//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 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); } } }