ConfigReader(五十)—— ReadSkillConfig

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
}
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