityId_1,abilityPoint_1,variant_1,abilityId_2,abilityPoint_2,variant_2,price,listId,obtained,damageDistanceId,atkElementType,defElementType,isFormer,spAttackType,spAttackRate,evolveId", progress);
     equipItemTable.TrimExcess();
 }
示例#25
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 public void CreateQuestTable(string csv_text)
 {
     questTable = CreateQuestTableCSV(csv_text);
 }
示例#26
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 public void CreateTable(string csv_text)
 {
     pickupTable = TableUtility.CreateUIntKeyTable <CreatePickupItemData>(csv_text, CreatePickupItemData.cb, "pickupId,createId,locationId,preShowTime,postShowTime,openOnly", null);
     pickupTable.TrimExcess();
 }
示例#27
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 public void CreateQuestTable(byte[] bytes)
 {
     questTable = CreateQuestTableBinary(bytes);
 }
 public void CreateTable(string text)
 {
     dataTable = TableUtility.CreateUIntKeyTable <FieldBuffData>(text, FieldBuffData.cb, "id,name,buffTableIds", null);
     dataTable.TrimExcess();
 }
示例#29
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 public void CreateTable(string csv)
 {
     dataTable = TableUtility.CreateUIntKeyListTable <EnemyActionData>(csv, EnemyActionData.CB, "enemyID,actionID,actionName,anim0,anim1,anim2,anim3,anim4,weight0,weight1,weight2,weight3,weight4,weight5,weight6,weight7,weight8,act0,act1,act2,act3,act4,act5,act6,act7,act8,act9,angryId,validAngryId,lotteryWaitInterval,counter,useLvLimit,modeId,startWaitInterval");
     dataTable.TrimExcess();
 }
示例#30
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 public void CreateTable(string csv_text)
 {
     table = TableUtility.CreateUIntKeyTable <Data>(csv_text, Data.InsertRow, "id,desc,seId,type", null);
     table.TrimExcess();
 }