using UnityEngine; using System.Collections; using System.Xml; public class PowerData { public int id; public string name; public string description; public int type; public int effect; public int crystal; public float distance; public float cd; public int numBullets; public float bulletsInterval; public int target; public string target_type; public int target_limit; public int target_sort; public float value; public int value_type; public int decay; public int buff; public int shake; public string g_effect; public string s_effect; public string g_hit; public string s_hit; public string icon; public PowerData(XmlNode node = null) { if(node == null) return; id = StringUtil.ToInt(node.Attributes["id"].Value); name = node.Attributes["name"].Value; description = node.Attributes["description"].Value; type = StringUtil.ToInt(node.Attributes["type"].Value); crystal = StringUtil.ToInt(node.Attributes["crystal"].Value); effect = StringUtil.ToInt(node.Attributes["effect"].Value); distance = StringUtil.ToFloat(node.Attributes["distance"].Value); cd = StringUtil.ToFloat(node.Attributes["cd"].Value); numBullets = StringUtil.ToInt(node.Attributes["bnum"].Value); bulletsInterval = StringUtil.ToFloat(node.Attributes["binterval"].Value); target = StringUtil.ToInt(node.Attributes["target"].Value); target_type = node.Attributes["target_type"].Value; target_limit = StringUtil.ToInt(node.Attributes["target_lim"].Value); target_sort = StringUtil.ToInt(node.Attributes["target_sort"].Value); value = StringUtil.ToFloat(node.Attributes["value"].Value); value_type = StringUtil.ToInt(node.Attributes["value_type"].Value); decay = StringUtil.ToInt(node.Attributes["decay"].Value); buff = StringUtil.ToInt(node.Attributes["buff"].Value); shake = StringUtil.ToInt(node.Attributes["shake"].Value); g_effect = node.Attributes["g_effect"].Value; s_effect = node.Attributes["s_effect"].Value; g_hit = node.Attributes["g_hit"].Value; s_hit = node.Attributes["s_hit"].Value; icon = node.Attributes["icon"].Value; } }