Unity3d

上期工程设计好了技能的信息,根数技能文本,需要4个枚举来规范技能的筛选,其中包括 SkillEffectType、SkillPropertyType、SkillUser及SkillTargetType。思路类似于将物品信息读取至内存中一样,脚本如下:

public enum SkillEffectType{SingleTarget,MultiTarget,Buff,Passive}

public enum SkillPropertyType{Attack,Def,AttackSpeed,HP,MP}

public enum SkillUser{Swordman,Magician}

public enum SkillTargetType{Self,Enemy,Position}

public Class SkillInfo

{

    public int id;

    public string name;

    public string icon_name;

    public string des;

    public SkillEffectType effectType;

    public SkillPropertyType propertyType;

    public int skilleffect;

    public int lastTime;

    public int MPSpend;

    public int coldTime;

    public SkillUser skillUser;

    public int needLevel;

    public SkillTargetType skillTargetType;

    public float distance;

}

public Class SkillsInfo

{

    public static SkillsInfo _instance;

    private Dictionary dictionary;

    public TextAsset skillText;

    

    void Awake( )

    {

        _instance = this;

        ReadSkill( );

    }

    public SkillInfo GetSkillInfoById(int id)

    {

        SkillInfo info = null;

        dictionary.TryGetValue(id, out info);

        return info;

    }

    void ReadSkill( )

    {

        string text_pre = skillText.text;

        string[ ] text_pre1 = text_pre.Split(' ');

        foreach( string pa in text_pre1)

        {

            SkillInfo info = new SkillInfo( );

            info.id = int.Parse(pa[0]);

            info.name = pa[1];

            info.icon_name = pa[2];

            info.des = pa[3];

            string str_effect = pa[4];

            switch(str_effect)

            {

                case "SingleTarget"

                info.skillEffectType = SkillEffectType.SingleTarget;

                break;

                case "MultiTarget"

                info.skillEffectType = SkillEffectType.MultiTarget;

                break;

                case "Buff"

                info.skillEffectType = SkillEffectType.Buff;

                break;

                case "Passive"

                info.skillEffectType = SkillEffectType.Passive;

                break;

            }

            string str_property = pa[5];

            swtich(str_property)

            {

                 case "Attack":

                 info.skillPropertyType = SkillPropertyType.Attack;

                 break;

                 case "Def":

                 info.skillPropertyType = SkillPropertyType.Def;

                 break;

                 case "AttackSpeed":

                 info.skillPropertyType = SkillPropertyType.AttackSpeed;

                 break;

                 case "HP":

                 info.skillPropertyType = SkillPropertyType.HP;

                 break;

                 case "MP":

                 info.skillPropertyType = SkillPropertyType.MP;

                 break;

            }        

            info.skilleffect = int.Parse(pa[6]);

            info.lastTime = int.Parse(pa[7]);

            info.MPSpend = int.Parse(pa[8]);

            info.coldTime = int.Parse(pa[9]);

        }

        string str_user = pa[10];

        switch(str_user)

        {

            case "Swordman":

            info.skillUser = SkillType.Swordman;

            break;

            case "Magician":

            info.skillUser = SkillType.Magician;

            break;

        }

        info.needLevel = int.Parse(pa[11]);

        string str_target = pa[12];

        switch(str_target)

        {

            case "Enemy":

            info.skillTargetType = SkillTargetType.Enemy;

            break;

            case "Self":

            info.skillTargetType = SkillTargetType.Self;

            break;

            case "Position":

            info.skillTargetType = SkillTargetType.Position;

            break;

        }

        info.position = float.Parse(pa[13]);

        dictionary.Add(info.id,info);

    }

}

这样就实现了技能信息读取至内存了。

原文地址:https://www.cnblogs.com/yanbenxin/p/5886127.html