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
}