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
}