反射+泛型读取XML配置文件

新建文件夹Resources/Config

新建文件夹Scripts
脚本ConfigManager

using UnityEngine;
using System.Collections;
using System.Xml;
using System.Collections.Generic;
using System;
using System.Reflection;

//逻辑相同 类型不同  ---- 泛型
//处理加载,缓存,获取配置的管理器
public class ConfigManager : Singleton<ConfigManager> {

    private Dictionary<int, BossCfg> _bossCfgDic = new Dictionary<int, BossCfg>();
    private Dictionary<int, WeaponCfg> _weaponCfgDic = new Dictionary<int, WeaponCfg>();
    private Dictionary<int, ShieldCfg> _shieldCfgDic = new Dictionary<int, ShieldCfg>();

    public void LoadAllConfig()
    {
        _bossCfgDic = LoadConfig<BossCfg>("BossConfig");
        _weaponCfgDic = LoadConfig<WeaponCfg>("WeaponConfig");
        _shieldCfgDic = LoadConfig<ShieldCfg>("ShieldConfig");
    }

    private Dictionary<int,T> LoadConfig<T>(string fileName) where T : class,new()
    {
        Dictionary<int, T> dic = new Dictionary<int, T>();

        TextAsset bossCfgInfo = Resources.Load<TextAsset>("Config/" + fileName);
        Debug.Log(bossCfgInfo.text);
        //新建xml文档对象
        XmlDocument document = new XmlDocument();
        //把字符串加载到对象中
        document.LoadXml(bossCfgInfo.text);
        //获取根节点
        XmlNode rootNode = document.SelectSingleNode("Root");
        //获取根节点的子节点列表
        XmlNodeList nodeList = rootNode.ChildNodes;
        //遍历
        foreach (XmlNode node in nodeList)
        {
            //节点 转 元素类型
            XmlElement element = node as XmlElement;
            T obj = CreateAndSetValue<T>(element);
            dic.Add(int.Parse( element.GetAttribute("ID")), obj);
        }

        return dic;
    }

    //创建映射对象 以及 设置对象的值
    public T CreateAndSetValue<T>(XmlElement element) where T : class,new()
    {
        T obj = new T();//    T obj1 = Activator.CreateInstance<T>();
        FieldInfo[] fieldInfos = typeof(T).GetFields();

        foreach (FieldInfo fieldInfo in fieldInfos)
        {
            string value = element.GetAttribute(fieldInfo.Name);
            ParsePropertyValue<T>(fieldInfo, obj, value);
        }

        return obj;
    }

    //转换对应的类型
    public void ParsePropertyValue<T>(FieldInfo fieldInfo,T obj,string valueString) where T : class,new()
    {
        System.Object value = null;

        if (fieldInfo.FieldType.IsEnum)
        {
            value = Enum.Parse(fieldInfo.FieldType, valueString);
        }
        else
        {
            if (fieldInfo.FieldType == typeof(int))
            {
                value = int.Parse(valueString);
            }
            if (fieldInfo.FieldType == typeof(float))
            {
                value = float.Parse(valueString);
            }
            if (fieldInfo.FieldType == typeof(bool))
            {
                value = bool.Parse(valueString);
            }
            if (fieldInfo.FieldType == typeof(string))
            {
                value = valueString;
            }
        }

        fieldInfo.SetValue(obj, value);
    }

    //get
    public BossCfg GetBossCfgByID(int id)
    {
        if (_bossCfgDic.ContainsKey(id))
        {
            return _bossCfgDic[id];
        }
        return null;
    }
}

//映射对象 + 字典 = save
public class BossCfg
{
    public int ID;
    public string Name;
    public int Hp;
    public string AttackType;
}

//武器数据映射的对象模板
public class WeaponCfg
{
    public int ID;
    public string Name;
    public int EffectiveBulletCount;
    public int EffectiveTime;
    public ini
    public float AttackDistance;
    public string Display;
}

//盾牌数据映射的对象模板
//盾牌数据映射的对象模板
public class ShieldCfg
{
    public int ID;
    public string Name;
    public int EffectiveParryTime;
    public int EffectiveTime;
    public string Display   ;
}
    using UnityEngine;
using System.Collections;

public class Singleton<T> where T : class,new() {

    private static T _instance;

    public static T Instance
    {
        get
        {
 if(_instance == null)

            {

                _instance = new T();

            }

            return _instance;

        }

    }

}

using UnityEngine;
using System.Collections;

//游戏入口
public class VRGameManager : MonoBehaviour {

// Use this for initialization
void Start () {

    ConfigManager.Instance.LoadAllConfig();

    BossCfg dog = ConfigManager.Instance.GetBossCfgByID(1);

    BossCfg bigdog = ConfigManager.Instance.GetBossCfgByID(5);

    Debug.Log(1234);
}

// Update is called once per frame
void Update () {

}

}
“`

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