/// <summary> /// 根据配置表注册物体, 该类是自动生成的, 请不要手动编辑! /// </summary> public partial class ActivityObject { /// <summary> /// 存放所有在表中注册的物体的id /// </summary> public static class Ids { public const string Id_role0001 = "role0001"; public const string Id_weapon0001 = "weapon0001"; public const string Id_bullet0001 = "bullet0001"; public const string Id_bullet0002 = "bullet0002"; public const string Id_shell0001 = "shell0001"; public const string Id_other_door_e = "other_door_e"; public const string Id_other_door_w = "other_door_w"; public const string Id_other_door_s = "other_door_s"; public const string Id_other_door_n = "other_door_n"; } private static void _InitRegister() { _activityRegisterMap.Add("role0001", "res://prefab/role/Player.tscn"); _activityRegisterMap.Add("weapon0001", "res://prefab/weapon/Weapon0001.tscn"); _activityRegisterMap.Add("bullet0001", "res://prefab/weapon/bullet/Bullet0001.tscn"); _activityRegisterMap.Add("bullet0002", "res://prefab/weapon/bullet/Bullet0002.tscn"); _activityRegisterMap.Add("shell0001", "res://prefab/weapon/shell/Shell0001.tscn"); _activityRegisterMap.Add("other_door_e", "res://prefab/map/RoomDoor_E.tscn"); _activityRegisterMap.Add("other_door_w", "res://prefab/map/RoomDoor_W.tscn"); _activityRegisterMap.Add("other_door_s", "res://prefab/map/RoomDoor_S.tscn"); _activityRegisterMap.Add("other_door_n", "res://prefab/map/RoomDoor_N.tscn"); } }