public static void SetData() { if (_dataCaches == null && LuaEnv.isLoadLuaCfg) { long startTime = DateTime.Now.Ticks; Dictionary <int, int[]> dic = LuaEnv.SharedLuaEnv.Global.Get <Dictionary <int, int[]> >("DataKuafuAlchemySpirit"); if (dic == null) { LuaEnv.SharedLuaEnv.DoString("DataKuafuAlchemySpirit = require 'Lua/Config/DataKuafuAlchemySpirit'"); dic = LuaEnv.SharedLuaEnv.Global.Get <Dictionary <int, int[]> >("DataKuafuAlchemySpirit"); } if (dic != null) { _dataCaches = new Dictionary <int, DeclareKuafuAlchemySpirit>(500); foreach (var item in dic) { DeclareKuafuAlchemySpirit tmp = new DeclareKuafuAlchemySpirit(); tmp.Attribute = CfgStringLua.Get(item.Value[0]); tmp.Colour = item.Value[1]; tmp.Consume = CfgStringLua.Get(item.Value[2]); tmp.GuardSkill = item.Value[3]; tmp.HideName = CfgStringLua.Get(item.Value[4]); tmp.ICON = item.Value[5]; tmp.Level = item.Value[6]; tmp.Model = item.Value[7]; tmp.ModelRotate = item.Value[8]; tmp.ModelZoom = item.Value[9]; tmp.Name = CfgStringLua.Get(item.Value[10]); tmp.SceneModel = item.Value[11]; tmp.SceneZoom = item.Value[12]; tmp.SkillDescription = CfgStringLua.Get(item.Value[13]); tmp.SkillTipe = item.Value[14]; _dataCaches.Add(item.Key, tmp); } } Record(startTime, DateTime.Now.Ticks, "KuafuAlchemySpirit"); } if (_dataCaches == null && _fillDataCallBack != null) { if (_dataCaches == null) { long startTime = DateTime.Now.Ticks; _dataCaches = new Dictionary <int, DeclareKuafuAlchemySpirit>(500); _fillDataCallBack(_dataCaches); Record(startTime, DateTime.Now.Ticks, "KuafuAlchemySpirit"); } } }
public static DeclareKuafuAlchemySpirit Create(string in_attribute, int in_colour, string in_consume, int in_guard_skill, string in_hide_name, int in_iCON, int in_level, int in_model, int in_model_rotate, int in_model_zoom, string in_name, int in_scene_Model, int in_scene_zoom, string in_skill_description, int in_skill_tipe) { DeclareKuafuAlchemySpirit tmp = new DeclareKuafuAlchemySpirit(); tmp._attribute = in_attribute; tmp._colour = in_colour; tmp._consume = in_consume; tmp._guard_skill = in_guard_skill; tmp._hide_name = in_hide_name; tmp._iCON = in_iCON; tmp._level = in_level; tmp._model = in_model; tmp._model_rotate = in_model_rotate; tmp._model_zoom = in_model_zoom; tmp._name = in_name; tmp._scene_Model = in_scene_Model; tmp._scene_zoom = in_scene_zoom; tmp._skill_description = in_skill_description; tmp._skill_tipe = in_skill_tipe; return(tmp); }