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DungeonShooting / DungeonShooting_Godot / src / framework / activity / ActivityObject_Init.cs
@lijincheng lijincheng on 6 Jun 2023 1 KB 生成汇总id代码
/// <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");
    }
}