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
}