Main/Assets/Code/Logic/_Required/Lua/LuaDataConverter.cs
2025-01-25 04:38:09 +08:00

37 lines
1.4 KiB
C#

//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);
}
}
}