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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 Jiang Yin. All rights reserved.
- // Homepage: https://gameframework.cn/
- // Feedback: mailto:ellan@gameframework.cn
- //------------------------------------------------------------
- // 此文件由工具自动生成,请勿直接修改。
- // 生成时间:2022-01-24 15:21:03.687
- //------------------------------------------------------------
- using GameFramework;
- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Text;
- using UnityEngine;
- using UnityGameFramework.Runtime;
- namespace MetaClient
- {
- /// <summary>
- /// 战机表。
- /// </summary>
- public class DRAircraft : DataRowBase
- {
- private int m_Id = 0;
- /// <summary>
- /// 获取战机编号。
- /// </summary>
- public override int Id
- {
- get
- {
- return m_Id;
- }
- }
- /// <summary>
- /// 获取推进器编号。
- /// </summary>
- public int ThrusterId
- {
- get;
- private set;
- }
- /// <summary>
- /// 获取武器编号0。
- /// </summary>
- public int WeaponId0
- {
- get;
- private set;
- }
- /// <summary>
- /// 获取武器编号1。
- /// </summary>
- public int WeaponId1
- {
- get;
- private set;
- }
- /// <summary>
- /// 获取武器编号2。
- /// </summary>
- public int WeaponId2
- {
- get;
- private set;
- }
- /// <summary>
- /// 获取装甲编号0。
- /// </summary>
- public int ArmorId0
- {
- get;
- private set;
- }
- /// <summary>
- /// 获取装甲编号1。
- /// </summary>
- public int ArmorId1
- {
- get;
- private set;
- }
- /// <summary>
- /// 获取装甲编号2。
- /// </summary>
- public int ArmorId2
- {
- get;
- private set;
- }
- /// <summary>
- /// 获取死亡特效编号。
- /// </summary>
- public int DeadEffectId
- {
- get;
- private set;
- }
- /// <summary>
- /// 获取死亡声音编号。
- /// </summary>
- public int DeadSoundId
- {
- get;
- private set;
- }
- public override bool ParseDataRow(string dataRowString, object userData)
- {
- string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
- for (int i = 0; i < columnStrings.Length; i++)
- {
- columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
- }
- int index = 0;
- index++;
- m_Id = int.Parse(columnStrings[index++]);
- index++;
- ThrusterId = int.Parse(columnStrings[index++]);
- WeaponId0 = int.Parse(columnStrings[index++]);
- WeaponId1 = int.Parse(columnStrings[index++]);
- WeaponId2 = int.Parse(columnStrings[index++]);
- ArmorId0 = int.Parse(columnStrings[index++]);
- ArmorId1 = int.Parse(columnStrings[index++]);
- ArmorId2 = int.Parse(columnStrings[index++]);
- DeadEffectId = int.Parse(columnStrings[index++]);
- DeadSoundId = int.Parse(columnStrings[index++]);
- GeneratePropertyArray();
- return true;
- }
- public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
- {
- using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
- {
- using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
- {
- m_Id = binaryReader.Read7BitEncodedInt32();
- ThrusterId = binaryReader.Read7BitEncodedInt32();
- WeaponId0 = binaryReader.Read7BitEncodedInt32();
- WeaponId1 = binaryReader.Read7BitEncodedInt32();
- WeaponId2 = binaryReader.Read7BitEncodedInt32();
- ArmorId0 = binaryReader.Read7BitEncodedInt32();
- ArmorId1 = binaryReader.Read7BitEncodedInt32();
- ArmorId2 = binaryReader.Read7BitEncodedInt32();
- DeadEffectId = binaryReader.Read7BitEncodedInt32();
- DeadSoundId = binaryReader.Read7BitEncodedInt32();
- }
- }
- GeneratePropertyArray();
- return true;
- }
- private KeyValuePair<int, int>[] m_WeaponId = null;
- public int WeaponIdCount
- {
- get
- {
- return m_WeaponId.Length;
- }
- }
- public int GetWeaponId(int id)
- {
- foreach (KeyValuePair<int, int> i in m_WeaponId)
- {
- if (i.Key == id)
- {
- return i.Value;
- }
- }
- throw new GameFrameworkException(Utility.Text.Format("GetWeaponId with invalid id '{0}'.", id));
- }
- public int GetWeaponIdAt(int index)
- {
- if (index < 0 || index >= m_WeaponId.Length)
- {
- throw new GameFrameworkException(Utility.Text.Format("GetWeaponIdAt with invalid index '{0}'.", index));
- }
- return m_WeaponId[index].Value;
- }
- private KeyValuePair<int, int>[] m_ArmorId = null;
- public int ArmorIdCount
- {
- get
- {
- return m_ArmorId.Length;
- }
- }
- public int GetArmorId(int id)
- {
- foreach (KeyValuePair<int, int> i in m_ArmorId)
- {
- if (i.Key == id)
- {
- return i.Value;
- }
- }
- throw new GameFrameworkException(Utility.Text.Format("GetArmorId with invalid id '{0}'.", id));
- }
- public int GetArmorIdAt(int index)
- {
- if (index < 0 || index >= m_ArmorId.Length)
- {
- throw new GameFrameworkException(Utility.Text.Format("GetArmorIdAt with invalid index '{0}'.", index));
- }
- return m_ArmorId[index].Value;
- }
- private void GeneratePropertyArray()
- {
- m_WeaponId = new KeyValuePair<int, int>[]
- {
- new KeyValuePair<int, int>(0, WeaponId0),
- new KeyValuePair<int, int>(1, WeaponId1),
- new KeyValuePair<int, int>(2, WeaponId2),
- };
- m_ArmorId = new KeyValuePair<int, int>[]
- {
- new KeyValuePair<int, int>(0, ArmorId0),
- new KeyValuePair<int, int>(1, ArmorId1),
- new KeyValuePair<int, int>(2, ArmorId2),
- };
- }
- }
- }
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