//文件是自动生成,请勿手动修改.此类只有一个接口用于填充字典数据.
using System.Collections.Generic;
using Thousandto.Cfg.Data;
using UnityEngine;
using XLua;
namespace Thousandto.Code.Logic
{
    public class LuaDataConverter
    {
        private static bool _isLoaded = false;
        public static bool IsLoaded()
        {
            return _isLoaded;
        }
        public static void Load()
        {
            _isLoaded = false;
            HanderDefine.SetLuaBaseDataCallBack(GetLuaBaseData);
            HanderDefine.SetLuaDataCallBack(GetLuaData);
            HanderDefine.SetStringCallBack(GetString);
            _isLoaded = true;
        }
        private static bool GetLuaBaseData(string name, out int keyCount, out int indexFactor, out System.IntPtr compressData, out System.IntPtr columnShiftAndList, out int compressMaxColumn, out Dictionary<string, int> nameIndexs)
        {
            return CfgBinaryData.GetBaseDataValues(name, out keyCount, out indexFactor, out compressData, out columnShiftAndList, out compressMaxColumn, out nameIndexs);
        }
        private static bool GetLuaData(string name, out System.IntPtr compressData)
        {
            return CfgBinaryData.GetDataValues(name, out compressData);
        }
        private static string GetString(int id)
        {
            return CfgStringLua.Get(id);
        }
    }
}