using System;
using System.Xml;
using System.Collections.Generic;
using UnityEngine;
namespace Arth.Config
{
using MissionDic = Dictionary<int, DSceneData>;
using tempDic = Dictionary<int, DChapterData>;
using ChapterDic = Dictionary<int, Dictionary<int, DChapterData>>;
class DMapData : BaseData
{
//场景id
int _next_sceneid; //下一场景id
public int next_sceneid{ get { return _next_sceneid; } }
string _name; //场景名
public string name{ get { return _name; } }
string _describe; //场景描述
public string describe{ get { return _describe; } }
int _level; //地图开启等级
public int level{ get { return _level; } }
public DMapData()
{
}
public override void init(XmlElement element)
{
base.init(element);
string tempBuff;
string [] tempStrArray;
int.TryParse(element.GetAttribute("next_sceneid"), out _next_sceneid);
_describe = element.GetAttribute("describe");
_name = element.GetAttribute("name");
int.TryParse(element.GetAttribute("level"), out _level);
}
}
class ASceneData : BaseData
{
//关卡id
int _icon_id; //关卡图标id
public int icon_id { get { return _icon_id; } }
int _pos_x; //图标起始
public int pos_x { get { return _pos_x; } }
int _pos_y; //图标起始
public int pos_y { get { return _pos_y; } }
int _size_x; //图标大小
public int size_x { get { return _size_x; } }
int _size_y; //图标大小
public int size_y { get { return _size_y; } }
string _obj_path; //图标材质
public string obj_path { get { return _obj_path; } }
public ASceneData()
{
}
public override void init(XmlElement element)
{
base.init(element);
int.TryParse(element.GetAttribute("pos_x"), out _pos_x);
int.TryParse(element.GetAttribute("pos_y"), out _pos_y);
int.TryParse(element.GetAttribute("icon_id"), out _icon_id);
int.TryParse(element.GetAttribute("size_x"), out _size_x);
int.TryParse(element.GetAttribute("size_y"), out _size_y);
_obj_path = element.GetAttribute("obj_path");
}
}
class DSceneData : BaseData
{
//关卡id
int _map_id; //地图ID
public int map_id{ get { return _map_id; } }
int _chapter_id; //章节ID
public int chapter_id{ get { return _chapter_id; } }
string _name; //章节点名称
public string name{ get { return _name; } }
string _describe; //章节点描述
public string describe{ get { return _describe; } }
int _mission_type; //1.章节类功能
//2.商店类功能
//3.竞技场类功能
//4.兵营功能
//5.采集点功能
//6.宝箱类功能
//7.异界之地功能点
public int mission_type{ get { return _mission_type; } }
int _next_mission1_map; //下一关卡1
public int next_mission1_map{ get { return _next_mission1_map; } }
int _next_mission1_chapter; //下一关卡1
public int next_mission1_chapter{ get { return _next_mission1_chapter; } }
int _next_mission2_map; //下一关卡2
public int next_mission2_map{ get { return _next_mission2_map; } }
int _next_mission2_chapter; //下一关卡2
public int next_mission2_chapter{ get { return _next_mission2_chapter; } }
int _hide; //是否隐藏
public int hide{ get { return _hide; } }
int _condition; //显示条件
//1.城主等级
//2.接取某一任务
//3.完成某一任务
//4.完成某一关卡点
public int condition{ get { return _condition; } }
int _param; //条件参数
public int param{ get { return _param; } }
public DSceneData()
{
}
public override void init(XmlElement element)
{
base.init(element);
string tempBuff;
string [] tempStrArray;
int.TryParse(element.GetAttribute("chapter_id"), out _chapter_id);
int.TryParse(element.GetAttribute("map_id"), out _map_id);
_name = element.GetAttribute("name");
_describe = element.GetAttribute("describe");
int.TryParse(element.GetAttribute("param"), out _param);
int.TryParse(element.GetAttribute("next_mission2_map"), out _next_mission2_map);
int.TryParse(element.GetAttribute("hide"), out _hide);
int.TryParse(element.GetAttribute("next_mission1_chapter"), out _next_mission1_chapter);
int.TryParse(element.GetAttribute("next_mission1_map"), out _next_mission1_map);
int.TryParse(element.GetAttribute("next_mission2_chapter"), out _next_mission2_chapter);
int.TryParse(element.GetAttribute("condition"), out _condition);
int.TryParse(element.GetAttribute("mission_type"), out _mission_type);
}
}
class AChapterData
{
public AChapterData(XmlElement element)
{
int.TryParse(element.GetAttribute("id"), out _IconID);
_PrefabPath = element.GetAttribute("prefab_path");
}
int _IconID;
public int IconID { get { return _IconID; } }
string _PrefabPath;
public string PrefabPath { get { return _PrefabPath; } }
}
class DChapterData
{
public DChapterData(XmlElement element)
{
int.TryParse(element.GetAttribute("chapter_id"), out _ChapterID);
int.TryParse(element.GetAttribute("map_id"), out _MapID);
int.TryParse(element.GetAttribute("scene_id"), out _SceneID);
int.TryParse(element.GetAttribute("icon_id"), out _IconID);
int.TryParse(element.GetAttribute("energy"), out _Energy);
int.TryParse(element.GetAttribute("battleid"), out _Battle);
_Dialog_Begin_ID = element.GetAttribute("dialog_begin_id");
_Dialog_End_ID = element.GetAttribute("dialog_end_id");
_Name = element.GetAttribute("chapter_name");
_Desc = element.GetAttribute("desc_name");
}
int _ChapterID;
public int ChapterID { get { return _ChapterID; } }
int _MapID;
public int MapID { get { return _MapID; } }
int _SceneID;
public int SceneID { get { return _SceneID; } }
int _IconID;
public int IconID { get { return _IconID; } }
int _Energy;
public int Energy { get { return _Energy; } }
int _Battle;
public int Battle { get { return _Battle; } }
string _Dialog_Begin_ID;
public string Dialog_Begin_ID { get { return _Dialog_Begin_ID; } }
string _Dialog_End_ID;
public string Dialog_End_ID { get { return _Dialog_End_ID; } }
string _Name;
public string Name { get { return _Name; } }
string _Desc;
public string Desc { get { return _Desc; } }
}
class MissionDataList
{
private MissionDataList() { }
private static MissionDataList instance = null;
public static MissionDataList Instance
{
get
{
if (instance == null)
{
instance = new MissionDataList();
}
return instance;
}
}
public void Load()
{
string AChapterDataPath = "Configs/a-Chapter";
string DChapterDataPath = "Configs/d-Chapter";
// load a-Charpter
XmlDocument doc = Config.ConfigFileUtility.ReadXml(AChapterDataPath);
XmlNodeList nodelist = doc.SelectSingleNode("a-Chapter").ChildNodes;
foreach (var node in nodelist)
{
XmlElement element = (XmlElement)node;
AChapterData chapterData = new AChapterData(element);
m_AChapterDataList.Add(chapterData.IconID, chapterData);
}
// load d-Charpter
doc = Config.ConfigFileUtility.ReadXml(DChapterDataPath);
nodelist = doc.SelectSingleNode("d-Chapter").ChildNodes;
foreach (var node in nodelist)
{
XmlElement element = (XmlElement)node;
DChapterData chapterData = new DChapterData(element);
Debug.Log("map: " + chapterData.MapID
+ ", " + "scene: " + chapterData.SceneID
+ ", " + "chapter: " + chapterData.ChapterID);
addChapterData(chapterData);
}
// if there has some relationship between a-Hero and d-Hero, establish these here.
// for (int i = 1; i <= m_DChapterDataList.Count; ++i)
// {
// for (int j = 1; j <= m_DChapterDataList[i].Count; ++j)
// {
// for (int k = 1; k <= m_DChapterDataList[i][j].Count; ++k)
// {
// DChapterData data = m_DChapterDataList[i][j][k];
// Debug.Log(data.SceneID.ToString() + " " +
// data.MissionID.ToString() + " " +
// data.ChapterID.ToString() + " " +
// data.Desc + " " + data.Name + " " + data.Energy.ToString());
// }
// }
// }
}
private void addChapterData(DChapterData chapterData)
{
if (m_DChapterDataList.ContainsKey(chapterData.MapID))
{
if (m_DChapterDataList[chapterData.MapID].ContainsKey(chapterData.SceneID))
{
if (m_DChapterDataList[chapterData.MapID][chapterData.SceneID].ContainsKey(
chapterData.ChapterID))
{
// what's the fucking problem?
}
else
{
m_DChapterDataList[chapterData.MapID][chapterData.SceneID].Add(
chapterData.ChapterID, chapterData);
}
}
else
{
Dictionary<int, DChapterData> chapter =
new Dictionary<int, DChapterData>();
m_DChapterDataList[chapterData.MapID].Add(chapterData.SceneID, chapter);
addChapterData(chapterData);
}
}
else
{
Dictionary<int, Dictionary<int, DChapterData>> mission =
new Dictionary<int, Dictionary<int, DChapterData>>();
m_DChapterDataList.Add(chapterData.MapID, mission);
addChapterData(chapterData);
}
}
public DChapterData GetChapterData(int sceneId, int missionId, int chapterId)
{
if (m_DChapterDataList.ContainsKey(sceneId))
{
if (m_DChapterDataList[sceneId].ContainsKey(missionId))
{
if (m_DChapterDataList[sceneId][missionId].ContainsKey(chapterId))
return m_DChapterDataList[sceneId][missionId][chapterId];
}
}
return null;
}
public int GetChapterCount(int mapId, int sceneId)
{
if (m_DChapterDataList.ContainsKey(mapId))
{
if (m_DChapterDataList[mapId].ContainsKey(sceneId))
{
return m_DChapterDataList[mapId][sceneId].Count;
}
}
return 0;
}
public void Release()
{
// if there has some relationship between a-Hero and d-Hero, disestablish these here.
foreach (KeyValuePair<int, ChapterDic> node1 in m_DChapterDataList)
{
foreach (KeyValuePair<int, tempDic> node2 in node1.Value)
{
node2.Value.Clear();
}
node1.Value.Clear();
}
m_DSceneDataList.Clear();
}
public void ReLoad()
{
Release();
Load();
}
public int GetMissionCount(int sceneId)
{
if (m_DMissionDataList.ContainsKey(sceneId))
return m_DMissionDataList[sceneId].Count;
else
return 0;
}
public DSceneData GetDSceneData(int sceneId)
{
if (m_DSceneDataList.ContainsKey(sceneId))
{
return m_DSceneDataList[sceneId];
}
return null;
}
public int GetSceneCount()
{
return m_DSceneDataList.Count;
}
private Dictionary<int, MissionDic> m_DMissionDataList = new Dictionary<int, MissionDic>();
private Dictionary<int, DSceneData> m_DSceneDataList = new Dictionary<int, DSceneData>();
private Dictionary<int, AChapterData> m_AChapterDataList = new Dictionary<int, AChapterData>();
private Dictionary<int, ChapterDic> m_DChapterDataList = new Dictionary<int, ChapterDic>();
}
}
using System.Xml;
using System.Collections.Generic;
using UnityEngine;
namespace Arth.Config
{
using MissionDic = Dictionary<int, DSceneData>;
using tempDic = Dictionary<int, DChapterData>;
using ChapterDic = Dictionary<int, Dictionary<int, DChapterData>>;
class DMapData : BaseData
{
//场景id
int _next_sceneid; //下一场景id
public int next_sceneid{ get { return _next_sceneid; } }
string _name; //场景名
public string name{ get { return _name; } }
string _describe; //场景描述
public string describe{ get { return _describe; } }
int _level; //地图开启等级
public int level{ get { return _level; } }
public DMapData()
{
}
public override void init(XmlElement element)
{
base.init(element);
string tempBuff;
string [] tempStrArray;
int.TryParse(element.GetAttribute("next_sceneid"), out _next_sceneid);
_describe = element.GetAttribute("describe");
_name = element.GetAttribute("name");
int.TryParse(element.GetAttribute("level"), out _level);
}
}
class ASceneData : BaseData
{
//关卡id
int _icon_id; //关卡图标id
public int icon_id { get { return _icon_id; } }
int _pos_x; //图标起始
public int pos_x { get { return _pos_x; } }
int _pos_y; //图标起始
public int pos_y { get { return _pos_y; } }
int _size_x; //图标大小
public int size_x { get { return _size_x; } }
int _size_y; //图标大小
public int size_y { get { return _size_y; } }
string _obj_path; //图标材质
public string obj_path { get { return _obj_path; } }
public ASceneData()
{
}
public override void init(XmlElement element)
{
base.init(element);
int.TryParse(element.GetAttribute("pos_x"), out _pos_x);
int.TryParse(element.GetAttribute("pos_y"), out _pos_y);
int.TryParse(element.GetAttribute("icon_id"), out _icon_id);
int.TryParse(element.GetAttribute("size_x"), out _size_x);
int.TryParse(element.GetAttribute("size_y"), out _size_y);
_obj_path = element.GetAttribute("obj_path");
}
}
class DSceneData : BaseData
{
//关卡id
int _map_id; //地图ID
public int map_id{ get { return _map_id; } }
int _chapter_id; //章节ID
public int chapter_id{ get { return _chapter_id; } }
string _name; //章节点名称
public string name{ get { return _name; } }
string _describe; //章节点描述
public string describe{ get { return _describe; } }
int _mission_type; //1.章节类功能
//2.商店类功能
//3.竞技场类功能
//4.兵营功能
//5.采集点功能
//6.宝箱类功能
//7.异界之地功能点
public int mission_type{ get { return _mission_type; } }
int _next_mission1_map; //下一关卡1
public int next_mission1_map{ get { return _next_mission1_map; } }
int _next_mission1_chapter; //下一关卡1
public int next_mission1_chapter{ get { return _next_mission1_chapter; } }
int _next_mission2_map; //下一关卡2
public int next_mission2_map{ get { return _next_mission2_map; } }
int _next_mission2_chapter; //下一关卡2
public int next_mission2_chapter{ get { return _next_mission2_chapter; } }
int _hide; //是否隐藏
public int hide{ get { return _hide; } }
int _condition; //显示条件
//1.城主等级
//2.接取某一任务
//3.完成某一任务
//4.完成某一关卡点
public int condition{ get { return _condition; } }
int _param; //条件参数
public int param{ get { return _param; } }
public DSceneData()
{
}
public override void init(XmlElement element)
{
base.init(element);
string tempBuff;
string [] tempStrArray;
int.TryParse(element.GetAttribute("chapter_id"), out _chapter_id);
int.TryParse(element.GetAttribute("map_id"), out _map_id);
_name = element.GetAttribute("name");
_describe = element.GetAttribute("describe");
int.TryParse(element.GetAttribute("param"), out _param);
int.TryParse(element.GetAttribute("next_mission2_map"), out _next_mission2_map);
int.TryParse(element.GetAttribute("hide"), out _hide);
int.TryParse(element.GetAttribute("next_mission1_chapter"), out _next_mission1_chapter);
int.TryParse(element.GetAttribute("next_mission1_map"), out _next_mission1_map);
int.TryParse(element.GetAttribute("next_mission2_chapter"), out _next_mission2_chapter);
int.TryParse(element.GetAttribute("condition"), out _condition);
int.TryParse(element.GetAttribute("mission_type"), out _mission_type);
}
}
class AChapterData
{
public AChapterData(XmlElement element)
{
int.TryParse(element.GetAttribute("id"), out _IconID);
_PrefabPath = element.GetAttribute("prefab_path");
}
int _IconID;
public int IconID { get { return _IconID; } }
string _PrefabPath;
public string PrefabPath { get { return _PrefabPath; } }
}
class DChapterData
{
public DChapterData(XmlElement element)
{
int.TryParse(element.GetAttribute("chapter_id"), out _ChapterID);
int.TryParse(element.GetAttribute("map_id"), out _MapID);
int.TryParse(element.GetAttribute("scene_id"), out _SceneID);
int.TryParse(element.GetAttribute("icon_id"), out _IconID);
int.TryParse(element.GetAttribute("energy"), out _Energy);
int.TryParse(element.GetAttribute("battleid"), out _Battle);
_Dialog_Begin_ID = element.GetAttribute("dialog_begin_id");
_Dialog_End_ID = element.GetAttribute("dialog_end_id");
_Name = element.GetAttribute("chapter_name");
_Desc = element.GetAttribute("desc_name");
}
int _ChapterID;
public int ChapterID { get { return _ChapterID; } }
int _MapID;
public int MapID { get { return _MapID; } }
int _SceneID;
public int SceneID { get { return _SceneID; } }
int _IconID;
public int IconID { get { return _IconID; } }
int _Energy;
public int Energy { get { return _Energy; } }
int _Battle;
public int Battle { get { return _Battle; } }
string _Dialog_Begin_ID;
public string Dialog_Begin_ID { get { return _Dialog_Begin_ID; } }
string _Dialog_End_ID;
public string Dialog_End_ID { get { return _Dialog_End_ID; } }
string _Name;
public string Name { get { return _Name; } }
string _Desc;
public string Desc { get { return _Desc; } }
}
class MissionDataList
{
private MissionDataList() { }
private static MissionDataList instance = null;
public static MissionDataList Instance
{
get
{
if (instance == null)
{
instance = new MissionDataList();
}
return instance;
}
}
public void Load()
{
string AChapterDataPath = "Configs/a-Chapter";
string DChapterDataPath = "Configs/d-Chapter";
// load a-Charpter
XmlDocument doc = Config.ConfigFileUtility.ReadXml(AChapterDataPath);
XmlNodeList nodelist = doc.SelectSingleNode("a-Chapter").ChildNodes;
foreach (var node in nodelist)
{
XmlElement element = (XmlElement)node;
AChapterData chapterData = new AChapterData(element);
m_AChapterDataList.Add(chapterData.IconID, chapterData);
}
// load d-Charpter
doc = Config.ConfigFileUtility.ReadXml(DChapterDataPath);
nodelist = doc.SelectSingleNode("d-Chapter").ChildNodes;
foreach (var node in nodelist)
{
XmlElement element = (XmlElement)node;
DChapterData chapterData = new DChapterData(element);
Debug.Log("map: " + chapterData.MapID
+ ", " + "scene: " + chapterData.SceneID
+ ", " + "chapter: " + chapterData.ChapterID);
addChapterData(chapterData);
}
// if there has some relationship between a-Hero and d-Hero, establish these here.
// for (int i = 1; i <= m_DChapterDataList.Count; ++i)
// {
// for (int j = 1; j <= m_DChapterDataList[i].Count; ++j)
// {
// for (int k = 1; k <= m_DChapterDataList[i][j].Count; ++k)
// {
// DChapterData data = m_DChapterDataList[i][j][k];
// Debug.Log(data.SceneID.ToString() + " " +
// data.MissionID.ToString() + " " +
// data.ChapterID.ToString() + " " +
// data.Desc + " " + data.Name + " " + data.Energy.ToString());
// }
// }
// }
}
private void addChapterData(DChapterData chapterData)
{
if (m_DChapterDataList.ContainsKey(chapterData.MapID))
{
if (m_DChapterDataList[chapterData.MapID].ContainsKey(chapterData.SceneID))
{
if (m_DChapterDataList[chapterData.MapID][chapterData.SceneID].ContainsKey(
chapterData.ChapterID))
{
// what's the fucking problem?
}
else
{
m_DChapterDataList[chapterData.MapID][chapterData.SceneID].Add(
chapterData.ChapterID, chapterData);
}
}
else
{
Dictionary<int, DChapterData> chapter =
new Dictionary<int, DChapterData>();
m_DChapterDataList[chapterData.MapID].Add(chapterData.SceneID, chapter);
addChapterData(chapterData);
}
}
else
{
Dictionary<int, Dictionary<int, DChapterData>> mission =
new Dictionary<int, Dictionary<int, DChapterData>>();
m_DChapterDataList.Add(chapterData.MapID, mission);
addChapterData(chapterData);
}
}
public DChapterData GetChapterData(int sceneId, int missionId, int chapterId)
{
if (m_DChapterDataList.ContainsKey(sceneId))
{
if (m_DChapterDataList[sceneId].ContainsKey(missionId))
{
if (m_DChapterDataList[sceneId][missionId].ContainsKey(chapterId))
return m_DChapterDataList[sceneId][missionId][chapterId];
}
}
return null;
}
public int GetChapterCount(int mapId, int sceneId)
{
if (m_DChapterDataList.ContainsKey(mapId))
{
if (m_DChapterDataList[mapId].ContainsKey(sceneId))
{
return m_DChapterDataList[mapId][sceneId].Count;
}
}
return 0;
}
public void Release()
{
// if there has some relationship between a-Hero and d-Hero, disestablish these here.
foreach (KeyValuePair<int, ChapterDic> node1 in m_DChapterDataList)
{
foreach (KeyValuePair<int, tempDic> node2 in node1.Value)
{
node2.Value.Clear();
}
node1.Value.Clear();
}
m_DSceneDataList.Clear();
}
public void ReLoad()
{
Release();
Load();
}
public int GetMissionCount(int sceneId)
{
if (m_DMissionDataList.ContainsKey(sceneId))
return m_DMissionDataList[sceneId].Count;
else
return 0;
}
public DSceneData GetDSceneData(int sceneId)
{
if (m_DSceneDataList.ContainsKey(sceneId))
{
return m_DSceneDataList[sceneId];
}
return null;
}
public int GetSceneCount()
{
return m_DSceneDataList.Count;
}
private Dictionary<int, MissionDic> m_DMissionDataList = new Dictionary<int, MissionDic>();
private Dictionary<int, DSceneData> m_DSceneDataList = new Dictionary<int, DSceneData>();
private Dictionary<int, AChapterData> m_AChapterDataList = new Dictionary<int, AChapterData>();
private Dictionary<int, ChapterDic> m_DChapterDataList = new Dictionary<int, ChapterDic>();
}
}