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