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2025-10-06 04:18:49 +08:00
commit df2cacdb92
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#include "CharacterConfig.h"
#include "Asset/AssetManager.h"
#include "Tool/Tool_String.h"
namespace GlobalCharacterScript
{
JobConfig InitJobConfig(std::string JobInfoPath)
{
JobConfig Config;
ScriptData Data = AssetManager::GetInstance().GetScriptInfo(JobInfoPath);
while (!Data.IsEnd())
{
std::string Segment = Data.Get();
if (Segment == "[职业名称]")
Config.name = Data.Get();
else if (Segment == "[生命值上限]")
Config.maxHP = std::stof(Data.Get());
else if (Segment == "[魔法值上限]")
Config.maxMP = std::stof(Data.Get());
else if (Segment == "[生命值回复速率]")
Config.hpRecoverRate = std::stof(Data.Get());
else if (Segment == "[魔法值回复速率]")
Config.mpRecoverRate = std::stof(Data.Get());
else if (Segment == "[力量]")
Config.strength = std::stof(Data.Get());
else if (Segment == "[智力]")
Config.intelligence = std::stof(Data.Get());
else if (Segment == "[体力]")
Config.stamina = std::stof(Data.Get());
else if (Segment == "[精神]")
Config.spirit = std::stof(Data.Get());
else if (Segment == "[移动速度]")
Config.moveSpeed = std::stof(Data.Get());
else if (Segment == "[攻击速度]")
Config.attackSpeed = std::stof(Data.Get());
else if (Segment == "[释放速度]")
Config.castSpeed = std::stof(Data.Get());
else if (Segment == "[硬直]")
Config.stunResist = std::stof(Data.Get());
else if (Segment == "[跳跃力]")
Config.jumpPower = std::stof(Data.Get());
else if (Segment == "[跳跃速度]")
Config.jumpSpeed = std::stof(Data.Get());
else if (Segment == "[火属性抗性]")
Config.fireResist = std::stof(Data.Get());
else if (Segment == "[冰属性抗性]")
Config.iceResist = std::stof(Data.Get());
else if (Segment == "[光属性抗性]")
Config.lightResist = std::stof(Data.Get());
else if (Segment == "[暗属性抗性]")
Config.darkResist = std::stof(Data.Get());
else if (Segment == "[默认技能]")
{
while (true)
{
std::string Ret = Data.Get();
if (Ret == "[/默认技能]")
break;
Config.skillList.push_back(std::stoi(Ret));
}
}
else if (Segment == "[默认时装]")
{
while (true)
{
std::string Ret = Data.Get();
if (Ret == "[/默认时装]")
break;
std::string Index = Data.Get();
Config.defaultAvatarList[Ret] = std::stoi(Index);
}
}
}
return Config;
}
CharacterConfig InitCharacterConfig(std::string JobInfoPath)
{
CharacterConfig Config;
ScriptData Data = AssetManager::GetInstance().GetScriptInfo(std::string("character/") + JobInfoPath);
while (!Data.IsEnd())
{
std::string Segment = Data.Get();
if (Segment == "[职业标签]")
{
std::string JobTab = Data.Get();
Config.jobTag = JobTab.substr(1, JobTab.size() - 2);
}
else if (Segment == "[基础职业属性]")
{
Config.baseGrowtypePath = Data.Get();
Config.baseJobConfig = InitJobConfig(Tool_toLowerCase(Config.baseGrowtypePath));
}
else if (Segment == "[转职职业属性]")
{
while (true)
{
std::string Ret = Data.Get();
if (Ret == "[/转职职业属性]")
break;
Config.growtypePath.push_back(Ret);
Config.growtypeJobConfig.push_back(InitJobConfig(Tool_toLowerCase(Ret)));
}
}
else if (Segment == "[动作动画]")
{
while (true)
{
std::string Ret = Data.Get();
if (Ret == "[/动作动画]")
break;
std::string path = Data.Get();
Config.animationPath[Ret] = path;
}
}
}
return Config;
}
std::vector<CharacterConfig> InitCharacterLst()
{
std::vector<CharacterConfig> Config;
// 先读取角色职业lst
ScriptData Data = AssetManager::GetInstance().GetScriptInfo("character/character.lst");
while (!Data.IsEnd())
{
std::string Index = Data.Get();
std::string JobInfoPath = Data.Get();
// 读取职业 //TODO 现在只有鬼剑士更改了文件 其他职业读了会炸
if (std::stoi(Index) <= 0)
Config.push_back(InitCharacterConfig(Tool_toLowerCase(JobInfoPath)));
}
return Config;
}
}