目录为:Assets/Scripts/ConfigReader/目录下
ReadItemConfig.cs
对应XML文件:
Assets/Resources/Config/ItemCfg.xml
这个配置文件非常大,部分如下:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ItemCfg xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<info un32GoodsID="30001">
<sNameID>item_rechp_1</sNameID>
<sNameCh>生命药水</sNameCh>
<un8TypeID>1</un8TypeID>
<attributeKeyList>0</attributeKeyList>
<attributeValList>0</attributeValList>
<attributePerList>0</attributePerList>
<un8UseTimes>1</un8UseTimes>
<bDestroyAfterUsed>1</bDestroyAfterUsed>
<un32SkillID>1600101</un32SkillID>
<un32PassSkillID>0</un32PassSkillID>
<bIsCanDeathToBuy>1</bIsCanDeathToBuy>
<bUsedAfterBuyed>0</bUsedAfterBuyed>
<sIcon>Dicon001</sIcon>
<un32CdTime>20</un32CdTime>
<bUniqueID>0</bUniqueID>
<un8OverlapTimes>5</un8OverlapTimes>
<un8CPCostType>1</un8CPCostType>
<n32CPCost>80</n32CPCost>
<n32CombineCPCost>0</n32CombineCPCost>
<un8FunctionType>0</un8FunctionType>
<un32UniqueTypeID>0</un32UniqueTypeID>
<sDescribe>在20秒内恢复200点生命值</sDescribe>
<un32UseSoundID>加血</un32UseSoundID>
</info>
<info un32GoodsID="30002">
<sNameID>item_rechp_2</sNameID>
<sNameCh>速效生命药水</sNameCh>
<un8TypeID>1</un8TypeID>
<attributeKeyList>0</attributeKeyList>
<attributeValList>0</attributeValList>
<attributePerList>0</attributePerList>
<un8UseTimes>1</un8UseTimes>
<bDestroyAfterUsed>1</bDestroyAfterUsed>
<un32SkillID>1600201</un32SkillID>
<un32PassSkillID>0</un32PassSkillID>
<bIsCanDeathToBuy>1</bIsCanDeathToBuy>
<bUsedAfterBuyed>0</bUsedAfterBuyed>
<sIcon>Dicon002</sIcon>
<un32CdTime>25</un32CdTime>
<bUniqueID>0</bUniqueID>
<un8OverlapTimes>5</un8OverlapTimes>
<un8CPCostType>1</un8CPCostType>
<n32CPCost>250</n32CPCost>
<n32CombineCPCost>0</n32CombineCPCost>
<un8FunctionType>0</un8FunctionType>
<un32UniqueTypeID>0</un32UniqueTypeID>
<sDescribe>瞬间恢复200点生命值</sDescribe>
<un32UseSoundID>加血</un32UseSoundID>
</info>
<info un32GoodsID="30003">
<sNameID>item_recmp_1</sNameID>
<sNameCh>魔法药水</sNameCh>
<un8TypeID>1</un8TypeID>
<attributeKeyList>0</attributeKeyList>
<attributeValList>0</attributeValList>
<attributePerList>0</attributePerList>
<un8UseTimes>1</un8UseTimes>
<bDestroyAfterUsed>1</bDestroyAfterUsed>
<un32SkillID>1600301</un32SkillID>
<un32PassSkillID>0</un32PassSkillID>
<bIsCanDeathToBuy>1</bIsCanDeathToBuy>
<bUsedAfterBuyed>0</bUsedAfterBuyed>
<sIcon>Dicon003</sIcon>
<un32CdTime>20</un32CdTime>
<bUniqueID>0</bUniqueID>
<un8OverlapTimes>5</un8OverlapTimes>
<un8CPCostType>1</un8CPCostType>
<n32CPCost>80</n32CPCost>
<n32CombineCPCost>0</n32CombineCPCost>
<un8FunctionType>0</un8FunctionType>
<un32UniqueTypeID>0</un32UniqueTypeID>
<sDescribe>在20秒内恢复80点魔法值</sDescribe>
<un32UseSoundID>0</un32UseSoundID>
</info>
ReadItemConfig.cs
using System;
using UnityEngine;
using System.Xml;
using System.Collections.Generic;
//Item
//对应配置文件:Assets/Resources/Config/ItemCfg.xml
public class ReadItemConfig
{
XmlDocument xmlDoc = null;
//构造函数
public ReadItemConfig(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 ("ItemCfg").ChildNodes;
for (int i = 0; i < infoNodeList.Count; i++)
{
XmlAttribute xmlAttr = (infoNodeList [i] as XmlElement).GetAttributeNode ("un32GoodsID");
if (xmlAttr == null)
{
continue;
}
string itemId = xmlAttr.InnerText;
ItemConfigInfo itemInfo = new ItemConfigInfo ();
itemInfo.GoodsId = Convert.ToInt32 (itemId);
foreach (XmlElement xEle in infoNodeList[i].ChildNodes)
{
switch (xEle.Name)
{
case "sNameID":
itemInfo.sNameID = xEle.InnerText;
break;
case "sNameCh":
itemInfo.sNameCh = xEle.InnerText;
break;
case "un8TypeID":
itemInfo.un8typeID = Convert.ToInt32 (xEle.InnerText);
break;
case "attributeKeyList":
itemInfo.attributeKeyList = GameDefine.GameMethod.ResolveToIntList (xEle.InnerText);
break;
case "attributeValList":
itemInfo.attributeValList = GameDefine.GameMethod.ResolveToFloatList (xEle.InnerText);
break;
case "un8UseTimes":
itemInfo.un8UseTimes = Convert.ToInt32 (xEle.InnerText);
break;
case "bDestroyAfterUsed":
itemInfo.bDestroyAfterUsed = Convert.ToInt32 (xEle.InnerText);
break;
case "un32SkillID":
itemInfo.un32SkillID = Convert.ToInt32 (xEle.InnerText);
break;
case "bUsedAfterBuyed":
itemInfo.bUsedAfterBuyed = Convert.ToInt32 (xEle.InnerText);
break;
case "sIcon":
itemInfo.sIcon = xEle.InnerText;
break;
case "un32CdTime":
itemInfo.un32CdTime = Convert.ToSingle (xEle.InnerText);
break;
case "bUniqueID":
itemInfo.bUniqueID = Convert.ToInt32 (xEle.InnerText);
break;
case "un8OverlapTimes":
itemInfo.un8OvertlapTimes = Convert.ToInt32 (xEle.InnerText);
break;
case "un8CPCostType":
itemInfo.un8CPCostType = Convert.ToInt32 (xEle.InnerText);
break;
case "n32CPCost":
itemInfo.n32CPCost = Convert.ToInt32 (xEle.InnerText);
break;
case "un8FunctionType":
itemInfo.un8FunctionType = Convert.ToInt32 (xEle.InnerText);
break;
case "un32UniqueTypeID":
itemInfo.un32UniqueTypeID = Convert.ToInt32 (xEle.InnerText);
break;
case "sDescribe":
itemInfo.sDescribe = xEle.InnerText;
break;
case "un32UseSoundID":
itemInfo.un32UseSoundID = xEle.InnerText;
}
}
ConfigReader.itemXmlInfoDict.Add (itemInfo.GoodsId, itemInfo);
}
}
}
/*
对应的Item配置文件很大
XML格式:
<info un32GoodsID="30001">
<sNameID>item_rechp_1</sNameID>
<sNameCh>生命药水</sNameCh>
<un8TypeID>1</un8TypeID>
<attributeKeyList>0</attributeKeyList>
<attributeValList>0</attributeValList>
<attributePerList>0</attributePerList>
<un8UseTimes>1</un8UseTimes>
<bDestroyAfterUsed>1</bDestroyAfterUsed>
<un32SkillID>1600101</un32SkillID>
<un32PassSkillID>0</un32PassSkillID>
<bIsCanDeathToBuy>1</bIsCanDeathToBuy>
<bUsedAfterBuyed>0</bUsedAfterBuyed>
<sIcon>Dicon001</sIcon>
<un32CdTime>20</un32CdTime>
<bUniqueID>0</bUniqueID>
<un8OverlapTimes>5</un8OverlapTimes>
<un8CPCostType>1</un8CPCostType>
<n32CPCost>80</n32CPCost>
<n32CombineCPCost>0</n32CombineCPCost>
<un8FunctionType>0</un8FunctionType>
<un32UniqueTypeID>0</un32UniqueTypeID>
<sDescribe>在20秒内恢复200点生命值</sDescribe>
<un32UseSoundID>加血</un32UseSoundID>
</info>
*/
public class ItemConfigInfo: System.Object
{
public int GoodsId;
public string sNameID;
public string sNameCh;
public int un8typeID;
public List<int> attributeKeyList;
public List<float> attributeValList;
public int un8UseTimes;
public int bDestroyAfterUsed;
public int un32SkillID;
public int bUsedAfterBuyed;
public string sIcon;
public int bUniqueID;
public int un8OvertlapTimes;
public int un8CPCostType;
public int n32CPCost;
public int un8FunctionType;
public int un32UniqueTypeID;
public string sDescribe;
public string un32UseSoundID;
public float un32CdTime;
}