Project_WL/Assets/Script/Table/table_chaptertext.cs

53 lines
1.8 KiB
C#

using CodeStage.AntiCheat.ObscuredTypes;
using MiniJSON;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChapterTextTableData : TableDataBase
{
public string NameWithNum, ChapterName, ShortName, Desc;
public ObscuredInt ChapterQuestClearRewardAmount;
}
public class table_chaptertext : MonoBehaviour
{
public static table_chaptertext Ins;
public TextAsset m_json;
private List<TableDataBase> list_Data = new List<TableDataBase>();
private void Awake()
{
Ins = this;
Dictionary<string, object> jsonData = Json.Deserialize(m_json.text) as Dictionary<string, object>;
// ["items"]은 items.txt 안의 items를 가리킨다. 툴 우측 하단 파일 종류란에서 설정 가능.
List<object> obj = jsonData[GetType().Name] as List<object>;
foreach (object objt in obj)
{
var temp = new ChapterTextTableData();
Dictionary<string, object> json = objt as Dictionary<string, object>;
temp.ID = int.Parse(json["Chapter"].ToString());
temp.NameWithNum = json["NameWithNum"].ToString();
temp.ChapterName = json["ChapterName"].ToString();
temp.ShortName = json["ShortName"].ToString();
temp.Desc = json["Desc"].ToString();
temp.ChapterQuestClearRewardAmount = int.Parse(json["ChapterQuestClearRewardAmount"].ToString());
list_Data.Add(temp);
}
}
public List<TableDataBase> Get_DataList(bool _memory = false)
{
if (_memory)
return list_Data.FindAll(f => f.ID > 100);
return list_Data.FindAll(f => f.ID > 0 && f.ID < 100);
}
public ChapterTextTableData Get_Data(int _chapter) { return list_Data.Find(f => f.ID == _chapter) as ChapterTextTableData; }
}