Project_WL/Assets/Script/Util/MyEnumToInt.cs

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2024-12-15 01:39:39 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyEnumToInt : MonoBehaviour
{
[RuntimeInitializeOnLoadMethod]
static void OnRuntimeMethodLoad()
{
new GameObject("MyEnumToInt").AddComponent<MyEnumToInt>();
}
public static MyEnumToInt Ins;
Dictionary<UIMenu, int> Dic_LobbyMenu = new Dictionary<UIMenu, int>();
Dictionary<eGameMode, int> Dic_eGameMode = new Dictionary<eGameMode, int>();
Dictionary<eDifficult, int> Dic_eDifficult = new Dictionary<eDifficult, int>();
Dictionary<eAttackType, int> Dic_eAttackType = new Dictionary<eAttackType, int>();
Dictionary<eSound, int> Dic_eSound = new Dictionary<eSound, int>();
Dictionary<eBGM, int> Dic_eBGM = new Dictionary<eBGM, int>();
Dictionary<eCommon, int> Dic_eCommon = new Dictionary<eCommon, int>();
Dictionary<eStat, int> Dic_eStat = new Dictionary<eStat, int>();
Dictionary<eBuffs, int> Dic_eBuffs = new Dictionary<eBuffs, int>();
Dictionary<eBuff, int> Dic_eBuff = new Dictionary<eBuff, int>();
Dictionary<NGUIAnchorSide, int> Dic_NGUIAnchorSide = new Dictionary<NGUIAnchorSide, int>();
Dictionary<eAttendance, int> Dic_eAttendance = new Dictionary<eAttendance, int>();
Dictionary<ePurpose, int> Dic_ePurpose = new Dictionary<ePurpose, int>();
Dictionary<eTime, int> Dic_eTime = new Dictionary<eTime, int>();
void Awake()
{
Ins = this;
DontDestroyOnLoad(gameObject);
int a = 0;
for (UIMenu i = 0; i < UIMenu.Max; ++i, ++a)
Dic_LobbyMenu.Add(i, a);
a = 0;
for (eGameMode i = 0; i < eGameMode.Max; ++i, ++a)
Dic_eGameMode.Add(i, a);
a = 0;
for (eDifficult i = 0; i < eDifficult.Max; ++i, ++a)
Dic_eDifficult.Add(i, a);
a = 0;
for (eAttackType i = 0; i < eAttackType.Max; ++i, ++a)
Dic_eAttackType.Add(i, a);
a = 0;
for (eSound i = 0; i < eSound.Max; ++i, ++a)
Dic_eSound.Add(i, a);
a = 0;
for (eBGM i = 0; i < eBGM.Max; ++i, ++a)
Dic_eBGM.Add(i, a);
a = 0;
for (eCommon i = 0; i < eCommon.Max; ++i, ++a)
Dic_eCommon.Add(i, a);
a = 0;
for (eStat i = 0; i < eStat.None; ++i, ++a)
Dic_eStat.Add(i, a);
a = 0;
for (eBuffs i = 0; i < eBuffs.Max; ++i, ++a)
Dic_eBuffs.Add(i, a);
a = 0;
for (eBuff i = 0; i < eBuff.Max; ++i, ++a)
Dic_eBuff.Add(i, a);
a = 0;
for (NGUIAnchorSide i = 0; i <= NGUIAnchorSide.Center; ++i, ++a)
Dic_NGUIAnchorSide.Add(i, a);
a = 0;
for (eAttendance i = 0; i < eAttendance.Max; ++i, ++a)
Dic_eAttendance.Add(i, a);
a = 0;
for (ePurpose i = 0; i < ePurpose.Max; ++i, ++a)
Dic_ePurpose.Add(i, a);
a = 0;
for (eTime i = 0; i < eTime.Max; ++i, ++a)
Dic_eTime.Add(i, a);
}
public int Get_Int(UIMenu _enum) { return Dic_LobbyMenu[_enum]; }
public int Get_Int(eGameMode _enum) { return Dic_eGameMode[_enum]; }
public int Get_Int(eDifficult _enum) { return Dic_eDifficult[_enum]; }
public int Get_Int(eAttackType _enum) { return Dic_eAttackType[_enum]; }
public int Get_Int(eSound _enum) { return Dic_eSound[_enum]; }
public int Get_Int(eBGM _enum) { return Dic_eBGM[_enum]; }
public int Get_Int(eCommon _enum) { return Dic_eCommon[_enum]; }
public int Get_Int(eStat _enum) { return Dic_eStat[_enum]; }
public int Get_Int(eBuffs _enum) { return Dic_eBuffs[_enum]; }
public int Get_Int(eBuff _enum) { return Dic_eBuff[_enum]; }
public int Get_Int(NGUIAnchorSide _enum) { return Dic_NGUIAnchorSide[_enum]; }
public int Get_Int(eAttendance _enum) { return Dic_eAttendance[_enum]; }
public int Get_Int(ePurpose _enum) { return Dic_ePurpose[_enum]; }
public int Get_Int(eTime _enum) { return Dic_eTime[_enum]; }
}