目录为:Assets/Scripts/ConfigReader/目录下
ReadSkillConfig.cs
读取技能信息
对应配置文件:
Assets/Resources/Config/SkillCfg.xml
这个配置文件超大
部分如下
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<SkillCfg xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<info un32ID="100101">
<szName>医疗猿人攻击</szName>
<bIfNormal>1</bIfNormal>
<eCountdownCate>1</eCountdownCate>
<bIsConsumeSkill>0</bIsConsumeSkill>
<eReleaseWay>2</eReleaseWay>
<n32Level>1</n32Level>
<n32UpgradeLevel>1</n32UpgradeLevel>
<n32IsAffectBySilent>0</n32IsAffectBySilent>
<n32IsAffectByDisarm>1</n32IsAffectByDisarm>
<n32UseMP>0</n32UseMP>
<n32UseHP>0</n32UseHP>
<n32UseCP>0</n32UseCP>
<n32PrepareAction>free</n32PrepareAction>
<n32PrepareTime>0</n32PrepareTime>
<n32ReleaseTime>350</n32ReleaseTime>
<n32ControlTime>0</n32ControlTime>
<n32CoolDown>950</n32CoolDown>
<n32ReleaseDistance>200</n32ReleaseDistance>
<bIfCallScriptWhilePrepare>0</bIfCallScriptWhilePrepare>
<bIfCallScriptWhileRelease>0</bIfCallScriptWhileRelease>
<bIfCallScriptWhileHitTarget>0</bIfCallScriptWhileHitTarget>
<eUseWay>1</eUseWay>
<n32TriggerRate>1000</n32TriggerRate>
<bIfAffectBuilding>1</bIfAffectBuilding>
<bIfAffectHero>1</bIfAffectHero>
<bIfAffectMonster>1</bIfAffectMonster>
<eTargetType>3</eTargetType>
<n32Range>1</n32Range>
<n32RangePar1>0</n32RangePar1>
<n32RangePar2>0</n32RangePar2>
<n32RangeInterval>0</n32RangeInterval>
<n32RangeTimes>0</n32RangeTimes>
<n32EffectObjNum>1</n32EffectObjNum>
<eAoeType>0</eAoeType>
<n32Effect0ID>1</n32Effect0ID>
<n32Effect0Delay>0</n32Effect0Delay>
<eEffect0BuffID>0</eEffect0BuffID>
<eBuff0Target>0</eBuff0Target>
<eEffect0Trigger>1000</eEffect0Trigger>
<bEffect0IsCritical>1</bEffect0IsCritical>
<eEffect0CriticalPosb>0</eEffect0CriticalPosb>
<eEffect0CriticalPercent>0</eEffect0CriticalPercent>
<eEffect0Target>3</eEffect0Target>
<eEffect0Value>0</eEffect0Value>
<eEffect0Rate>1000</eEffect0Rate>
<bEffect0ClearWhenDie>1</bEffect0ClearWhenDie>
<n32Effect1ID>0</n32Effect1ID>
<n32Effect1Delay>0</n32Effect1Delay>
<eEffect1BuffID>0</eEffect1BuffID>
<eBuff1Target>0</eBuff1Target>
<eEffect1Trigger>0</eEffect1Trigger>
<bEffect1IsCritical>0</bEffect1IsCritical>
<eEffect1CriticalPosb>0</eEffect1CriticalPosb>
<eEffect1CriticalPercent>0</eEffect1CriticalPercent>
<eEffect1Target>0</eEffect1Target>
<eEffect1Value>0</eEffect1Value>
<eEffect1Rate>0</eEffect1Rate>
<bEffect1ClearWhenDie>0</bEffect1ClearWhenDie>
<n32Effect2ID>0</n32Effect2ID>
<n32Effect2Delay>0</n32Effect2Delay>
<eEffect2BuffID>0</eEffect2BuffID>
<eBuff2Target>0</eBuff2Target>
<eEffect2Trigger>0</eEffect2Trigger>
<bEffect2IsCritical>0</bEffect2IsCritical>
<eEffect2CriticalPosb>0</eEffect2CriticalPosb>
<eEffect2CriticalPercent>0</eEffect2CriticalPercent>
<eEffect2Target>0</eEffect2Target>
<eEffect2Value>0</eEffect2Value>
<eEffect2Rate>0</eEffect2Rate>
<bEffect2ClearWhenDie>0</bEffect2ClearWhenDie>
<buffIcon>01</buffIcon>
<SkillType>1</SkillType>
<FlySpeed>0</FlySpeed>
<n32ProjectileNum>1</n32ProjectileNum>
<n32ProjEmitInter>0</n32ProjEmitInter>
<bIsPenetrate>0</bIsPenetrate>
<eCollideRadius>0</eCollideRadius>
<eLifeTime>3000</eLifeTime>
<eSummonEffect>0</eSummonEffect>
<attackEffect>punch</attackEffect>
<AEffectTime>1</AEffectTime>
<woundEffect>Hitpunch</woundEffect>
<WEffectTime>1</WEffectTime>
<HitSound>Yiliaoyuanren5_Attack</HitSound>
<info>阿斯顿撒旦</info>
</info>
ReadSkillConfig.cs
using System;
using UnityEngine;
using System.Xml;
using System.Collections.Generic;
//读取技能信息
//对应配置文件:Assets/Resources/Config/SkillCfg.xml
//这个配置文件超大
public class ReadSkillConfig
{
XmlDocument xmlDoc = null;
//构造函数
public ReadSkillConfig(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").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;
SkillConfigInfo skillInfo = new SkillConfigInfo ();
skillInfo.SkillID = Convert.ToUInt32 (typeName);
foreach (XmlElement xEle in infoNodeList[i].ChildNodes)
{
switch (xEle.Name)
{
case "szName":
skillInfo.SkillName = Convert.ToString (xEle.InnerText);
break;
case "n32PrepareTime":
skillInfo.PrepareTime = Convert.ToInt32 (xEle.InnerText);
break;
case "n32ReleaseDistance":
skillInfo.Range = Convert.ToSingle (xEle.InnerText) / 100.0f;
break;
case "attackEffect":
skillInfo.AttackEffect = Convert.ToString (xEle.InnerText);
break;
case "woundEffect":
skillInfo.WoundEffect = Convert.ToString (xEle.InnerText);
break;
case "bIfNormal":
skillInfo.IsNormalSkill = Convert.ToInt32 (xEle.InnerText);
break;
case "SkillType":
skillInfo.SkillType = Convert.ToInt32 (xEle.InnerText);
break;
case "FlySpeed":
skillInfo.FlySpeed = Convert.ToInt32 (xEle.InnerText) / 100.0f;
break;
case "AEffectTime":
skillInfo.AEffectTime = Convert.ToInt32 (xEle.InnerText);
break;
case "WEffectTime":
skillInfo.WEffectTime = Convert.ToInt32 (xEle.InnerText);
break;
case "n32ProjectileNum":
skillInfo.ProjectNum = Convert.ToInt32 (xEle.InnerText);
break;
case "n32RangePar1":
skillInfo.RangeParam1 = Convert.ToInt32 (xEle.InnerText);
break;
case "NreRangePar2":
skillInfo.RangeParam2 = Convert.ToInt32 (xEle.InnerText);
break;
case "n32CoolDown":
skillInfo.CdTime = Convert.ToSingle (xEle.InnerText);
break;
case "eLifeTime":
skillInfo.LifeTime = Convert.ToInt32 (xEle.InnerText) / 1000.0f;
break;
case "eReleaseWay":
skillInfo.SkillLockTarget = Convert.ToInt32 (xEle.InnerText);
break;
case "buffIcon":
skillInfo.iconName = Convert.ToString (xEle.InnerText);
break;
case "FlySound":
skillInfo.flySound = Convert.ToString (xEle.InnerText);
break;
case "HitSound":
skillInfo.hitSound = Convert.ToString (xEle.InnerText);
break;
case "n32UseMP":
skillInfo.MpCost = Convert.ToInt32 (xEle.InnerText);
break;
case "bIsConsumeSkill":
skillInfo.IsAbsorbSkill = Convert.ToInt32 (xEle.InnerText);
break;
case "eSummonEffect":
skillInfo.absorbRes = Convert.ToString (xEle.InnerText);
break;
}
}
ConfigReader.skillXmlInfoDict.Add (skillInfo.SkillID, skillInfo);
}
}
}
/*
XML格式:
<info un32ID="151001">
<szName>樱花之风EX</szName>
<bIfNormal>0</bIfNormal>
<eCountdownCate>1</eCountdownCate>
<bIsConsumeSkill>0</bIsConsumeSkill>
<eReleaseWay>0</eReleaseWay>
<n32Level>1</n32Level>
<n32UpgradeLevel>1</n32UpgradeLevel>
<n32IsAffectBySilent>1</n32IsAffectBySilent>
<n32IsAffectByDisarm>0</n32IsAffectByDisarm>
<n32UseMP>40</n32UseMP>
<n32UseHP>0</n32UseHP>
<n32UseCP>0</n32UseCP>
<n32PrepareAction>free</n32PrepareAction>
<n32PrepareTime>0</n32PrepareTime>
<n32ReleaseTime>400</n32ReleaseTime>
<n32ControlTime>0</n32ControlTime>
<n32CoolDown>5000</n32CoolDown>
<n32ReleaseDistance>300</n32ReleaseDistance>
<bIfCallScriptWhilePrepare>0</bIfCallScriptWhilePrepare>
<bIfCallScriptWhileRelease>0</bIfCallScriptWhileRelease>
<bIfCallScriptWhileHitTarget>0</bIfCallScriptWhileHitTarget>
<eUseWay>1</eUseWay>
<n32TriggerRate>1000</n32TriggerRate>
<bIfAffectBuilding>0</bIfAffectBuilding>
<bIfAffectHero>1</bIfAffectHero>
<bIfAffectMonster>1</bIfAffectMonster>
<eTargetType>3</eTargetType>
<n32Range>2</n32Range>
<n32RangePar1>800</n32RangePar1>
<n32RangePar2>360</n32RangePar2>
<n32RangeInterval>0</n32RangeInterval>
<n32RangeTimes>1</n32RangeTimes>
<n32EffectObjNum>0</n32EffectObjNum>
<eAoeType>1</eAoeType>
<n32Effect0ID>2</n32Effect0ID>
<n32Effect0Delay>0</n32Effect0Delay>
<eEffect0BuffID>1021</eEffect0BuffID>
<eBuff0Target>2</eBuff0Target>
<eEffect0Trigger>1000</eEffect0Trigger>
<bEffect0IsCritical>0</bEffect0IsCritical>
<eEffect0CriticalPosb>0</eEffect0CriticalPosb>
<eEffect0CriticalPercent>0</eEffect0CriticalPercent>
<eEffect0Target>0</eEffect0Target>
<eEffect0Value>50</eEffect0Value>
<eEffect0Rate>1000</eEffect0Rate>
<bEffect0ClearWhenDie>1</bEffect0ClearWhenDie>
<n32Effect1ID>0</n32Effect1ID>
<n32Effect1Delay>0</n32Effect1Delay>
<eEffect1BuffID>0</eEffect1BuffID>
<eBuff1Target>0</eBuff1Target>
<eEffect1Trigger>0</eEffect1Trigger>
<bEffect1IsCritical>0</bEffect1IsCritical>
<eEffect1CriticalPosb>0</eEffect1CriticalPosb>
<eEffect1CriticalPercent>0</eEffect1CriticalPercent>
<eEffect1Target>0</eEffect1Target>
<eEffect1Value>0</eEffect1Value>
<eEffect1Rate>0</eEffect1Rate>
<bEffect1ClearWhenDie>0</bEffect1ClearWhenDie>
<n32Effect2ID>0</n32Effect2ID>
<n32Effect2Delay>0</n32Effect2Delay>
<eEffect2BuffID>0</eEffect2BuffID>
<eBuff2Target>0</eBuff2Target>
<eEffect2Trigger>0</eEffect2Trigger>
<bEffect2IsCritical>0</bEffect2IsCritical>
<eEffect2CriticalPosb>0</eEffect2CriticalPosb>
<eEffect2CriticalPercent>0</eEffect2CriticalPercent>
<eEffect2Target>0</eEffect2Target>
<eEffect2Value>0</eEffect2Value>
<eEffect2Rate>0</eEffect2Rate>
<bEffect2ClearWhenDie>0</bEffect2ClearWhenDie>
<buffIcon>04</buffIcon>
<SkillType>5</SkillType>
<FlySpeed>0</FlySpeed>
<n32ProjectileNum>1</n32ProjectileNum>
<n32ProjEmitInter>0</n32ProjEmitInter>
<bIsPenetrate>0</bIsPenetrate>
<eCollideRadius>0</eCollideRadius>
<eLifeTime>3000</eLifeTime>
<eSummonEffect>0</eSummonEffect>
<attackEffect>sakuraline_ex</attackEffect>
<AEffectTime>3</AEffectTime>
<FlySound>Nvyao5_Skill 1</FlySound>
<woundEffect>Hitbaozhayinghua</woundEffect>
<WEffectTime>1</WEffectTime>
<info>阿斯顿撒旦</info>
</info>
*/
//这个配置文件好像也没读完
public class SkillConfigInfo: System.Object
{
#region 技能信息
public uint SkillID;
public string absorbRes;
public int IsAbsorbSkill;
public int IsNormalSkill;
public string SkillName;
public int PrepareTime;
public float CdTime;
public float Range; //判断攻击距离
public string AttackEffect;
public string WoundEffect;
public int SkillType; //1.普通近战攻击 2.普通远程 3.不锁定目标不穿透 4.不锁定目标穿透
public float FlySpeed; //飞行速度
public int AEffectTime; //攻击特效消失时间
public int WEffectTime; //受击特效消失时间
public int ProjectNum; //发射数量
public int RangeParam1; //范围参数1 比如半径 长度
public int RangeParam2; //范围参数2 比如角度 宽度
public float LifeTime; //生存时间
public int SkillLockTarget; //0.不需要锁定目标 1.锁定目标需要转向 3.锁定目标的时候需要转向, 不锁定目标的时候不需要转向
public string iconName; //图标名字
public string hitSound;
public string flySound;
public int MpCost;
#endregion
}