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JJBB/Assets/Project/Script/GameTables/Table_RoleBaseAttr.cs

130 lines
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C#
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2024-08-23 15:49:34 +08:00
//This code create by CodeEngine ,don't modify
using System;
using System.Collections.Generic;
using System.Collections;
using Module.Log;
namespace GCGame.Table
{
public class Tab_RoleBaseAttr{
public const string TAB_FILE_DATA = "RoleBaseAttr";
private const int _varCount = 28;
public int GetId()
{
return Id;
}
public static bool Validate(string line)
{
var segments = 0;
foreach (char c in line)
if (c == '\t')
segments++;
// Note: skip the 2nd column as it's the description;
var result = segments == _varCount;
if (!result)
LogModule.ErrorLog(string.Format("Load {0} error as CodeSize:{1} not Equal DataSize:{2}", TAB_FILE_DATA, _varCount, segments));
return result;
}
public Tab_RoleBaseAttr()
{
}
public Tab_RoleBaseAttr(string line)
{
var segments = line.Split('\t');
Id = int.Parse(segments[0]);
CharModelID = int.Parse(segments[2]);
Name = segments[3].Trim();
NpcType = int.Parse(segments[4]);
MapX = int.Parse(segments[5]);
MapZ = int.Parse(segments[6]);
Group = int.Parse(segments[7]);
Level = int.Parse(segments[8]);
MoveSpeed = int.Parse(segments[9]);
Camp = int.Parse(segments[10]);
DialogID = int.Parse(segments[11]);
DialogRadius = float.Parse(segments[12]);
BornEffctID = int.Parse(segments[13]);
DieEffectID = int.Parse(segments[14]);
RampType = int.Parse(segments[15]);
CombatNPC = int.Parse(segments[16]);
BindFace = int.Parse(segments[17]);
SceneNpcType = int.Parse(segments[18]);
ModelRadius = float.Parse(segments[19]);
BeginAction = int.Parse(segments[20]);
IsShowInMap = int.Parse(segments[21]);
PlayerFollow = int.Parse(segments[22]);
IsShowHeadIcon = int.Parse(segments[23]);
BossBloodShowTimes = int.Parse(segments[24]);
EffectPreloadFix = segments[25].Trim();
EffectPreloadAuto = segments[26].Trim();
HasShadow = int.Parse(segments[27]);
SpeedAdaption = int.Parse(segments[28]);
}
public int Id { get; private set; }
public int CharModelID { get; private set; }
public string Name { get; private set; }
public int NpcType { get; private set; }
public int MapX { get; private set; }
public int MapZ { get; private set; }
public int Group { get; private set; }
public int Level { get; private set; }
public int MoveSpeed { get; private set; }
public int Camp { get; private set; }
public int DialogID { get; private set; }
public float DialogRadius { get; private set; }
public int BornEffctID { get; private set; }
public int DieEffectID { get; private set; }
public int RampType { get; private set; }
public int CombatNPC { get; private set; }
public int BindFace { get; private set; }
public int SceneNpcType { get; private set; }
public float ModelRadius { get; private set; }
public int BeginAction { get; private set; }
public int IsShowInMap { get; private set; }
public int PlayerFollow { get; private set; }
public int IsShowHeadIcon { get; private set; }
public int BossBloodShowTimes { get; private set; }
public string EffectPreloadFix { get; private set; }
public string EffectPreloadAuto { get; private set; }
public int HasShadow { get; private set; }
public int SpeedAdaption { get; private set; }
}
}