public void ParseCsv(string[] csv) { int i = 0; //id id = csv.GetInt32(i++); // AI技能顺序 aiPriority = csv.GetInt32(i++); //AItype string aiTypeStr = ""; aiTypeStr = csv.GetString(i++); string[] aiTypeStrArray = aiTypeStr.Split(':'); if (aiTypeStrArray.Length == 2) { aiTypeArray[0] = aiTypeStrArray[0].ToInt32(); aiTypeArray[1] = aiTypeStrArray[1].ToInt32(); } //Debug.LogFormat("=============aiTypeStr: {0}, {1}",id, aiTypeStr); // 使用次数 useCount = csv.GetInt32(i++); // 是否上阵 isSettledBuild = csv.GetBoolean(i++); // 目标建筑类型 buildType = csv.GetInt32(i++); //effectId string effectIdStr; effectIdStr = csv.GetString(i++); string[] effectIdArray = effectIdStr.Split(','); //data string dataStr; dataStr = csv.GetString(i++); string[] dataStrArray = dataStr.Split(','); //growUp string growUPStr; growUPStr = csv.GetString(i++); string[] growUPStrArray = growUPStr.Split(','); //Debug.Log("========" + id + "=========" + growUPStr + "++++" + effectIdArray.Length); for (int idx = 0; idx < maxEffectId; ++idx) { if (effectIdArray.Length <= idx || dataStrArray.Length <= idx || growUPStrArray.Length <= idx) { break; } CSkillEffectDataItem skillEffectDate = new CSkillEffectDataItem(); skillEffectDate.id = effectIdArray[idx].ToInt32(); skillEffectDate.data = dataStrArray[idx].ToSingle(); skillEffectDate.growUp = growUPStrArray[idx].ToSingle(); effectDataList.Add(skillEffectDate); if (mainEffectData == null) { mainEffectData = skillEffectDate; } SkillWarEffectConf effect = War.model.GetSkillWarEffectConf(skillEffectDate.id); if (effect != null) { skillEffectDate.type = effect.type; skillEffectDate.operation = effect.operation; skillEffectDate.camp = effect.camp; skillEffectDate.target = effect.target; skillEffectDate.range = effect.range; skillEffectDate.time = effect.time; skillEffectDate.addSoldierMax = effect.addSoldierMax; skillEffectDate.changePropertyId = effect.changePropertyId; skillEffectDate.overlap = effect.overlap; skillEffectDate.animPathStart = effect.animPathStart; skillEffectDate.animPathEnd = effect.animPathEnd; skillEffectDate.buffAnimPath = effect.buffAnimPath; skillEffectDate.hurtCount = effect.hurtCount; skillEffectDate.isSend = effect.isSend; skillEffectDate.costHP = effect.costHP; skillEffectDate.costHPPer = effect.costHPPer; } else { // Debug.LogFormat("<color=#ff0000>=======cant find skillEffectDate: {0}=======</color>", skillEffectDate.id); } //Debug.Log(string.Format("<color=green> effectdata={0}, {1}, {2}, type:{3} id:{4}</color>", // skillEffectDate.id, skillEffectDate.data, skillEffectDate.growUp, skillEffectDate.type, // skillEffectDate.id)); } consume = csv.GetInt32(i++); skillCd = csv.GetInt32(i++); //skill2Id = csv.GetInt32(i++); heroVoicePath = csv.GetString(i++); musicEffectPath = csv.GetString(i++); skillAvatar = csv.GetInt32(i++); skillName = csv.GetString(i++); skillDescribe = csv.GetString(i++); //skillName2 = csv.GetString(i++); //skillDescribe2 = csv.GetString(i++); displayConfig = War.model.GetSkillWarDisplayConf(id); if (displayConfig != null) { skillAvatar = displayConfig.avatarId; } else { // Debug.LogErrorFormat ("skillId={0}, displayConfig={1}", id, displayConfig); } War.model.AddSkillWarConf(this); }
public void AddSkillWarEffectConf(SkillWarEffectConf skillWarEffectConf) { skillWarEffectConfDic.Add(skillWarEffectConf.id, skillWarEffectConf); }