/** * @brief 提取数据 * * @param node * * @return */ public IData ExtractData(DataMap_Type type, int id) { IData result = null; switch (type) { case DataMap_Type.DT_Unit: { result = m_UnitMgr.GetDataById(id); } break; case DataMap_Type.DT_SceneLogic: { result = m_SceneLogicMgr.GetDataById(id); } break; case DataMap_Type.DT_All: case DataMap_Type.DT_None: default: { result = null; } break; } return(result); }
/** * @brief 提取数据 * * @param node * * @return */ public IData ExtractData(int id) { IData result = null; result = weaponLogicDataMgr.GetDataById(id); return(result); }
/** * @brief 提取数据 * * @param node * * @return */ public IData ExtractData(int id) { IData result = null; result = m_DynamicSceneLogicDataMgr.GetDataById(id); return(result); }
/** * @brief 提取数据 * * @param node * * @return */ public IData ExtractData(SkillConfigType type, int id) { IData result = null; switch (type) { case SkillConfigType.SCT_SKILL: { result = skillLogicDataMgr.GetDataById(id); } break; case SkillConfigType.SCT_IMPACT: { result = impactLogicDataMgr.GetDataById(id); } break; case SkillConfigType.SCT_SOUND: { result = soundLogicDataMgr.GetDataById(id); } break; default: { result = null; } break; } return(result); }