//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); } } }