ConfigReader(五十二)—— ReadSkillFlyConfig

目录为:Assets/Scripts/ConfigReader/目录下
ReadSkillFlyConfig.cs

对应配置文件:
Assets/Resources/Config/SkillCfg_fly.xml

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<SkillCfg_fly xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
    <info un32ID="3001">
        <szName>折磨之爪等级1</szName>
        <n32RaiseSpeed>25</n32RaiseSpeed>
        <n32AccSpeed>-125</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>125</n32FallAccSpeed>
        <n32StayTime>3600</n32StayTime>
        <bIsCanBeRecover>0</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3002">
        <szName>折磨之爪等级2</szName>
        <n32RaiseSpeed>25</n32RaiseSpeed>
        <n32AccSpeed>-125</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>125</n32FallAccSpeed>
        <n32StayTime>3600</n32StayTime>
        <bIsCanBeRecover>0</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3003">
        <szName>折磨之爪等级3</szName>
        <n32RaiseSpeed>25</n32RaiseSpeed>
        <n32AccSpeed>-125</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>125</n32FallAccSpeed>
        <n32StayTime>3600</n32StayTime>
        <bIsCanBeRecover>0</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3004">
        <szName>折磨之爪EX</szName>
        <n32RaiseSpeed>25</n32RaiseSpeed>
        <n32AccSpeed>-125</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>125</n32FallAccSpeed>
        <n32StayTime>5600</n32StayTime>
        <bIsCanBeRecover>0</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3005">
        <szName>穿刺等级1</szName>
        <n32RaiseSpeed>45</n32RaiseSpeed>
        <n32AccSpeed>-225</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>225</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3006">
        <szName>穿刺等级2</szName>
        <n32RaiseSpeed>45</n32RaiseSpeed>
        <n32AccSpeed>-225</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>225</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3007">
        <szName>穿刺等级3</szName>
        <n32RaiseSpeed>45</n32RaiseSpeed>
        <n32AccSpeed>-225</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>225</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3008">
        <szName>穿刺EX</szName>
        <n32RaiseSpeed>45</n32RaiseSpeed>
        <n32AccSpeed>-225</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>225</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3009">
        <szName>暗涌喷泉</szName>
        <n32RaiseSpeed>14</n32RaiseSpeed>
        <n32AccSpeed>-20</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>20</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3010">
        <szName>龙卷风等级1</szName>
        <n32RaiseSpeed>16</n32RaiseSpeed>
        <n32AccSpeed>-32</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>32</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3011">
        <szName>龙卷风等级2</szName>
        <n32RaiseSpeed>16</n32RaiseSpeed>
        <n32AccSpeed>-32</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>32</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3012">
        <szName>龙卷风等级3</szName>
        <n32RaiseSpeed>16</n32RaiseSpeed>
        <n32AccSpeed>-32</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>32</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
    <info un32ID="3013">
        <szName>龙卷风EX</szName>
        <n32RaiseSpeed>16</n32RaiseSpeed>
        <n32AccSpeed>-32</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>32</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
</SkillCfg_fly>

ReadSkillFlyConfig.cs

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

//对应配置文件:Assets/Resources/Config/SkillCfg_fly.xml
public class ReadSkillFlyConfig
{
    XmlDocument xmlDoc = null;

    //构造函数
    public ReadSkillFlyConfig(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_fly").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;
            SkillFlyConfig skillInfo = new SkillFlyConfig ();
            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 "n32RaiseSpeed":
                    skillInfo.raiseSpeed = Convert.ToSingle (xEle.InnerText);
                    break;

                case "n32AccSpeed":
                    skillInfo.raiseAccSpeed = Convert.ToSingle (xEle.InnerText);
                    break;

                case "n32FallSpeed":
                    skillInfo.fallSpeed = Convert.ToSingle (xEle.InnerText);
                    break;

                case "n32FallAccSpeed":
                    skillInfo.fallAccSpeed = Convert.ToSingle (xEle.InnerText);
                    break;

                case "n32StayTime":
                    skillInfo.stayTime = Convert.ToSingle (xEle.InnerText) / 1000.0f;
                    break;

                case "n32MoveAction":
                    skillInfo.moveAction = Convert.ToString (xEle.InnerText);
                    break;

                case "bIsCanBeRecover":
                    skillInfo.bIsCanBeRecover = Convert.ToInt32 (xEle.InnerText);
                    break;
                }
            }

            ConfigReader.skillBeatFlyInfoDict.Add (skillInfo.id, skillInfo);
        }
    }
}

/*
XML格式:
<info un32ID="3009">
        <szName>暗涌喷泉</szName>
        <n32RaiseSpeed>14</n32RaiseSpeed>
        <n32AccSpeed>-20</n32AccSpeed>
        <n32FallSpeed>0</n32FallSpeed>
        <n32FallAccSpeed>20</n32FallAccSpeed>
        <n32StayTime>0</n32StayTime>
        <bIsCanBeRecover>1</bIsCanBeRecover>
        <n32MoveEffect>0</n32MoveEffect>
        <n32StartMoveEffect>0</n32StartMoveEffect>
        <n32EndMoveEffect>0</n32EndMoveEffect>
        <n32MoveAction>0</n32MoveAction>
    </info>
*/
//这里直觉上和前面common里的beatflymotion文件有关系
public class SkillFlyConfig
{
    public int id;  //id
    public string name; //名字
    public float raiseSpeed;    //上升速度
    public float fallSpeed; //下降速度
    public float raiseAccSpeed; //向上加速度 (加速为正,减速为负)
    public float fallAccSpeed;  //向下加速度
    public float stayTime;  //停留时间
    public string moveAction;   //动作
    public int bIsCanBeRecover;     //0:击飞不会叠加  1:击飞可以被叠加
}
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