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DungeonShooting / DungeonShooting_Godot / src / framework / activity / ActivityObject_Init.cs
@小李xl 小李xl on 28 Jun 2023 7 KB 调整资源目录结构
  1. using Config;
  2.  
  3. /// <summary>
  4. /// 根据配置表注册物体, 该类是自动生成的, 请不要手动编辑!
  5. /// </summary>
  6. public partial class ActivityObject
  7. {
  8. /// <summary>
  9. /// 存放所有在表中注册的物体的id
  10. /// </summary>
  11. public static class Ids
  12. {
  13. /// <summary>
  14. /// 名称: <br/>
  15. /// 备注: 玩家
  16. /// </summary>
  17. public const string Id_role0001 = "role0001";
  18. /// <summary>
  19. /// 名称: <br/>
  20. /// 备注: 敌人
  21. /// </summary>
  22. public const string Id_enemy0001 = "enemy0001";
  23. /// <summary>
  24. /// 名称: 步枪 <br/>
  25. /// 备注:
  26. /// </summary>
  27. public const string Id_weapon0001 = "weapon0001";
  28. /// <summary>
  29. /// 名称: 霰弹枪 <br/>
  30. /// 备注:
  31. /// </summary>
  32. public const string Id_weapon0002 = "weapon0002";
  33. /// <summary>
  34. /// 名称: 手枪 <br/>
  35. /// 备注:
  36. /// </summary>
  37. public const string Id_weapon0003 = "weapon0003";
  38. /// <summary>
  39. /// 名称: 刀 <br/>
  40. /// 备注:
  41. /// </summary>
  42. public const string Id_weapon0004 = "weapon0004";
  43. /// <summary>
  44. /// 名称: 狙击枪 <br/>
  45. /// 备注:
  46. /// </summary>
  47. public const string Id_weapon0005 = "weapon0005";
  48. /// <summary>
  49. /// 名称: 冲锋枪 <br/>
  50. /// 备注:
  51. /// </summary>
  52. public const string Id_weapon0006 = "weapon0006";
  53. /// <summary>
  54. /// 名称: <br/>
  55. /// 备注:
  56. /// </summary>
  57. public const string Id_bullet0001 = "bullet0001";
  58. /// <summary>
  59. /// 名称: <br/>
  60. /// 备注:
  61. /// </summary>
  62. public const string Id_bullet0002 = "bullet0002";
  63. /// <summary>
  64. /// 名称: <br/>
  65. /// 备注:
  66. /// </summary>
  67. public const string Id_shell0001 = "shell0001";
  68. /// <summary>
  69. /// 名称: <br/>
  70. /// 备注:
  71. /// </summary>
  72. public const string Id_shell0002 = "shell0002";
  73. /// <summary>
  74. /// 名称: <br/>
  75. /// 备注:
  76. /// </summary>
  77. public const string Id_shell0003 = "shell0003";
  78. /// <summary>
  79. /// 名称: <br/>
  80. /// 备注: 敌人死亡碎片
  81. /// </summary>
  82. public const string Id_effect0001 = "effect0001";
  83. /// <summary>
  84. /// 名称: 鞋子 <br/>
  85. /// 备注: 增加移速的buff
  86. /// </summary>
  87. public const string Id_prop0001 = "prop0001";
  88. /// <summary>
  89. /// 名称: 心之容器 <br/>
  90. /// 备注: 增加血量上限
  91. /// </summary>
  92. public const string Id_prop0002 = "prop0002";
  93. /// <summary>
  94. /// 名称: 护盾 <br/>
  95. /// 备注: 增加护盾上限
  96. /// </summary>
  97. public const string Id_prop0003 = "prop0003";
  98. /// <summary>
  99. /// 名称: 护盾快速恢复 <br/>
  100. /// 备注: 提高护盾恢复速度
  101. /// </summary>
  102. public const string Id_prop0004 = "prop0004";
  103. /// <summary>
  104. /// 名称: <br/>
  105. /// 备注: 地牢房间的门(东侧)
  106. /// </summary>
  107. public const string Id_other_door_e = "other_door_e";
  108. /// <summary>
  109. /// 名称: <br/>
  110. /// 备注: 地牢房间的门(西侧)
  111. /// </summary>
  112. public const string Id_other_door_w = "other_door_w";
  113. /// <summary>
  114. /// 名称: <br/>
  115. /// 备注: 地牢房间的门(南侧)
  116. /// </summary>
  117. public const string Id_other_door_s = "other_door_s";
  118. /// <summary>
  119. /// 名称: <br/>
  120. /// 备注: 地牢房间的门(北侧)
  121. /// </summary>
  122. public const string Id_other_door_n = "other_door_n";
  123. }
  124. private static void _InitRegister()
  125. {
  126. _activityRegisterMap.Add("role0001", new RegisterActivityData("res://prefab/role/Role0001.tscn", ExcelConfig.ActivityObject_Map["role0001"]));
  127. _activityRegisterMap.Add("enemy0001", new RegisterActivityData("res://prefab/role/Enemy0001.tscn", ExcelConfig.ActivityObject_Map["enemy0001"]));
  128. _activityRegisterMap.Add("weapon0001", new RegisterActivityData("res://prefab/weapon/Weapon0001.tscn", ExcelConfig.ActivityObject_Map["weapon0001"]));
  129. _activityRegisterMap.Add("weapon0002", new RegisterActivityData("res://prefab/weapon/Weapon0002.tscn", ExcelConfig.ActivityObject_Map["weapon0002"]));
  130. _activityRegisterMap.Add("weapon0003", new RegisterActivityData("res://prefab/weapon/Weapon0003.tscn", ExcelConfig.ActivityObject_Map["weapon0003"]));
  131. _activityRegisterMap.Add("weapon0004", new RegisterActivityData("res://prefab/weapon/Weapon0004.tscn", ExcelConfig.ActivityObject_Map["weapon0004"]));
  132. _activityRegisterMap.Add("weapon0005", new RegisterActivityData("res://prefab/weapon/Weapon0005.tscn", ExcelConfig.ActivityObject_Map["weapon0005"]));
  133. _activityRegisterMap.Add("weapon0006", new RegisterActivityData("res://prefab/weapon/Weapon0006.tscn", ExcelConfig.ActivityObject_Map["weapon0006"]));
  134. _activityRegisterMap.Add("bullet0001", new RegisterActivityData("res://prefab/bullet/Bullet0001.tscn", ExcelConfig.ActivityObject_Map["bullet0001"]));
  135. _activityRegisterMap.Add("bullet0002", new RegisterActivityData("res://prefab/bullet/Bullet0002.tscn", ExcelConfig.ActivityObject_Map["bullet0002"]));
  136. _activityRegisterMap.Add("shell0001", new RegisterActivityData("res://prefab/shell/Shell0001.tscn", ExcelConfig.ActivityObject_Map["shell0001"]));
  137. _activityRegisterMap.Add("shell0002", new RegisterActivityData("res://prefab/shell/Shell0002.tscn", ExcelConfig.ActivityObject_Map["shell0002"]));
  138. _activityRegisterMap.Add("shell0003", new RegisterActivityData("res://prefab/shell/Shell0003.tscn", ExcelConfig.ActivityObject_Map["shell0003"]));
  139. _activityRegisterMap.Add("effect0001", new RegisterActivityData("res://prefab/effect/activityObject/Effect0001.tscn", ExcelConfig.ActivityObject_Map["effect0001"]));
  140. _activityRegisterMap.Add("prop0001", new RegisterActivityData("res://prefab/prop/buff/Buff0001.tscn", ExcelConfig.ActivityObject_Map["prop0001"]));
  141. _activityRegisterMap.Add("prop0002", new RegisterActivityData("res://prefab/prop/buff/Buff0002.tscn", ExcelConfig.ActivityObject_Map["prop0002"]));
  142. _activityRegisterMap.Add("prop0003", new RegisterActivityData("res://prefab/prop/buff/Buff0003.tscn", ExcelConfig.ActivityObject_Map["prop0003"]));
  143. _activityRegisterMap.Add("prop0004", new RegisterActivityData("res://prefab/prop/buff/Buff0004.tscn", ExcelConfig.ActivityObject_Map["prop0004"]));
  144. _activityRegisterMap.Add("other_door_e", new RegisterActivityData("res://prefab/map/RoomDoor_E.tscn", ExcelConfig.ActivityObject_Map["other_door_e"]));
  145. _activityRegisterMap.Add("other_door_w", new RegisterActivityData("res://prefab/map/RoomDoor_W.tscn", ExcelConfig.ActivityObject_Map["other_door_w"]));
  146. _activityRegisterMap.Add("other_door_s", new RegisterActivityData("res://prefab/map/RoomDoor_S.tscn", ExcelConfig.ActivityObject_Map["other_door_s"]));
  147. _activityRegisterMap.Add("other_door_n", new RegisterActivityData("res://prefab/map/RoomDoor_N.tscn", ExcelConfig.ActivityObject_Map["other_door_n"]));
  148. }
  149. }