ConfigReader(四十八)—— ReadSkillArea
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目录为:Assets/Scripts/ConfigReader/目录下
ReadSkillArea.cs
和技能范围有关
对应配置文件:Assets/Resources/Config/SkillCfg_area.xml
这个配置文件非常大
部分如下
<?xml version="1.0" encoding="UTF-8" standalone="yes"?><SkillCfg_area xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <info un32ID="140001"> <szName>飞樱漫舞等级1</szName> <n32UseMP>0</n32UseMP> <n32UseHP>0</n32UseHP> <n32UseCP>0</n32UseCP> <bIsCoolDown>0</bIsCoolDown> <n32TriggerRate>1000</n32TriggerRate> <bIfAffectBuilding>0</bIfAffectBuilding> <bIfAffectHero>1</bIfAffectHero> <bIfAffectMonster>1</bIfAffectMonster> <eTargetType>2</eTargetType> <eAoeType>1</eAoeType> <n32ReleaseDistance>0</n32ReleaseDistance> <n32ReleaseTimeDelay>0</n32ReleaseTimeDelay> <n32RangeInterval>0</n32RangeInterval> <n32RangeTimes>1</n32RangeTimes> <n32Range>1</n32Range> <n32RangePar1>700</n32RangePar1> <n32RangePar2>360</n32RangePar2> <n32EffectObjNum>0</n32EffectObjNum> <eLifeTime>4000</eLifeTime> <attackEffect>0</attackEffect> <EventID>121004:0;160103:0</EventID> </info> <info un32ID="140002"> <szName>飞樱漫舞等级2</szName> <n32UseMP>0</n32UseMP> <n32UseHP>0</n32UseHP> <n32UseCP>0</n32UseCP> <bIsCoolDown>0</bIsCoolDown> <n32TriggerRate>1000</n32TriggerRate> <bIfAffectBuilding>0</bIfAffectBuilding> <bIfAffectHero>1</bIfAffectHero> <bIfAffectMonster>1</bIfAffectMonster> <eTargetType>2</eTargetType> <eAoeType>1</eAoeType> <n32ReleaseDistance>0</n32ReleaseDistance> <n32ReleaseTimeDelay>0</n32ReleaseTimeDelay> <n32RangeInterval>0</n32RangeInterval> <n32RangeTimes>1</n32RangeTimes> <n32Range>1</n32Range> <n32RangePar1>700</n32RangePar1> <n32RangePar2>360</n32RangePar2> <n32EffectObjNum>0</n32EffectObjNum> <eLifeTime>4000</eLifeTime> <attackEffect>0</attackEffect> <EventID>121005:0;160104:0</EventID> </info>
using System;using UnityEngine;using System.Xml;using System.Collections.Generic;//和技能范围有关//对应配置文件:Assets/Resources/Config/SkillCfg_area.xml//这个配置文件非常大public class ReadSkillAreaConfig{ XmlDocument xmlDoc = null; //构造函数 public ReadSkillAreaConfig(string xmlFilePath) { ResourceUnit xmlfileUnit = ResourcesManager.Instance.loadImmediate (xmlFilePath, ResourceType.ASSET); TextAsset xmlfile = xmlfileUnit.Asset as TextAsset; if (!xmlfile) { Debug.LogError(" error infos: 没有找到指定的xml文件:" + xmlFilePath); } xmlDoc = new XmlDocument (); xmlDoc.LoadXml (xmlfile.text); XmlNodeList infoNodeList = xmlDoc.SelectSingleNode ("SkillCfg_area").ChildNodes; for (int i = 0; i < infoNodeList.Count; i++) { if ((infoNodeList[i] as XmlElement).GetAttributeNode("un32ID") == null) { continue; } string typeName = (infoNodeList [i] as XmlElement).GetAttributeNode ("un32ID").InnerText; SkillAreaConfig skillInfo = new SkillAreaConfig (); skillInfo.id = Convert.ToUInt32 (typeName); foreach (XmlElement xEle in infoNodeList[i].ChildNodes) { switch (xEle.Name) { case "szName": skillInfo.name = Convert.ToString (xEle.InnerText); break; case "eLifeTime": skillInfo.lifeTime = Convert.ToInt32 (xEle.InnerText); break; case "attackEffect": skillInfo.effect = Convert.ToString (xEle.InnerText); break; case "FlySound": skillInfo.sound = Convert.ToString (xEle.InnerText); break; case "eAoeType": skillInfo.aoeType = Convert.ToInt32 (xEle.InnerText); break; } } ConfigReader.skillAreaInfoDic.Add (skillInfo.id, skillInfo); } }}/*XML格式:<info un32ID="140105"> <szName>音波等级2</szName> <n32UseMP>0</n32UseMP> <n32UseHP>0</n32UseHP> <n32UseCP>0</n32UseCP> <bIsCoolDown>1</bIsCoolDown> <n32TriggerRate>1000</n32TriggerRate> <bIfAffectBuilding>0</bIfAffectBuilding> <bIfAffectHero>1</bIfAffectHero> <bIfAffectMonster>1</bIfAffectMonster> <eTargetType>2</eTargetType> <eAoeType>1</eAoeType> <n32ReleaseDistance>0</n32ReleaseDistance> <n32ReleaseTimeDelay>0</n32ReleaseTimeDelay> <n32RangeInterval>0</n32RangeInterval> <n32RangeTimes>1</n32RangeTimes> <n32Range>2</n32Range> <n32RangePar1>1000</n32RangePar1> <n32RangePar2>250</n32RangePar2> <n32EffectObjNum>0</n32EffectObjNum> <eLifeTime>1000</eLifeTime> <attackEffect>sonic_skill1</attackEffect> <FlySound>Bianfu_Skill 1</FlySound> <EventID>121206:0</EventID> </info>*///这里只读了一部分public class SkillAreaConfig{ public uint id; //id public int aoeType; public string name; //名字 public string effect; //特效 public string sound; //声音 public float lifeTime; //生命周期}
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