//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; } } }