//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_GemSuit{ public const string TAB_FILE_DATA = "GemSuit"; private const int _varCount = 30; 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_GemSuit() { } public Tab_GemSuit(string line) { var segments = line.Split('\t'); Id = int.Parse(segments[0]); Name = segments[2].Trim(); SuitID = int.Parse(segments[3]); SuitLevel = int.Parse(segments[4]); CombatValue = int.Parse(segments[5]); RequireGemType = int.Parse(segments[6]); RequireGemQuality = int.Parse(segments[7]); RequireGemLevel = int.Parse(segments[8]); RequireGemNum = int.Parse(segments[9]); PropID[0] = int.Parse(segments[10]); PropID[1] = int.Parse(segments[13]); PropID[2] = int.Parse(segments[16]); PropID[3] = int.Parse(segments[19]); PropID[4] = int.Parse(segments[22]); PropID[5] = int.Parse(segments[25]); PropID[6] = int.Parse(segments[28]); PropSubID[0] = int.Parse(segments[11]); PropSubID[1] = int.Parse(segments[14]); PropSubID[2] = int.Parse(segments[17]); PropSubID[3] = int.Parse(segments[20]); PropSubID[4] = int.Parse(segments[23]); PropSubID[5] = int.Parse(segments[26]); PropSubID[6] = int.Parse(segments[29]); PropValue[0] = int.Parse(segments[12]); PropValue[1] = int.Parse(segments[15]); PropValue[2] = int.Parse(segments[18]); PropValue[3] = int.Parse(segments[21]); PropValue[4] = int.Parse(segments[24]); PropValue[5] = int.Parse(segments[27]); PropValue[6] = int.Parse(segments[30]); } public int Id { get; private set; } public string Name { get; private set; } public int SuitID { get; private set; } public int SuitLevel { get; private set; } public int CombatValue { get; private set; } public int RequireGemType { get; private set; } public int RequireGemQuality { get; private set; } public int RequireGemLevel { get; private set; } public int RequireGemNum { get; private set; } public readonly int[] PropID = new int[7]; public int getPropIDCount() { return PropID.Length; } public int GetPropIDbyIndex(int idx) { if(idx >= 0 && idx < PropID.Length) return PropID[idx]; return default(int); } public readonly int[] PropSubID = new int[7]; public int getPropSubIDCount() { return PropSubID.Length; } public int GetPropSubIDbyIndex(int idx) { if(idx >= 0 && idx < PropSubID.Length) return PropSubID[idx]; return default(int); } public readonly int[] PropValue = new int[7]; public int getPropValueCount() { return PropValue.Length; } public int GetPropValuebyIndex(int idx) { if(idx >= 0 && idx < PropValue.Length) return PropValue[idx]; return default(int); } } }