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58
source_game/Global/Script/TownConfig.cpp
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58
source_game/Global/Script/TownConfig.cpp
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#include "TownConfig.h"
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#include "Asset/AssetManager.h"
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#include "Tool/Tool_String.h"
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namespace GlobalTownScript
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{
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std::map<int, std::string> InitTownLst()
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{
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std::map<int, std::string> TownList;
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ScriptData Data = AssetManager::GetInstance().GetScriptInfo("town/town.lst");
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while (!Data.IsEnd())
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{
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std::string Index = Data.Get();
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std::string MonsterPath = std::string("town/") + Tool_toLowerCase(Data.Get());
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TownList[std::stoi(Index)] = MonsterPath;
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}
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return TownList;
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}
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TownConfig *GetTownConfig(std::string TownPath)
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{
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TownConfig *Config = new TownConfig();
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ScriptData Data = AssetManager::GetInstance().GetScriptInfo(TownPath);
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while (!Data.IsEnd())
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{
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std::string Segment = Data.Get();
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if (Segment == "[entering title]")
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{
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Config->Entering_Title = "sprite/" + Tool_toLowerCase(Data.Get());
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}
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else if (Segment == "[cutscene image]")
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{
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Config->Entering_Cutscene = "sprite/" + Tool_toLowerCase(Data.Get());
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}
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else if (Segment == "[area]")
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{
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int Index = std::stoi(Data.Get());
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std::string MapPath = "map/" + Tool_toLowerCase(Data.Get());
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std::string TypeBuffer = Data.Get();
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std::string Type = TypeBuffer.substr(1, TypeBuffer.size() - 2);
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int GenerateXPos = -1;
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int GenerateYPos = -1;
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if (Type == "gate")
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{
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GenerateXPos = std::stoi(Data.Get());
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GenerateYPos = std::stoi(Data.Get());
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}
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Config->AreaLst[Index] = AreaConfig{MapPath, Type, GenerateXPos, GenerateYPos};
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}
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else if (Segment == "[name]")
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{
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Config->TownName = Data.Get();
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}
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}
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return Config;
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}
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}
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41
source_game/Global/Script/TownConfig.h
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41
source_game/Global/Script/TownConfig.h
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@@ -0,0 +1,41 @@
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#pragma once
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#include <string>
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#include <vector>
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#include <map>
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namespace GlobalTownScript
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{
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struct AreaConfig
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{
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/**地图路径 */
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std::string MapPath;
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/**地图类型 */
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std::string MapType;
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/**生成坐标X */
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int GenerateXPos = 0;
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/**生成坐标Y */
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int GenerateYPos = 0;
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};
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/**城镇配置 */
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struct TownConfig
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{
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/**城镇名称 */
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std::string TownName;
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/**进入城镇时的标题Img */
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std::string Entering_Title;
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/**进入城镇时的过场Img */
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std::string Entering_Cutscene;
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/**需要的任务进入条件 */
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int NeedQuestID = -1;
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/**需要的等级进入条件 */
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int NeedLevel = -1;
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/**区域 */
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std::map<int, AreaConfig> AreaLst;
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};
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// 读取城镇列表
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std::map<int, std::string> InitTownLst();
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// 读取城镇配置
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TownConfig *GetTownConfig(std::string TownPath);
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}
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