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- 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;
- }
- }
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