132 lines
6.7 KiB
C#
132 lines
6.7 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
public class GlobalConfig : Singleton<GlobalConfig>
|
|
{
|
|
public const int c_total_fighttime_configid = 1; //战斗全局总时长
|
|
public const int c_enter_bossbattle_time_config = 2; //进入boss战斗的倒计时
|
|
public const int c_enter_bossrage_time_configid = 3; //boss的狂暴倒计时
|
|
public const int c_skill_commoncd_configid = 4; //技能公共CD时长
|
|
public const int c_refresh_monsterdistance_configid = 5; //刷怪距离镜头的距离
|
|
public const int c_boss_exitbattle_configid = 6; //boss退场时长
|
|
public const int c_battlesettlementtime_configid = 7; //结算界面持续时长
|
|
public const int c_failurecnt_configid = 8; //累计挂机战斗失败次数配置
|
|
public const int c_boss_battlepower_ratio_configid = 9; //boss狂暴提升的攻击力倍数
|
|
public const int c_strategy_changedistance_configid = 10; //巡游阵型变更持续距离
|
|
public const int c_strategy_keepdistance_configid = 11; //阵型保持的距离
|
|
public const int c_walkspeed_configid = 12; //巡游状态的移动速度
|
|
public const int c_rushspeed_configid = 13; //冲刺速度
|
|
public const int c_boss_rage_attackspeed_ratio = 14; //修改攻击速度比例
|
|
public const int c_boss_shock_stop_time = 15; //增加boss预警停留时长
|
|
public const int c_runsmoke_effectid = 16; //扬尘特效id
|
|
public const int c_shadow_effectid = 17; //阴影特效id
|
|
public const int c_self_effectid = 18; //主角光环
|
|
public const int c_relive_effectid = 19; //复活特效
|
|
public const int c_default_dropmoney_cnt = 20; //默认金币掉落个数
|
|
public const int c_default_female_model = 21; //初始默认女角色模型
|
|
public const int c_default_male_model = 22; //初始默认男角色模型
|
|
public const int c_default_profession = 23; //初始默认职业
|
|
public const int c_default_country = 24; //初始默认国家
|
|
public const int c_default_head_icon = 25; //初始默认头像
|
|
public const int c_role_id = 26; //主角id配置
|
|
public const int c_base_attr_id = 27; //基础属性id
|
|
public const int c_maxRotate_InTeam = 28; //目标为队友时的最大转动角度
|
|
public const int c_switchboss_ui_waittime = 33; //切换boss ui隐藏时长
|
|
public const int c_npc_sell_limit_radius = 34; // 限制NPC附近不能摆摊的半径
|
|
public const int c_npc_collider_radius = 35; // 玩家和npc之间的碰撞检测半径
|
|
public const int c_npc_trigger_radius = 36; // 玩家进入npc触发事件的半径
|
|
public const int c_refresh_bossdistance_configid = 40; //BOSS刷新距镜头固定距离
|
|
public const int c_card_recreate_cost = 41; //卡片重置一次消耗
|
|
public const int c_man_face_model_path = 42; // 男性角色脸部模型路径
|
|
public const int c_woman_face_model_path = 43; // 女性角色脸部模型路径
|
|
public const int c_man_base_model_path = 44; // 男性角色基本模型路径
|
|
public const int c_woman_base_model_path = 45; // 女性角色基本模型路径
|
|
public const int c_miniRewardTime_cfg_id = 47; // 领取奖励最少时间
|
|
public const int c_enter_transfer_effectId = 49; //进入传送点特效id
|
|
public const int c_exit_transfer_effectId = 50; //离开传送特效id
|
|
public const int c_transfer_effectid = 77;
|
|
public const int c_gravity_cfg_id = 83;
|
|
public const int c_keep_starktime_cfg_id = 84;
|
|
public const int c_pauseEffect_cfg_id = 127; //开场boss暂停特写特效
|
|
public const int c_arena_choosen_effectid = 165; //英灵殿选中特效
|
|
public const int c_quit_battle_condition = 263; //巡遊boss 爬塔 退出按鈕出現條件
|
|
public const int c_pet_scale_level = 314; //宠物等级对应体型
|
|
public const int c_PressPointEffect = 40; //压制特效
|
|
|
|
Dictionary<int, int> mIntValConfigDic = new Dictionary<int, int>();
|
|
Dictionary<int, string> mStrValConfigDic = new Dictionary<int, string>();
|
|
Dictionary<int, float> mFloatValConfigDic = new Dictionary<int, float>();
|
|
|
|
public override void Init()
|
|
{
|
|
ReadConfig();
|
|
|
|
Constants.gravity = GetConfigFloatValue(c_gravity_cfg_id);
|
|
Constants.s_starkStopTime = GetConfigFloatValue(c_keep_starktime_cfg_id);
|
|
}
|
|
|
|
public override void UnInit()
|
|
{
|
|
|
|
}
|
|
|
|
public int GetConfigIntValue(int id)
|
|
{
|
|
int iVal;
|
|
mIntValConfigDic.TryGetValue(id, out iVal);
|
|
return iVal;
|
|
}
|
|
|
|
public float GetConfigFloatValue(int id)
|
|
{
|
|
float fVal;
|
|
mFloatValConfigDic.TryGetValue(id, out fVal);
|
|
return fVal;
|
|
}
|
|
|
|
public string GetConfigStrValue(int id)
|
|
{
|
|
string sVal;
|
|
mStrValConfigDic.TryGetValue(id, out sVal);
|
|
return sVal;
|
|
}
|
|
|
|
void ReadConfig()
|
|
{
|
|
Dictionary<string, Dictionary<string, string>> cfg = ConfigMgr.Instance.getTable(Config.GlobalCfgName);
|
|
if (cfg != null)
|
|
{
|
|
foreach(var p in cfg)
|
|
{
|
|
var key = p.Key;
|
|
var dic = p.Value;
|
|
|
|
|
|
int kVal = 0;
|
|
if(int.TryParse(key,out kVal))
|
|
{
|
|
int iVal = 0;
|
|
float fVal = 0;
|
|
string sVal = dic["SVal"];
|
|
int.TryParse(dic["IVal"], out iVal);
|
|
float.TryParse(dic["FVal"], out fVal);
|
|
|
|
if (iVal > 0)
|
|
{
|
|
mIntValConfigDic.Add(kVal, iVal);
|
|
}
|
|
if (fVal > 0)
|
|
{
|
|
mFloatValConfigDic.Add(kVal, fVal);
|
|
}
|
|
if (!string.IsNullOrEmpty(sVal))
|
|
{
|
|
mStrValConfigDic.Add(kVal, sVal);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|