public override void WriteJson(JsonWriter Writer, object Value, JsonSerializer Serializer) { CsvData CsvData = (CsvData)Value; if (CsvData != null) { Writer.WriteValue(CsvData.GlobalId); } else { Writer.WriteValue(0); } }
public override object ReadJson(JsonReader Reader, Type ObjectType, object ExistingValue, JsonSerializer Serializer) { int Id = (int)(long)Reader.Value; if (Id != 0) { CsvData CsvData = CsvFiles.GetWithGlobalId(Id); if (ObjectType == typeof(CsvData) || CsvData.GetType() == ObjectType) { return(CsvData); } Logging.Error(this.GetType(), "CsvData.GetType() != ObjectType. Data:" + CsvData.GetType() + ", objectType:" + ObjectType + "."); } return(null); }
/// <summary> /// Reads the data. /// </summary> /// <param name="Data">The data.</param> /// <exception cref="System.Exception"></exception> public void LoadData(CsvData Data) { foreach (PropertyInfo Property in Data.GetType().GetProperties(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)) { if (Property.CanRead && Property.CanWrite) { if (Property.PropertyType.IsArray) { Type ElementType = Property.PropertyType.GetElementType(); if (ElementType == typeof(bool)) { Property.SetValue(Data, this.LoadBoolArray(Property.Name)); } else if (ElementType == typeof(int)) { Property.SetValue(Data, this.LoadIntArray(Property.Name)); } else if (ElementType == typeof(string)) { Property.SetValue(Data, this.LoadStringArray(Property.Name)); } else { throw new Exception(ElementType + "[] is not a valid array."); } } else if (Property.PropertyType.IsGenericType) { if (Property.PropertyType == typeof(List <>)) { Type ListType = typeof(List <>); Type[] Generic = Property.PropertyType.GetGenericArguments(); Type ConcreteType = ListType.MakeGenericType(Generic); object NewList = Activator.CreateInstance(ConcreteType); MethodInfo Add = ConcreteType.GetMethod("Add"); string IndexerName = ((DefaultMemberAttribute)NewList.GetType().GetCustomAttributes(typeof(DefaultMemberAttribute), true)[0]).MemberName; PropertyInfo IndexProperty = NewList.GetType().GetProperty(IndexerName); for (int i = this.Offset; i < this.Offset + this.GetSize(Property.Name); i++) { string Value = this.GetValue(Property.Name, i - this.Offset); if (Value == string.Empty && i != this.Offset) { Value = IndexProperty.GetValue(NewList, new object[] { i - this.Offset - 1 }).ToString(); } if (string.IsNullOrEmpty(Value)) { object Object = Generic[0].IsValueType ? Activator.CreateInstance(Generic[0]) : string.Empty; Add.Invoke(NewList, new[] { Object }); } else { Add.Invoke(NewList, new[] { Convert.ChangeType(Value, Generic[0]) }); } } Property.SetValue(Data, NewList); } else if (Property.PropertyType == typeof(CsvData) || Property.PropertyType.BaseType == typeof(CsvData)) { this.LoadData((CsvData)Property.GetValue(Property)); } } else { string Value = this.GetValue(Property.Name, 0); if (!string.IsNullOrEmpty(Value)) { Property.SetValue(Data, Convert.ChangeType(Value, Property.PropertyType)); } } } } }
/// <summary> /// Initializes a new instance of the <see cref="CsvFiles" /> class. /// </summary> public static void Initialize() { if (CsvFiles.Initialized) { return; } CsvFiles.Files = new Dictionary <int, CsvTable>(); CsvFiles.Paths = new Dictionary <int, string>(); CsvFiles.Tilemaps = new Dictionary <string, TilemapData>(32); CsvFiles.Spells = new List <SpellData>(72); CsvFiles.Characters = new List <CharacterData>(72); CsvFiles.Paths.Add(1, @"Gamefiles/csv_client/locales.csv"); CsvFiles.Paths.Add(2, @"Gamefiles/csv_client/billing_packages.csv"); CsvFiles.Paths.Add(3, @"Gamefiles/csv_logic/globals.csv"); CsvFiles.Paths.Add(4, @"Gamefiles/csv_client/sounds.csv"); CsvFiles.Paths.Add(5, @"Gamefiles/csv_logic/resources.csv"); CsvFiles.Paths.Add(9, @"Gamefiles/csv_logic/character_buffs.csv"); CsvFiles.Paths.Add(10, @"Gamefiles/csv_logic/projectiles.csv"); CsvFiles.Paths.Add(11, @"Gamefiles/csv_client/effects.csv"); CsvFiles.Paths.Add(12, @"Gamefiles/csv_logic/predefined_decks.csv"); CsvFiles.Paths.Add(14, @"Gamefiles/csv_logic/rarities.csv"); CsvFiles.Paths.Add(15, @"Gamefiles/csv_logic/locations.csv"); CsvFiles.Paths.Add(16, @"Gamefiles/csv_logic/alliance_badges.csv"); CsvFiles.Paths.Add(18, @"Gamefiles/csv_logic/npcs.csv"); CsvFiles.Paths.Add(19, @"Gamefiles/csv_logic/treasure_chests.csv"); CsvFiles.Paths.Add(20, @"Gamefiles/csv_client/client_globals.csv"); CsvFiles.Paths.Add(21, @"Gamefiles/csv_client/particle_emitters.csv"); CsvFiles.Paths.Add(22, @"Gamefiles/csv_logic/area_effect_objects.csv"); CsvFiles.Paths.Add(26, @"Gamefiles/csv_logic/spells_characters.csv"); CsvFiles.Paths.Add(27, @"Gamefiles/csv_logic/spells_buildings.csv"); CsvFiles.Paths.Add(28, @"Gamefiles/csv_logic/spells_other.csv"); CsvFiles.Paths.Add(29, @"Gamefiles/csv_logic/spells_heroes.csv"); CsvFiles.Paths.Add(34, @"Gamefiles/csv_logic/characters.csv"); CsvFiles.Paths.Add(35, @"Gamefiles/csv_logic/buildings.csv"); CsvFiles.Paths.Add(40, @"Gamefiles/csv_client/health_bars.csv"); CsvFiles.Paths.Add(41, @"Gamefiles/csv_client/music.csv"); CsvFiles.Paths.Add(42, @"Gamefiles/csv_logic/decos.csv"); CsvFiles.Paths.Add(43, @"Gamefiles/csv_logic/gamble_chests.csv"); CsvFiles.Paths.Add(45, @"Gamefiles/csv_logic/tutorials_home.csv"); CsvFiles.Paths.Add(46, @"Gamefiles/csv_logic/exp_levels.csv"); CsvFiles.Paths.Add(48, @"Gamefiles/csv_logic/tutorials_npc.csv"); CsvFiles.Paths.Add(50, @"Gamefiles/csv_client/background_decos.csv"); CsvFiles.Paths.Add(52, @"Gamefiles/csv_logic/chest_order.csv"); CsvFiles.Paths.Add(53, @"Gamefiles/csv_logic/taunts.csv"); CsvFiles.Paths.Add(54, @"Gamefiles/csv_logic/arenas.csv"); CsvFiles.Paths.Add(55, @"Gamefiles/csv_logic/resource_packs.csv"); CsvFiles.Paths.Add(56, @"Gamefiles/csv_client/credits.csv"); CsvFiles.Paths.Add(57, @"Gamefiles/csv_logic/regions.csv"); CsvFiles.Paths.Add(58, @"Gamefiles/csv_client/news.csv"); CsvFiles.Paths.Add(59, @"Gamefiles/csv_logic/alliance_roles.csv"); CsvFiles.Paths.Add(60, @"Gamefiles/csv_logic/achievements.csv"); CsvFiles.Paths.Add(61, @"Gamefiles/csv_client/hints.csv"); CsvFiles.Paths.Add(62, @"Gamefiles/csv_client/helpshift.csv"); CsvFiles.Paths.Add(63, @"Gamefiles/csv_logic/tournament_tiers.csv"); CsvFiles.Paths.Add(64, @"Gamefiles/csv_logic/content_tests.csv"); CsvFiles.Paths.Add(65, @"Gamefiles/csv_logic/survival_modes.csv"); CsvFiles.Paths.Add(66, @"Gamefiles/csv_logic/shop.csv"); CsvFiles.Paths.Add(67, @"Gamefiles/csv_logic/event_categories.csv"); CsvFiles.Paths.Add(68, @"Gamefiles/csv_logic/draft_deck.csv"); // Paths.Add(70, @"Gamefiles/csv_logic/abilities.csv"); CsvFiles.Paths.Add(72, @"Gamefiles/csv_logic/game_modes.csv"); CsvFiles.Paths.Add(74, @"Gamefiles/csv_logic/event_category_definitions.csv"); CsvFiles.Paths.Add(75, @"Gamefiles/csv_logic/event_category_object_definitions.csv"); CsvFiles.Paths.Add(76, @"Gamefiles/csv_logic/event_category_enums.csv"); CsvFiles.Paths.Add(77, @"Gamefiles/csv_logic/configuration_definitions.csv"); CsvFiles.Paths.Add(79, @"Gamefiles/csv_logic/pve_gamemodes.csv"); CsvFiles.Paths.Add(81, @"Gamefiles/csv_logic/tve_gamemodes.csv"); CsvFiles.Paths.Add(82, @"Gamefiles/csv_logic/tutorial_chest_order.csv"); CsvFiles.Paths.Add(83, @"Gamefiles/csv_logic/skins.csv"); CsvFiles.Paths.Add(84, @"Gamefiles/csv_logic/quest_order.csv"); CsvFiles.Paths.Add(85, @"Gamefiles/csv_logic/event_targeting_definitions.csv"); CsvFiles.Paths.Add(86, @"Gamefiles/csv_logic/shop_cycle.csv"); CsvFiles.Paths.Add(87, @"Gamefiles/csv_logic/skin_sets.csv"); foreach (KeyValuePair <int, string> Pair in CsvFiles.Paths) { if (!File.Exists(Pair.Value)) { Logging.Error(typeof(CsvFiles), "File.Exists(Path) != true at Initialize()."); } else { CsvFiles.Files.Add(Pair.Key, new CsvTable(Pair.Key, Pair.Value)); } } foreach (CsvTable CsvTable in CsvFiles.Files.Values) { foreach (CsvData CsvData in CsvTable.Datas) { CsvData.LoadingFinished(); } } CsvFiles.MaxExpLevel = CsvFiles.Get(Gamefile.ExpLevels).Datas.Count; CsvFiles.GoldData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("Gold"); CsvFiles.FreeGoldData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("FreeGold"); CsvFiles.StarCountData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("StarCount"); CsvFiles.CardCountData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("CardCount"); CsvFiles.ChestCountData = CsvFiles.Get(Gamefile.Resources).GetData <ResourceData>("ChestCount"); CsvFiles.SummonerData = CsvFiles.Get(Gamefile.Buildings).GetData <CharacterData>("KingTower"); CsvFiles.GameModeLadderData = CsvFiles.Get(Gamefile.GameModes).GetData <GameModeData>("Ladder"); foreach (ArenaData ArenaData in CsvFiles.Get(Gamefile.Arenas).Datas) { ArenaData.ConfigureSpells(); } foreach (string FilePath in Directory.GetFiles(@"Gamefiles/tilemaps/")) { CsvFiles.Tilemaps.Add(FilePath, new TilemapData(FilePath)); } Logging.Info(typeof(CsvFiles), "Loaded " + CsvFiles.Files.Count + " CSV files."); }