ConfigReader(四十九)—— ReadSkillCameraConfig

本文介绍了一种技能震屏效果的配置文件读取方法及其实现细节。通过解析XML配置文件,实现不同类型的屏幕震动效果,包括上下、左右和前后震动,并提供了具体的参数设置。

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目录为:Assets/Scripts/ConfigReader/目录下
ReadSkillCameraConfig.cs

技能震屏

对应配置文件:
Assets/Resources/Config/SkillCfg_Camera.xml

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<SkillCfg_Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
    <info un32ID="6001">
        <szName>技能上下小震屏</szName>
        <mPeriod>3</mPeriod>
        <mOffPeriod>0</mOffPeriod>
        <mShakeOrient>1</mShakeOrient>
        <mShakeTime>150</mShakeTime>
        <mMaxWave>0.5</mMaxWave>
        <mMinWave>0.2</mMinWave>
    </info>
    <info un32ID="6002">
        <szName>技能左右小震屏</szName>
        <mPeriod>3</mPeriod>
        <mOffPeriod>0</mOffPeriod>
        <mShakeOrient>2</mShakeOrient>
        <mShakeTime>150</mShakeTime>
        <mMaxWave>0.5</mMaxWave>
        <mMinWave>0.2</mMinWave>
    </info>
    <info un32ID="6003">
        <szName>技能前后小震屏</szName>
        <mPeriod>3</mPeriod>
        <mOffPeriod>0</mOffPeriod>
        <mShakeOrient>3</mShakeOrient>
        <mShakeTime>150</mShakeTime>
        <mMaxWave>0.5</mMaxWave>
        <mMinWave>0.2</mMinWave>
    </info>
</SkillCfg_Camera>

ReadSkillCameraConfig.cs

using System;
using UnityEngine;
using System.Xml;
using System.Collections.Generic;

//技能震屏
//对应配置文件:Assets/Resources/Config/SkillCfg_Camera.xml
public class ReadSkillCameraConfig
{
    XmlDocument xmlDoc = null;

    //构造函数
    public ReadSkillCameraConfig(string xmlFilePath)
    {
        ResourceUnit xmlfileUnit = ResourcesManager.Instance.loadImmediate (xmlFilePath, ResourceType.ASSET);
        TextAsset xmlfile = xmlfileUnit.Asset as TextAsset;

        if (!xmlfile)
        {
            Debug.LogError(" error infos: 没有找到指定的xml文件:" + xmlFilePath);
        }

        xmlDoc = new XmlDocument ();
        xmlDoc.LoadXml (xmlfile.text);

        XmlNodeList infoNodeList = xmlDoc.SelectSingleNode ("SkillCfg_Camera").ChildNodes;

        for (int i = 0; i < infoNodeList.Count; i++)
        {
            if ((infoNodeList[i] as XmlElement).GetAttributeNode("un32ID") == null)
            {
                continue;
            }

            string typeName = (infoNodeList [i] as XmlElement).GetAttributeNode ("un32ID").InnerText;
            SkillCameraConfig skillInfo = new SkillCameraConfig ();
            skillInfo.id = Convert.ToInt32 (typeName);

            foreach (XmlElement xEle in infoNodeList[i].ChildNodes)
            {
                switch (xEle.Name)
                {
                case "szName":
                    skillInfo.name = Convert.ToString (xEle.InnerText);
                    break;

                case "mPeriod":
                    skillInfo.mPeriod = Convert.ToSingle (xEle.InnerText);
                    break;

                case "mOffPeriod":
                    skillInfo.mOffPeriod = Convert.ToSingle (xEle.InnerText);
                    break;

                case "mShakeOrient":
                    skillInfo.mShakeOrient = Convert.ToInt32 (xEle.InnerText);
                    break;

                case "mShakeTime":
                    skillInfo.mShakeTime = Convert.ToInt32 (xEle.InnerText) / 1000.0f;
                    break;

                case "mMaxWave":
                    skillInfo.mMaxWave = Convert.ToSingle (xEle.InnerText);
                    break;

                case "mMinWave":
                    skillInfo.mMinWave = Convert.ToSingle (xEle.InnerText);
                    break;
                }
            }

            ConfigReader.skillCameraInfoDict.Add (skillInfo.id, skillInfo);
        }
    }
}

/*
XML格式:
<info un32ID="6003">
        <szName>技能前后小震屏</szName>
        <mPeriod>3</mPeriod>
        <mOffPeriod>0</mOffPeriod>
        <mShakeOrient>3</mShakeOrient>
        <mShakeTime>150</mShakeTime>
        <mMaxWave>0.5</mMaxWave>
        <mMinWave>0.2</mMinWave>
    </info>
*/
public class SkillCameraConfig
{
    public int id;  //id
    public string name; //名字
    public float mPeriod;   //振动周期
    public float mOffPeriod;    //偏移振动周期
    public int mShakeOrient;    //振动类型  0:水平 1:垂直 2:前后
    public float mShakeTime;    //振动时间
    public float mMaxWave;  //最大振幅
    public float mMinWave;  //最小振幅
}
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