using UnityEngine; using System.Collections; using System.Xml; public class BuffData { public int id; public string name; public string description; public int target; public int is_good; public int is_normal; public int[] buff_type; public float duration; public int[] value; public int[] value_type; public string g_effect; public string s_effect; public int[] removeArr; public int end; public int[] endBuffArr; public BuffData(XmlNode node = null) { if(node == null) return; id = StringUtil.ToInt(node.Attributes["id"].Value); name = node.Attributes["name"].Value; description = node.Attributes["description"].Value; target = StringUtil.ToInt(node.Attributes["target"].Value); is_good = StringUtil.ToInt(node.Attributes["is_good"].Value); is_normal = StringUtil.ToInt(node.Attributes["is_normal"].Value); buff_type = StringUtil.SplitToInt(node.Attributes["buff_type"].Value, '|'); duration = StringUtil.ToFloat(node.Attributes["duration"].Value); value = StringUtil.SplitToInt(node.Attributes["value"].Value, '|'); value_type = StringUtil.SplitToInt(node.Attributes["value_type"].Value, '|'); removeArr = StringUtil.SplitToInt(node.Attributes["remove"].Value, '|'); endBuffArr = StringUtil.SplitToInt(node.Attributes["end_buff"].Value, '|'); end = StringUtil.ToInt(node.Attributes["end"].Value); g_effect = node.Attributes["g_effect"].Value; s_effect = node.Attributes["s_effect"].Value; } }