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

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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_FashionItem{
public const string TAB_FILE_DATA = "FashionItem";
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_FashionItem()
{
}
public Tab_FashionItem(string line)
{
var segments = line.Split('\t');
Id = int.Parse(segments[0]);
Name = segments[2].Trim();
ClassId = int.Parse(segments[3]);
ItemVisualId = int.Parse(segments[4]);
WeaponId = int.Parse(segments[5]);
CommonitemId[0] = int.Parse(segments[6]);
CommonitemId[1] = int.Parse(segments[8]);
CommonitemId[2] = int.Parse(segments[10]);
CommonitemId[3] = int.Parse(segments[12]);
CommonitemId[4] = int.Parse(segments[14]);
CommonitemId[5] = int.Parse(segments[16]);
GainTime[0] = int.Parse(segments[7]);
GainTime[1] = int.Parse(segments[9]);
GainTime[2] = int.Parse(segments[11]);
GainTime[3] = int.Parse(segments[13]);
GainTime[4] = int.Parse(segments[15]);
GainTime[5] = int.Parse(segments[17]);
ShowItemId = int.Parse(segments[18]);
ShowWeaponId = int.Parse(segments[19]);
CombatPower = int.Parse(segments[20]);
AttrId[0] = int.Parse(segments[21]);
AttrId[1] = int.Parse(segments[23]);
AttrId[2] = int.Parse(segments[25]);
AttrId[3] = int.Parse(segments[27]);
AttrValue[0] = int.Parse(segments[22]);
AttrValue[1] = int.Parse(segments[24]);
AttrValue[2] = int.Parse(segments[26]);
AttrValue[3] = int.Parse(segments[28]);
}
public int Id { get; private set; }
public string Name { get; private set; }
public int ClassId { get; private set; }
public int ItemVisualId { get; private set; }
public int WeaponId { get; private set; }
public readonly int[] CommonitemId = new int[6];
public int getCommonitemIdCount() { return CommonitemId.Length; }
public int GetCommonitemIdbyIndex(int idx)
{
if(idx >= 0 && idx < CommonitemId.Length)
return CommonitemId[idx];
return default(int);
}
public readonly int[] GainTime = new int[6];
public int getGainTimeCount() { return GainTime.Length; }
public int GetGainTimebyIndex(int idx)
{
if(idx >= 0 && idx < GainTime.Length)
return GainTime[idx];
return default(int);
}
public int ShowItemId { get; private set; }
public int ShowWeaponId { get; private set; }
public int CombatPower { get; private set; }
public readonly int[] AttrId = new int[4];
public int getAttrIdCount() { return AttrId.Length; }
public int GetAttrIdbyIndex(int idx)
{
if(idx >= 0 && idx < AttrId.Length)
return AttrId[idx];
return default(int);
}
public readonly int[] AttrValue = new int[4];
public int getAttrValueCount() { return AttrValue.Length; }
public int GetAttrValuebyIndex(int idx)
{
if(idx >= 0 && idx < AttrValue.Length)
return AttrValue[idx];
return default(int);
}
}
}