目录为:Assets/Scripts/ConfigReader/目录下
ReadSkillCameraConfig.cs
技能震屏
对应配置文件:
Assets/Resources/Config/SkillCfg_Camera.xml
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<SkillCfg_Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<info un32ID="6001">
<szName>技能上下小震屏</szName>
<mPeriod>3</mPeriod>
<mOffPeriod>0</mOffPeriod>
<mShakeOrient>1</mShakeOrient>
<mShakeTime>150</mShakeTime>
<mMaxWave>0.5</mMaxWave>
<mMinWave>0.2</mMinWave>
</info>
<info un32ID="6002">
<szName>技能左右小震屏</szName>
<mPeriod>3</mPeriod>
<mOffPeriod>0</mOffPeriod>
<mShakeOrient>2</mShakeOrient>
<mShakeTime>150</mShakeTime>
<mMaxWave>0.5</mMaxWave>
<mMinWave>0.2</mMinWave>
</info>
<info un32ID="6003">
<szName>技能前后小震屏</szName>
<mPeriod>3</mPeriod>
<mOffPeriod>0</mOffPeriod>
<mShakeOrient>3</mShakeOrient>
<mShakeTime>150</mShakeTime>
<mMaxWave>0.5</mMaxWave>
<mMinWave>0.2</mMinWave>
</info>
</SkillCfg_Camera>
ReadSkillCameraConfig.cs
using System;
using UnityEngine;
using System.Xml;
using System.Collections.Generic;
//技能震屏
//对应配置文件:Assets/Resources/Config/SkillCfg_Camera.xml
public class ReadSkillCameraConfig
{
XmlDocument xmlDoc = null;
//构造函数
public ReadSkillCameraConfig(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_Camera").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;
SkillCameraConfig skillInfo = new SkillCameraConfig ();
skillInfo.id = Convert.ToInt32 (typeName);
foreach (XmlElement xEle in infoNodeList[i].ChildNodes)
{
switch (xEle.Name)
{
case "szName":
skillInfo.name = Convert.ToString (xEle.InnerText);
break;
case "mPeriod":
skillInfo.mPeriod = Convert.ToSingle (xEle.InnerText);
break;
case "mOffPeriod":
skillInfo.mOffPeriod = Convert.ToSingle (xEle.InnerText);
break;
case "mShakeOrient":
skillInfo.mShakeOrient = Convert.ToInt32 (xEle.InnerText);
break;
case "mShakeTime":
skillInfo.mShakeTime = Convert.ToInt32 (xEle.InnerText) / 1000.0f;
break;
case "mMaxWave":
skillInfo.mMaxWave = Convert.ToSingle (xEle.InnerText);
break;
case "mMinWave":
skillInfo.mMinWave = Convert.ToSingle (xEle.InnerText);
break;
}
}
ConfigReader.skillCameraInfoDict.Add (skillInfo.id, skillInfo);
}
}
}
/*
XML格式:
<info un32ID="6003">
<szName>技能前后小震屏</szName>
<mPeriod>3</mPeriod>
<mOffPeriod>0</mOffPeriod>
<mShakeOrient>3</mShakeOrient>
<mShakeTime>150</mShakeTime>
<mMaxWave>0.5</mMaxWave>
<mMinWave>0.2</mMinWave>
</info>
*/
public class SkillCameraConfig
{
public int id; //id
public string name; //名字
public float mPeriod; //振动周期
public float mOffPeriod; //偏移振动周期
public int mShakeOrient; //振动类型 0:水平 1:垂直 2:前后
public float mShakeTime; //振动时间
public float mMaxWave; //最大振幅
public float mMinWave; //最小振幅
}