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;
}