ConfigReader(五十三)—— ReadSkillLeadingConfig

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

对应配置文件:
Assets/Resources/Config/SkillCfg_leading.xml
部分如下:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<SkillCfg_leading xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
    <info un32ID="150001">
        <szName>暴风雪等级1</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>
        <eLeadingTime>4100</eLeadingTime>
        <eLeadingAction>skill</eLeadingAction>
        <eLeadingEffect>0</eLeadingEffect>
        <eLeadingSound>0</eLeadingSound>
        <bIsCanMove>0</bIsCanMove>
        <bIsCheckTargetSta>0</bIsCheckTargetSta>
        <EventID>0</EventID>
    </info>
    <info un32ID="150002">
        <szName>暴风雪等级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>
        <eLeadingTime>4100</eLeadingTime>
        <eLeadingAction>skill</eLeadingAction>
        <eLeadingEffect>0</eLeadingEffect>
        <eLeadingSound>0</eLeadingSound>
        <bIsCanMove>0</bIsCanMove>
        <bIsCheckTargetSta>0</bIsCheckTargetSta>
        <EventID>0</EventID>
    </info>
    <info un32ID="150003">
        <szName>暴风雪等级3</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>
        <eLeadingTime>4100</eLeadingTime>
        <eLeadingAction>skill</eLeadingAction>
        <eLeadingEffect>0</eLeadingEffect>
        <eLeadingSound>0</eLeadingSound>
        <bIsCanMove>0</bIsCanMove>
        <bIsCheckTargetSta>0</bIsCheckTargetSta>
        <EventID>0</EventID>
    </info>

ReadSkillLeadingConfig.cs

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

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

    //构造函数
    public ReadSkillLeadingConfig(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_leading").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;
            SkillLeadingConfig skillInfo = new SkillLeadingConfig ();
            skillInfo.id = (uint)Convert.ToUInt32 (typeName);

            foreach (XmlElement xEle in infoNodeList[i].ChildNodes)
            {
                switch (xEle.Name)
                {
                case "szName":
                    skillInfo.name = Convert.ToString (xEle.InnerText);
                    break;

                case "eLeadingTime":
                    skillInfo.time = Convert.ToInt32 (xEle.InnerText) / 1000.0f;
                    break;

                case "eLeadingAction":
                    skillInfo.action = Convert.ToString (xEle.InnerText);
                    break;

                case "eLeadingSound":
                    skillInfo.sound = Convert.ToString (xEle.InnerText);
                    break;

                case "eLeadingEffect":
                    skillInfo.effect = Convert.ToString (xEle.InnerText);
                    break;
                }
            }

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

/*
XML格式:
<info un32ID="150015">
        <szName>刃雨等级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>
        <eLeadingTime>1800</eLeadingTime>
        <eLeadingAction>skill2</eLeadingAction>
        <eLeadingEffect>0</eLeadingEffect>
        <eLeadingSound>0</eLeadingSound>
        <bIsCanMove>0</bIsCanMove>
        <bIsCheckTargetSta>0</bIsCheckTargetSta>
        <EventID>0</EventID>
    </info>
*/
public class SkillLeadingConfig
{
    public uint id;
    public string name;
    public float time;
    public string action;
    public string sound;
    public string effect;
}
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