DOF/sqr/User/Asset/AssetManager.nut

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/*
文件名:AssetManager.nut
路径:User/Asset/AssetManager.nut
创建日期:2024-11-24 08:44
文件用途: 资源管理器
*/
class _AssetManager_ {
//角色列表
CharacterList = null;
//角色信息表
CharacterInfoList = null;
//角色经验表
CharacterExptable = null;
//技能信息表
SkillList = null;
//技能树信息表
SkillTreeList = null;
//地图列表
MapList = null;
//城镇列表
TownList = null;
//装备列表
EquipmentList = null;
//消耗品列表
StackableList = null;
//NPC列表
NpcList = null;
//NPC商店列表
NpcShopList = null;
//杂项配置信息
EtcConfig = null;
//属性脚本
AttributeScript = null;
function InitTownList() {
TownList = ScriptData.GetFileData("town/town.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//注册城镇列表 路径写入 数据未读取
DataTable.rawset(Key, {
Path = Data.Get(),
Data = null
});
}
if (_DEBUG_) print("加载城镇List完成, 共" + DataTable.len() + "个");
});
}
function InitMapList() {
MapList = ScriptData.GetFileData("map/map.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
DataTable.rawset(Key, Data.Get());
}
if (_DEBUG_) print("加载地图List完成, 共" + DataTable.len() + "个");
});
}
function InitCharacter() {
CharacterList = ScriptData.GetFileData("character/character.lst", function(DataTable, Data) {
local dirpath = DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Index = Data.Get();
local Path = Data.Get();
DataTable.rawset(Index, dirpath + Path.tolower());
}
if (_DEBUG_) print("加载角色List完成, 共" + DataTable.len() + "个");
});
CharacterExptable = ScriptData.GetFileData("character/exptable.tbl", function(DataTable, Data) {
local Level = 1;
while (!Data.Eof()) {
local Exp = Data.Get();
DataTable.rawset(Level, Exp.tointeger());
Level += 1;
}
})
CharacterInfoList = [];
foreach(Index, Path in CharacterList) {
if (Index == "filepath") continue;
local Info = ScriptData.GetFileData(Path, function(DataTable, Data) {
local dirpath = DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Key = Data.Get();
if (Key == "[job]") {
DataTable.job <- Data.Get().slice(1, -1);
} else if (Key == "[growtype name]") {
DataTable.growtype <- array(6, {});
for (local i = 0; i< 5; i++) {
local name = Data.Get();
DataTable.growtype[i].name <- name;
}
}
//默认时装
else if (Key == "[default avatar]") {
DataTable.default_avatar <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/default avatar]") break;
DataTable.default_avatar.append(Ret);
}
}
//基础Ani
else if (Key == "[waiting motion]" || Key == "[move motion]" || Key == "[sit motion]" || Key == "[damage motion 1]" || Key == "[damage motion 2]" || Key == "[down motion]" || Key == "[overturn motion]" || Key == "[jump motion]" || Key == "[jumpattack motion]" || Key == "[rest motion]" || Key == "[throw motion 1-1]" || Key == "[throw motion 1-2]" || Key == "[throw motion 2-1]" || Key == "[throw motion 2-2]" || Key == "[throw motion 3-1]" || Key == "[throw motion 3-2]" || Key == "[throw motion 4-1]" || Key == "[throw motion 4-2]" || Key == "[dash motion]" || Key == "[dashattack motion]" || Key == "[getitem motion]" || Key == "[buff motion]" || Key == "[simple rest motion]" || Key == "[simple move motion]" || Key == "[back motion]") {
local RealKey = Key.slice(1, Key.len() - 1);
DataTable[RealKey] <- dirpath + Data.Get().tolower();
}
//普攻Ani
else if (Key == "[attack motion]") {
DataTable.attack_motion <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/attack motion]") break;
DataTable.attack_motion.append(dirpath + Ret.tolower());
}
}
//进阶Ani
else if (Key == "[etc motion]") {
DataTable.etc_motion <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/etc motion]") break;
DataTable.etc_motion.append(dirpath + Ret.tolower());
}
}
//基础Atk
else if (Key == "[jumpattack info]" || Key == "[dashattack info]") {
local RealKey = Key.slice(1, Key.len() - 1);
DataTable[RealKey] <- (dirpath + Data.Get().tolower());
}
//普攻Atk
else if (Key == "[attack info]") {
DataTable.attack_info <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/attack info]") break;
DataTable.attack_info.append(dirpath + Ret.tolower());
}
}
//进阶Atk
else if (Key == "[etc attack info]") {
DataTable.etc_attack_info <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/etc attack info]") break;
DataTable.etc_attack_info.append(dirpath + Ret.tolower());
}
}
//属性
else if (Key == "[growtype attribute]") {
DataTable.Attribute <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/growtype attribute]") break;
local attrtable = ScriptData.GetFileData(Ret, function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//基础属性
if (AttributeScript.rawin(Key)) {
DataTable[AttributeScript[Key]] <- Data.Get();
}
//名称
else if (Key == "[name]") {
DataTable.name <- Data.Get();
}
}
}.bindenv(this));
DataTable.Attribute.push(attrtable);
}
}
}
// print(DataTable);
if (_DEBUG_) print("初始化角色" + DataTable.job);
}.bindenv(this));
CharacterInfoList.push(Info);
}
}
function InitSkill() {
SkillList = ScriptData.GetFileData("skill/skilllist.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//注册装备列表 路径写入 数据未读取
DataTable.rawset(Key, ScriptData.GetFileData("skill/" + Data.Get().tolower(), function(DataTableA, DataA) {
while (!DataA.Eof()) {
local SkillIndex = DataA.Get();
//注册装备列表 路径写入 数据未读取
DataTableA.rawset(SkillIndex, DataA.Get());
}
if (_DEBUG_) print("加载职业技能" + Key + "List完成, 共" + DataTableA.len() + "个");
}));
}
if (_DEBUG_) print("加载技能List完成, 共" + DataTable.len() + "个");
})
}
function InitJobSkillTree(Path) {
local ConfigBuffer = ScriptData.GetFileData("clientonly/" + Path, function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
if (Key == "[skill info]") {
Data.Get();
local SkillIndex = Data.Get();
DataTable.rawset(SkillIndex, {});
while (true) {
local Ret = Data.Get();
if (Ret == "[/skill info]") break;
//技能图标位置
if (Ret == "[icon pos]") {
DataTable[SkillIndex].IconPos <- {
x = Data.Get(),
y = Data.Get()
}
}
}
}
}
});
ConfigBuffer.rawdelete("filepath");
return ConfigBuffer;
}
function InitSkillTree() {
//先读职业技能树list 在读转职职业list
SkillTreeList = ScriptData.GetFileData("clientonly/skilltree.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//注册技能树列表 路径写入 数据未读取
DataTable.rawset(Key, ScriptData.GetFileData("clientonly/" + Data.Get().tolower(), function(DataTableA, DataA) {
while (!DataA.Eof()) {
local GrowJob = DataA.Get();
local GrowJobSkillTreePath = DataA.Get();
local Config = InitJobSkillTree(GrowJobSkillTreePath);
DataTableA.rawset(GrowJob, Config);
}
}.bindenv(this)));
}
if (_DEBUG_) print("加载技能树List完成, 共" + DataTable.len() + "个职业技能树");
}.bindenv(this))
}
function InitEquipmentList() {
EquipmentList = ScriptData.GetFileData("equipment/equipment.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//注册装备列表 路径写入 数据未读取
DataTable.rawset(Key, {
Path = Data.Get(),
Data = null
});
}
if (_DEBUG_) print("加载装备List完成, 共" + DataTable.len() + "个");
});
}
function InitStackableList() {
StackableList = ScriptData.GetFileData("stackable/stackable.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//注册装备列表 路径写入 数据未读取
DataTable.rawset(Key, {
Path = Data.Get(),
Data = null
});
}
if (_DEBUG_) print("加载消耗品List完成, 共" + DataTable.len() + "个");
});
}
function InitNpcList() {
NpcList = ScriptData.GetFileData("npc/npc.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//注册NPC列表 路径写入 数据未读取
DataTable.rawset(Key, {
Path = Data.Get(),
Data = null
});
}
if (_DEBUG_) print("加载NPCList完成, 共" + DataTable.len() + "个");
});
}
function InitNpcShopList() {
NpcShopList = ScriptData.GetFileData("itemshop/itemshop.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Key = Data.Get();
//注册NPC商店列表 路径写入 数据未读取
DataTable.rawset(Key, {
Path = Data.Get(),
Data = null
});
}
if (_DEBUG_) print("加载NPC商店List完成, 共" + DataTable.len() + "个");
});
}
function InitEtcConfig() {
//初始化装备信息标签tag配置
{
EtcConfig.ItemInfoTag <- ScriptData.GetFileData("etc/iteminfo.etc", function(DataTable, Data) {
while (!Data.Eof()) {
local Pack = Data.Get();
//名称 grade 套装Id 稀有度 最低穿戴登记 重量
if (Pack == "[item group name table]") {
DataTable.item_group_name_table <- {};
while (true) {
local Ret = Data.Get();
if (Ret == "[/item group name table]") break;
DataTable.item_group_name_table.rawset(Ret, Data.Get());
}
} else if (Pack == "[elemental property tag]") {
DataTable.elemental_property_tag <- {};
while (true) {
local Ret = Data.Get();
if (Ret == "[/elemental property tag]") break;
DataTable.elemental_property_tag.rawset(Ret, Data.Get());
}
} else if (Pack == "[rarity frame color idx]") {
DataTable.rarityframe_color_idx <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/rarity frame color idx]") break;
DataTable.rarityframe_color_idx.push(Ret);
}
} else if (Pack == "[rarity name tag]") {
DataTable.rarity_name_tag <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/rarity name tag]") break;
DataTable.rarity_name_tag.push(Ret);
}
} else if (Pack == "[rarity color]") {
DataTable.rarity_color <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/rarity color]") break;
local color = HexStringToInt(Ret);
DataTable.rarity_color.push(color);
}
} else if (Pack == "[percentage text]") {
DataTable.percentage_text <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/percentage text]") break;
DataTable.percentage_text.push(Ret);
}
} else if (Pack == "[percentage range boundaries]") {
DataTable.percentage_range_boundaries <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/percentage range boundaries]") break;
DataTable.percentage_range_boundaries.push(Ret);
}
} else if (Pack == "[trade type text]") {
DataTable.trade_type_text <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/trade type text]") break;
DataTable.trade_type_text.push(Ret);
}
} else if (Pack == "[trade type color]") {
DataTable.trade_type_color <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/trade type color]") break;
local color = HexStringToInt(Ret);
DataTable.trade_type_color.push(color);
}
}
}
});
}
//初始化NPC功能对应配置
{
EtcConfig.NpcRole <- ScriptData.GetFileData("etc/npcroleconfig.dat", function(DataTable, Data) {
while (!Data.Eof()) {
local Pack = Data.Get();
//名称 grade 套装Id 稀有度 最低穿戴登记 重量
if (Pack == "[config]") {
while (true) {
local Ret = Data.Get();
if (Ret == "[/config]") break;
DataTable[Ret] <- {
imgidx = Data.Get(),
name = Data.Get(),
namecolor = HexStringToInt(Data.Get()),
iconpath = Data.Get(),
iconidx = Data.Get(),
}
}
}
}
});
}
}
constructor() {
EtcConfig = {};
AttributeScript = {};
AttributeScript.rawset("[HP MAX]", "HPMax");
AttributeScript.rawset("[MP MAX]", "MPMax");
AttributeScript.rawset("[HP regen speed]", "HPRegenSpeed");
AttributeScript.rawset("[MP regen speed]", "MPRegenSpeed");
AttributeScript.rawset("[jump power]", "JumpPower");
AttributeScript.rawset("[hit recovery]", "HitRecovery");
AttributeScript.rawset("[stuck]", "Stuck");
AttributeScript.rawset("[stuck resistance]", "StuckResistance");
AttributeScript.rawset("[physical attack]", "PhysicalAttack");
AttributeScript.rawset("[magical attack]", "MagicalAttack");
AttributeScript.rawset("[physical defense]", "PhysicalDefense");
AttributeScript.rawset("[magical defense]", "MagicalDefense");
AttributeScript.rawset("[all elemental attack]", "AllElementalAttack");
AttributeScript.rawset("[dark attack]", "DarkAttack");
AttributeScript.rawset("[light attack]", "LightAttack");
AttributeScript.rawset("[water attack]", "WaterAttack");
AttributeScript.rawset("[fire attack]", "FireAttack");
AttributeScript.rawset("[equipment physical attack]", "EquipmentPhysicalAttack");
AttributeScript.rawset("[equipment magical attack]", "EquipmentMagicalAttack");
AttributeScript.rawset("[separate attack]", "SeparateAttack");
AttributeScript.rawset("[equipment physical defense]", "EquipmentPhysicalDefense");
AttributeScript.rawset("[equipment magical defense]", "EquipmentMagicalDefense");
AttributeScript.rawset("[attack speed]", "AttackSpeed");
AttributeScript.rawset("[cast speed]", "CastSpeed");
AttributeScript.rawset("[move speed]", "MoveSpeed");
AttributeScript.rawset("[jump speed]", "JumpSpeed");
AttributeScript.rawset("[physical critical hit]", "PhysicalCriticalHit");
AttributeScript.rawset("[magical critical hit]", "MagicalCriticalHit");
AttributeScript.rawset("[dark resistance]", "DarkResistance");
AttributeScript.rawset("[light resistance]", "LightResistance");
AttributeScript.rawset("[water resistance]", "WaterResistance");
AttributeScript.rawset("[fire resistance]", "FireResistance");
AttributeScript.rawset("[elemental property]", "ElementalProperty");
//初始化城镇列表
InitTownList();
//初始化地图列表
InitMapList();
//初始化角色
InitCharacter();
//初始化技能
InitSkill();
//初始化技能树
InitSkillTree();
//初始化装备列表
InitEquipmentList();
//初始化消耗品列表
InitStackableList();
//初始化NPC列表
InitNpcList();
//初始化NPC商店列表
InitNpcShopList();
//初始化杂项配置信息
InitEtcConfig();
getroottable().AssetManager <- this;
}
//Public::
//获取装备信息
function GetEquipment(Idx) {
//如果没有这件装备则返回
if (!(EquipmentList.rawin(Idx))) return;
//如果装备数据已经读取过存在了则直接返回
if (EquipmentList[Idx].Data) return EquipmentList[Idx].Data;
local Path = EquipmentList[Idx].Path;
local m_data = ScriptData.GetFileData("equipment/" + Path, function(DataTable, Data) {
DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Pack = Data.Get();
//名称 grade 套装Id 稀有度 最低穿戴登记 重量 组名 购买价格 出售价格 耐久 描述
if (Pack == "[name]" || Pack == "[part set index]" || Pack == "[grade]" || Pack == "[rarity]" || Pack == "[minimum level]" || Pack == "[weight]" || Pack == "[item group name]" || Pack == "[price]" || Pack == "[repair price]" || Pack == "[value]" || Pack == "[durability]" || Pack == "[flavor text]") {
local RealKey = Pack.slice(1, -1);
DataTable[RealKey] <- Data.Get();
}
//属性
else if (AttributeScript.rawin(Pack)) {
//三攻 和 双防 要读取两个值因为是浮动数组
if (Pack == "[equipment physical attack]" || Pack == "[equipment magical attack]" || Pack == "[separate attack]" || Pack == "[equipment physical defense]" || Pack == "[equipment magical defense]") {
DataTable[AttributeScript[Pack]] <- [Data.Get(), Data.Get()];
} else {
DataTable[AttributeScript[Pack]] <- Data.Get();
}
}
//适用角色
else if (Pack == "[usable job]") {
DataTable.usable_job <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/usable job]") break;
DataTable.usable_job.append(Ret.slice(1, -1).tolower());
}
}
//隐藏图层
else if (Pack == "[hide layer]") {
DataTable.hide_layer <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/hide layer]") break;
DataTable.hide_layer.append(Ret);
}
}
//图标
else if (Pack == "[icon]") {
DataTable.icon <- {};
local Ret = Data.Get();
DataTable.icon.path <- "sprite/" + Ret.tolower();
Ret = Data.Get();
DataTable.icon.index <- Ret.tointeger();
}
//装备类型
else if (Pack == "[equipment type]") {
DataTable.type <- {};
local Ret = Data.Get();
DataTable.type.path <- Ret.tolower().slice(1, -1);
Ret = Data.Get();
DataTable.type.index <- Ret.tointeger();
}
//光环效果
else if (Pack == "[aurora graphic effects]") {
DataTable.aurora_effects <- [];
local Count = Data.Get();
for (local i = 0; i< Count; i++) {
local T = {
type = Data.Get(),
path = Data.Get().tolower()
}
DataTable.aurora_effects.push(T);
}
}
//Expand Ani
else if (Pack == "[expand ani]") {
if (!(DataTable.rawin("Ani"))) DataTable["Ani"] <- {};
local DataBuffer = {};
DataBuffer.layer_variation <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/expand ani]") break;
if (Ret == "[variation]") {
DataBuffer.variation <- [Data.Get(), Data.Get()];
} else if (Ret == "[layer variation]") {
local InfoBuf = {};
InfoBuf.Zorder <- Data.Get();
InfoBuf.Path <- Data.Get();
DataBuffer.layer_variation.append(InfoBuf);
} else if (Ret == "[expand path]") {
DataTable["expand_path"] <- Data.Get();
}
}
foreach(Job in DataTable.usable_job) {
DataTable["Ani"]["Ani_" + Job] <- {};
DataTable["Ani"]["Ani_" + Job].variation <- sq_DeepCopy(DataBuffer.variation);
DataTable["Ani"]["Ani_" + Job].layer_variation <- sq_DeepCopy(DataBuffer.layer_variation)
}
}
//Ani
else if (Pack == "[animation job]") {
local Job = Data.Get().slice(1, -1);
if (!(DataTable.rawin("Ani"))) DataTable["Ani"] <- {};
DataTable["Ani"]["Ani_" + Job] <- {};
Data.Get();
local Index1 = Data.Get();
local Index2 = Data.Get();
DataTable["Ani"]["Ani_" + Job].variation <- [Index1, Index2];
DataTable["Ani"]["Ani_" + Job].layer_variation <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[animation job]" || (endswith(Ret, "]") && Ret != "[equipment ani script]" && Ret != "[layer variation]")) {
Data.Pos--;
break;
} else if (Ret == "[layer variation]") {
local InfoBuf = {};
InfoBuf.Zorder <- Data.Get();
InfoBuf.Path <- Data.Get();
DataTable["Ani"]["Ani_" + Job].layer_variation.append(InfoBuf);
}
}
}
}
}.bindenv(this));
EquipmentList[Idx].Data = m_data;
return m_data;
}
//获取消耗品信息
function GetStackable(Idx) {
//如果没有这件消耗品则返回
if (!(StackableList.rawin(Idx))) return;
//如果装备数据已经读取过存在了则直接返回
if (StackableList[Idx].Data) return StackableList[Idx].Data;
local Path = StackableList[Idx].Path;
local m_data = ScriptData.GetFileData("stackable/" + Path, function(DataTable, Data) {
DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Pack = Data.Get();
//名称
if (Pack == "[name]" || Pack == "[item group name]" || Pack == "[explain]") {
local RealKey = Pack.slice(1, -1);
DataTable[RealKey] <- Data.Get();
}
//适用角色
else if (Pack == "[usable job]") {
DataTable.usable_job <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/usable job]") break;
DataTable.usable_job.append(Ret.slice(1, -1).tolower());
}
}
//图标
else if (Pack == "[icon]") {
DataTable.icon <- {};
local Ret = Data.Get();
DataTable.icon.path <- "sprite/" + Ret.tolower();
Ret = Data.Get();
DataTable.icon.index <- Ret.tointeger();
}
//消耗品类型
else if (Pack == "[stackable type]") {
DataTable.type <- {};
local Ret = Data.Get();
DataTable.type.path <- Ret.tolower().slice(1, -1);
Ret = Data.Get();
DataTable.type.index <- Ret.tointeger();
}
//交易类型
else if (Pack == "[attach type]") {
local Ret = Data.Get();
if (Ret == "[free]") DataTable.trade_type <- 0;
else if (Ret == "[trade]") DataTable.trade_type <- 1;
else if (Ret == "[sealing]") DataTable.trade_type <- 2;
else if (Ret == "[account]") DataTable.trade_type <- 3;
}
}
});
StackableList[Idx].Data = m_data;
return m_data;
}
//获取NPC信息
function GetNpc(Idx) {
//如果没有这个NPC则返回
if (!(NpcList.rawin(Idx))) return;
//如果NPC数据已经读取过存在了则直接返回
if (NpcList[Idx].Data) return NpcList[Idx].Data;
local Path = NpcList[Idx].Path;
local m_data = ScriptData.GetFileData("npc/" + Path, function(DataTable, Data) {
DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Pack = Data.Get();
//各种头像
if (Pack == "[small face]" || Pack == "[big face]" || Pack == "[popup face]") {
local RealKey = Pack.slice(1, Pack.find(" face")) + "_face";
DataTable[RealKey] <- {
img = "sprite/" + Data.Get().tolower(),
idx = Data.Get()
}
} else if (Pack == "[field animation]") {
DataTable.field_animation <- DataTable.DirPath + Data.Get().tolower();
} else if (Pack == "[field wav]") {
DataTable.field_wav <- Data.Get();
} else if (Pack == "[popup wav]") {
DataTable.popup_wav <- [Data.Get(), Data.Get()];
} else if (Pack == "[name]") {
DataTable.name <- Data.Get();
} else if (Pack == "[field name]") {
DataTable.field_name <- Data.Get();
}
//功能
else if (Pack == "[role]") {
DataTable.role <- {};
while (true) {
local Ret = Data.Get();
if (Ret == "[/role]") break;
DataTable.role.rawset(Ret.slice(1, -1).tolower(), Data.Get());
}
}
}
});
NpcList[Idx].Data = m_data;
return m_data;
}
//获取NPC商店信息
function GetNpcShop(Idx) {
//如果没有这个商店则返回
if (!(NpcShopList.rawin(Idx))) return;
//如果商店数据已经读取过存在了则直接返回
if (NpcShopList[Idx].Data) return NpcShopList[Idx].Data;
local Path = NpcShopList[Idx].Path;
local m_data = ScriptData.GetFileData("itemshop/" + Path, function(DataTable, Data) {
DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
DataTable.PageList <- [];
DataTable.PageNameList <- [];
while (!Data.Eof()) {
local Pack = Data.Get();
//商店信息
if (Pack == "[page]") {
local ItemList = [];
DataTable.PageNameList.push(Data.Get());
while (true) {
local Buffer = Data.Get();
if (Buffer == "[/page]") break;
local ItemInfo = {};
ItemInfo.Id <- Buffer;
ItemInfo.Cera <- Data.Get();
ItemInfo.CeraPoint <- Data.Get();
ItemInfo.Gold <- Data.Get();
ItemInfo.Material <- Data.Get();
ItemInfo.MaterialCount <- Data.Get();
ItemList.push(ItemInfo);
}
DataTable.PageList.push(ItemList);
} else if (Pack == "[name]") {
DataTable.name <- Data.Get();
}
}
});
NpcList[Idx].Data = m_data;
return m_data;
}
//获取技能信息
function GetSkill(Job, Idx) {
//如果没有这个技能则返回
if (!(SkillList.rawin(Job))) return;
if (!(SkillList[Job].rawin(Idx))) return;
//如果技能数据已经读取过存在了则直接返回
if (typeof SkillList[Job][Idx] == "table") return SkillList[Job][Idx];
local Path = SkillList[Job][Idx];
local m_data = ScriptData.GetFileData("skill/" + Path, function(DataTable, Data) {
DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
while (!Data.Eof()) {
local Pack = Data.Get();
if (Pack == "[command key explain]" || Pack == "[basic explain]" || Pack == "[explain]" || Pack == "[name]" || Pack == "[name2]" || Pack == "[required level]" || Pack == "[required level range]" || Pack == "[skill class]" || Pack == "[maximum level]" || Pack == "[skill fitness second growtype]") {
DataTable[Pack.slice(1, -1)] <- Data.Get();
}
//技能类型
else if (Pack == "[type]") {
local Type = Data.Get();
if (Type == "[active]") {
DataTable.type <- 0;
} else if (Type == "[passive]") {
DataTable.type <- 0;
}
}
//技能消耗道具
else if (Pack == "[consume item]") {
DataTable.consume_item <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/consume item]") break;
DataTable.consume_item.push(Ret);
DataTable.consume_item.push(Data.Get());
DataTable.consume_item.push(Data.Get());
}
}
//各职业是否可学习
else if (Pack == "[skill fitness growtype]") {
DataTable.skill_fitness_growtype <- {};
while (true) {
local Ret = Data.Get();
if (Ret == "[/skill fitness growtype]") break;
DataTable.skill_fitness_growtype.rawset(Ret, true);
}
}
//图标
else if (Pack == "[icon]") {
DataTable.icon <- {};
local Ret = Data.Get();
DataTable.icon.path <- "sprite/" + Ret.tolower();
Ret = Data.Get();
DataTable.icon.index <- Ret.tointeger();
}
//技能指令
else if (Pack == "[command]") {
DataTable.command <- [];
while (true) {
local Ret = Data.Get();
if (Ret == "[/command]") break;
DataTable.command.push(Ret);
}
}
//技能属性
else if (Pack == "[level property]") {
DataTable.level_property <- {};
DataTable.level_property.data <- [];
Data.Get();
Data.Get();
local ExplainBuffer = Data.Get();
ExplainBuffer = String.ReplaceString(ExplainBuffer, "<int>", "%d");
ExplainBuffer = String.ReplaceString(ExplainBuffer, "<float1>", "%.1f");
ExplainBuffer = String.ReplaceString(ExplainBuffer, "<float2>", "%.2f");
DataTable.level_property.explain <- ExplainBuffer;
while (true) {
local Ret = Data.Get();
if (Ret == "[/level property]") break;
DataTable.level_property.data.push(Ret);
}
}
//地下城数据
else if (Pack == "[dungeon]") {
DataTable.dungeon_data <- {};
DataTable.dungeon_data.consume_mp <- 0;
while (true) {
local Ret = Data.Get();
if (Ret == "[/dungeon]") break;
if (Ret == "[cool time]") {
DataTable.dungeon_data.cooltime <- [Data.Get(), Data.Get()];
} else if (Ret == "[consume MP]") {
DataTable.dungeon_data.consume_mp <- [Data.Get(), Data.Get()];
} else if (Ret == "[casting time]") {
DataTable.dungeon_data.casting_time <- [Data.Get(), Data.Get()];
} else if (Ret == "[static data]") {
DataTable.dungeon_data.static_data <- [];
while (true) {
local Ret2 = Data.Get();
if (Ret2 == "[/static data]") break;
DataTable.dungeon_data.static_data.push(Ret2);
}
} else if (Ret == "[level info]") {
local ListCount = Data.Get();
DataTable.dungeon_data.level_info <- [];
while (true) {
local Ret2 = Data.Get();
if (Ret2 == "[/level info]") break;
local ArrBuffer = [Ret2];
for (local i = 0; i< ListCount - 1; i++) {
ArrBuffer.push(Data.Get());
}
DataTable.dungeon_data.level_info.push(ArrBuffer);
}
}
}
}
}
})
SkillList[Job][Idx] = m_data;
return m_data;
}
//获取指定职业的技能树配置
function GetSkillTreeByJob(Job, GrowType) {
if (SkillTreeList.rawin(Job) && SkillTreeList[Job].rawin(GrowType)) {
return SkillTreeList[Job][GrowType];
}
error("没有找到指定职业的技能树配置");
}
}