ConfigReader(五十五)—— ReadSkillMoveConfig

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

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

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<SkillCfg_move xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
    <info un32ID="170001">
        <szName>回城</szName>
        <n32UseMP>0</n32UseMP>
        <n32UseHP>0</n32UseHP>
        <n32UseCP>0</n32UseCP>
        <bIsCoolDown>1</bIsCoolDown>
        <bIsCanBreak>1</bIsCanBreak>
        <bIsCanMove>1</bIsCanMove>
        <n32TriggerRate>1000</n32TriggerRate>
        <bIfAffectBuilding>0</bIfAffectBuilding>
        <bIfAffectHero>1</bIfAffectHero>
        <bIfAffectMonster>0</bIfAffectMonster>
        <eMoveType>1</eMoveType>
        <eMovedTarget>1</eMovedTarget>
        <eMoveToTarget>0</eMoveToTarget>
        <n32Angle>0</n32Angle>
        <n32Distance>0</n32Distance>
        <n32Speed>0</n32Speed>
        <n32FlyEffect>0</n32FlyEffect>
        <n32MoveSound>0</n32MoveSound>
        <MoveBeginEffect>0</MoveBeginEffect>
        <MoveEndEffect>0</MoveEndEffect>
        <MoveAction>free</MoveAction>
        <EventID>0</EventID>
    </info>
    <info/>
    <info un32ID="170003">
        <szName>瞬刺等级1</szName>
        <n32UseMP>0</n32UseMP>
        <n32UseHP>0</n32UseHP>
        <n32UseCP>0</n32UseCP>
        <bIsCoolDown>1</bIsCoolDown>
        <bIsCanBreak>1</bIsCanBreak>
        <bIsCanMove>1</bIsCanMove>
        <n32TriggerRate>1000</n32TriggerRate>
        <bIfAffectBuilding>0</bIfAffectBuilding>
        <bIfAffectHero>1</bIfAffectHero>
        <bIfAffectMonster>0</bIfAffectMonster>
        <eMoveType>2</eMoveType>
        <eMovedTarget>1</eMovedTarget>
        <eMoveToTarget>2</eMoveToTarget>
        <n32Angle>0</n32Angle>
        <n32Distance>4000</n32Distance>
        <n32Speed>0</n32Speed>
        <n32FlyEffect>0</n32FlyEffect>
        <n32MoveSound>0</n32MoveSound>
        <MoveBeginEffect>disappear_gws</MoveBeginEffect>
        <MoveEndEffect>appear_gws</MoveEndEffect>
        <MoveAction>free</MoveAction>
        <EventID>0</EventID>
    </info>

ReadSkillMoveConfig.cs

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

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

    //构造函数
    public ReadSkillMoveConfig(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_move").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;
            SkillMoveConfig skillInfo = new SkillMoveConfig ();
            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 "MoveBeginEffect":
                    skillInfo.effectStart = Convert.ToString (xEle.InnerText);
                    break;

                case "MoveEndEffect":
                    skillInfo.effectEnd = Convert.ToString (xEle.InnerText);
                    break;

                case "n32Speed":
                    skillInfo.speed = Convert.ToInt32 (xEle.InnerText) 100.0f;
                    break;

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

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

/*
XML格式:
<info un32ID="170013">
        <szName>主动-推送</szName>
        <n32UseMP>0</n32UseMP>
        <n32UseHP>0</n32UseHP>
        <n32UseCP>0</n32UseCP>
        <bIsCoolDown>1</bIsCoolDown>
        <bIsCanBreak>0</bIsCanBreak>
        <bIsCanMove>1</bIsCanMove>
        <n32TriggerRate>1000</n32TriggerRate>
        <bIfAffectBuilding>0</bIfAffectBuilding>
        <bIfAffectHero>1</bIfAffectHero>
        <bIfAffectMonster>1</bIfAffectMonster>
        <eMoveType>3</eMoveType>
        <eMovedTarget>2</eMovedTarget>
        <eMoveToTarget>3</eMoveToTarget>
        <n32Angle>0</n32Angle>
        <n32Distance>1500</n32Distance>
        <n32Speed>3000</n32Speed>
        <n32FlyEffect>0</n32FlyEffect>
        <n32MoveSound>0</n32MoveSound>
        <MoveBeginEffect>0</MoveBeginEffect>
        <MoveEndEffect>0</MoveEndEffect>
        <MoveAction>free</MoveAction>
        <EventID>0</EventID>
    </info>
*/
public class SkillMoveConfig
{
    public int id; //id
    public string name; //名字
    public string effectStart;  //开始特效
    public string effectEnd;    //结束特效
    public float speed;
    public string action;
    //public float lifeTime;    //生命周期
}
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