public bool LoadInfos() { m_SkillAttrList.Clear(); if (!File.Exists(m_Forder + @"\\skill.dat")) { return(false); } FileStream fs = new FileStream(m_Forder + @"\\skill.dat", FileMode.Open, FileAccess.ReadWrite); int ret = 0; SkillAttrHead ts = new SkillAttrHead(); byte[] _bytData = new byte[Marshal.SizeOf(ts)]; ret = fs.Read(_bytData, 0, _bytData.Length); if (ret > 0) //记录头 { //m_AccAttrHead = CStructBytesFormat.BytesToStruct<AccAttrHead>(_bytData); m_SkillAttrHead = CStructBytesFormat.rawDeserialize <SkillAttrHead>(_bytData); } while (ret > 0) { SkillAttr ts2 = new SkillAttr(); byte[] bytAccAttrData = new byte[Marshal.SizeOf(ts2)]; ret = fs.Read(bytAccAttrData, 0, bytAccAttrData.Length); if (ret <= 0) { break; } ts2 = CStructBytesFormat.rawDeserialize <SkillAttr>(bytAccAttrData); m_SkillAttrList.Add(ts2); } fs.Close(); return(true); }
public bool AddPlayerSkill(SkillAttr skills) { m_SkillAttrList.Add(skills); return(true); }