diff --git a/DungeonShooting_ExcelTool/serialize/test/ExcelConfig.cs b/DungeonShooting_ExcelTool/serialize/test/ExcelConfig.cs
deleted file mode 100644
index bdd2459..0000000
--- a/DungeonShooting_ExcelTool/serialize/test/ExcelConfig.cs
+++ /dev/null
@@ -1,140 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Text.Json;
-//using Godot;
-
-namespace Config;
-
-public static partial class ExcelConfig
-{
- ///
- /// ActivityObject.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
- ///
- public static List ActivityObject_List { get; private set; }
- ///
- /// ActivityObject.xlsx表数据集合, 里 Map 形式存储, key 为 Id
- ///
- public static Dictionary ActivityObject_Map { get; private set; }
-
- ///
- /// Test.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
- ///
- public static List Test_List { get; private set; }
- ///
- /// Test.xlsx表数据集合, 里 Map 形式存储, key 为 Id
- ///
- public static Dictionary Test_Map { get; private set; }
-
- ///
- /// Weapon.xlsx表数据集合, 以 List 形式存储, 数据顺序与 Excel 表相同
- ///
- public static List Weapon_List { get; private set; }
- ///
- /// Weapon.xlsx表数据集合, 里 Map 形式存储, key 为 Id
- ///
- public static Dictionary Weapon_Map { get; private set; }
-
-
- private static bool _init = false;
- ///
- /// 初始化所有配置表数据
- ///
- public static void Init()
- {
- if (_init) return;
- _init = true;
-
- _InitActivityObjectConfig();
- _InitTestConfig();
- _InitWeaponConfig();
-
- _InitTestRef();
- }
- private static void _InitActivityObjectConfig()
- {
- try
- {
- var text = _ReadConfigAsText("res://resource/config/ActivityObject.json");
- ActivityObject_List = JsonSerializer.Deserialize>(text);
- ActivityObject_Map = new Dictionary();
- foreach (var item in ActivityObject_List)
- {
- ActivityObject_Map.Add(item.Id, item);
- }
- }
- catch (Exception e)
- {
- //GD.PrintErr(e.ToString());
- throw new Exception("初始化表'ActivityObject'失败!");
- }
- }
- private static void _InitTestConfig()
- {
- try
- {
- var text = _ReadConfigAsText("res://resource/config/Test.json");
- Test_List = JsonSerializer.Deserialize>(text);
- Test_Map = new Dictionary();
- foreach (var item in Test_List)
- {
- Test_Map.Add(item.Id, item);
- }
- }
- catch (Exception e)
- {
- //GD.PrintErr(e.ToString());
- throw new Exception("初始化表'Test'失败!");
- }
- }
- private static void _InitWeaponConfig()
- {
- try
- {
- var text = _ReadConfigAsText("res://resource/config/Weapon.json");
- Weapon_List = JsonSerializer.Deserialize>(text);
- Weapon_Map = new Dictionary();
- foreach (var item in Weapon_List)
- {
- Weapon_Map.Add(item.Id, item);
- }
- }
- catch (Exception e)
- {
- //GD.PrintErr(e.ToString());
- throw new Exception("初始化表'Weapon'失败!");
- }
- }
-
- private static void _InitTestRef()
- {
- foreach (var item in Test_List)
- {
- try
- {
- item.Weapon = Weapon_Map[item._Weapon];
- item.ActivityObject = ActivityObject_Map[item._ActivityObject];
-
- item.Weapons = new Weapon[item._Weapons.Length];
- for (var i = 0; i < item._Weapons.Length; i++)
- {
- item.Weapons[i] = Weapon_Map[item._Weapons[i]];
- }
-
- item.WeaponMap = new Dictionary();
- foreach (var pair in item._WeaponMap)
- {
- item.WeaponMap.Add(pair.Key, Weapon_Map[pair.Value]);
- }
- }
- catch (Exception e)
- {
- //GD.PrintErr(e.ToString());
- throw new Exception("初始化'Test'引用其他表数据失败, 当前行id: " + item.Id);
- }
- }
- }
- private static string _ReadConfigAsText(string path)
- {
- return "";
- }
-}
\ No newline at end of file
diff --git a/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_ActivityObject.cs b/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_ActivityObject.cs
deleted file mode 100644
index 12e9730..0000000
--- a/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_ActivityObject.cs
+++ /dev/null
@@ -1,55 +0,0 @@
-using System.Text.Json.Serialization;
-using System.Collections.Generic;
-
-namespace Config;
-
-public static partial class ExcelConfig
-{
- public class ActivityObject
- {
- ///
- /// 物体唯一id
- /// 需要添加类型前缀
- ///
- [JsonInclude]
- public string Id;
-
- ///
- /// Test(测试对象): 2
- /// Role(角色): 3
- /// Enemy(敌人): 4
- /// Weapon(武器): 5
- /// Bullet(子弹): 6
- /// Shell(弹壳): 7
- /// Effect(特效): 8
- /// Other(其它类型): 9
- ///
- [JsonInclude]
- public int Type;
-
- ///
- /// 物体预制场景路径, 场景根节点必须是ActivityObject子类
- ///
- [JsonInclude]
- public string Prefab;
-
- ///
- /// 物体备注
- ///
- [JsonInclude]
- public string Remark;
-
- ///
- /// 返回浅拷贝出的新对象
- ///
- public ActivityObject Clone()
- {
- var inst = new ActivityObject();
- inst.Id = Id;
- inst.Type = Type;
- inst.Prefab = Prefab;
- inst.Remark = Remark;
- return inst;
- }
- }
-}
\ No newline at end of file
diff --git a/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_Test.cs b/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_Test.cs
deleted file mode 100644
index 52ccb6f..0000000
--- a/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_Test.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using System.Text.Json.Serialization;
-using System.Collections.Generic;
-
-namespace Config;
-
-public static partial class ExcelConfig
-{
- public class Test
- {
- ///
- /// 唯一id
- ///
- [JsonInclude]
- public string Id;
-
- ///
- /// 引用的武器数据
- ///
- public Weapon Weapon;
- [JsonInclude]
- public string _Weapon;
-
- ///
- /// 引用的武器数据(数组)
- ///
- public Weapon[] Weapons;
- [JsonInclude]
- public string[] _Weapons;
-
- ///
- /// 引用的武器数据(字典)
- ///
- public Dictionary WeaponMap;
- [JsonInclude]
- public Dictionary _WeaponMap;
-
- ///
- /// 引用ActivityObject
- ///
- public ActivityObject ActivityObject;
- [JsonInclude]
- public string _ActivityObject;
-
- ///
- /// 返回浅拷贝出的新对象
- ///
- public Test Clone()
- {
- var inst = new Test();
- inst.Id = Id;
- inst.Weapon = Weapon;
- inst.Weapons = Weapons;
- inst.WeaponMap = WeaponMap;
- inst.ActivityObject = ActivityObject;
- return inst;
- }
- }
-}
\ No newline at end of file
diff --git a/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_Weapon.cs b/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_Weapon.cs
deleted file mode 100644
index a2953d8..0000000
--- a/DungeonShooting_ExcelTool/serialize/test/ExcelConfig_Weapon.cs
+++ /dev/null
@@ -1,377 +0,0 @@
-using System.Text.Json.Serialization;
-using System.Collections.Generic;
-
-namespace Config;
-
-public static partial class ExcelConfig
-{
- public class Weapon
- {
- ///
- /// 武器属性id
- ///
- [JsonInclude]
- public string Id;
-
- ///
- /// 属性绑定武器的Id,如果是Ai使用的数据, 则填空字符串串
- ///
- [JsonInclude]
- public string WeaponId;
-
- ///
- /// 武器显示的名称
- ///
- [JsonInclude]
- public string Name;
-
- ///
- /// 武器的图标
- ///
- [JsonInclude]
- public string Icon;
-
- ///
- /// 重量
- ///
- [JsonInclude]
- public float Weight;
-
- ///
- /// 武器类型:
- /// 1.副武器
- /// 2.主武器
- /// 3.重型武器
- ///
- [JsonInclude]
- public byte WeightType;
-
- ///
- /// 是否连续发射, 如果为false, 则每次发射都需要扣动扳机
- ///
- [JsonInclude]
- public bool ContinuousShoot;
-
- ///
- /// 弹夹容量
- ///
- [JsonInclude]
- public int AmmoCapacity;
-
- ///
- /// 弹药容量上限
- ///
- [JsonInclude]
- public int MaxAmmoCapacity;
-
- ///
- /// 默认起始备用弹药数量
- ///
- [JsonInclude]
- public int StandbyAmmoCapacity;
-
- ///
- /// 装弹时间 (单位: 秒)
- ///
- [JsonInclude]
- public float ReloadTime;
-
- ///
- /// 每粒子弹是否是单独装填, 如果是, 那么每上一发子弹的时间就是 ReloadTime, 可以做霰弹武器装填效果
- ///
- [JsonInclude]
- public bool AloneReload;
-
- ///
- /// 单独装填时每次装填子弹数量, 必须要将 'AloneReload' 属性设置为 true
- ///
- [JsonInclude]
- public int AloneReloadCount;
-
- ///
- /// 单独装填的子弹时可以立即射击, 必须要将 'AloneReload' 属性设置为 true
- ///
- [JsonInclude]
- public bool AloneReloadCanShoot;
-
- ///
- /// 是否为松发开火, 也就是松开扳机才开火, 若要启用该属性, 必须将 'ContinuousShoot' 设置为 false
- ///
- [JsonInclude]
- public bool LooseShoot;
-
- ///
- /// 最少需要蓄力多久才能开火, 必须将 'LooseShoot' 设置为 true
- ///
- [JsonInclude]
- public float MinChargeTime;
-
- ///
- /// 连续发射最小次数, 仅当 ContinuousShoot 为 false 时生效
- ///
- [JsonInclude]
- public int MinContinuousCount;
-
- ///
- /// 连续发射最大次数, 仅当 ContinuousShoot 为 false 时生效
- ///
- [JsonInclude]
- public int MaxContinuousCount;
-
- ///
- /// 按下一次扳机后需要多长时间才能再次感应按下
- ///
- [JsonInclude]
- public float TriggerInterval;
-
- ///
- /// 初始射速, 初始每分钟能开火次数
- ///
- [JsonInclude]
- public float StartFiringSpeed;
-
- ///
- /// 最终射速, 最终每分钟能开火次数, 仅当 ContinuousShoot 为 true 时生效
- ///
- [JsonInclude]
- public float FinalFiringSpeed;
-
- ///
- /// 按下扳机并开火后射速增加速率
- ///
- [JsonInclude]
- public float FiringSpeedAddSpeed;
-
- ///
- /// 松开扳机后射速消散速率
- ///
- [JsonInclude]
- public float FiringSpeedBackSpeed;
-
- ///
- /// 单次开火发射子弹最小数量
- ///
- [JsonInclude]
- public int MinFireBulletCount;
-
- ///
- /// 单次开火发射子弹最大数量
- ///
- [JsonInclude]
- public int MaxFireBulletCount;
-
- ///
- /// 开火前延时
- ///
- [JsonInclude]
- public float DelayedTime;
-
- ///
- /// 初始散射半径
- ///
- [JsonInclude]
- public float StartScatteringRange;
-
- ///
- /// 最终散射半径
- ///
- [JsonInclude]
- public float FinalScatteringRange;
-
- ///
- /// 每次发射后散射增加值
- ///
- [JsonInclude]
- public float ScatteringRangeAddValue;
-
- ///
- /// 松开扳机后散射销退速率
- ///
- [JsonInclude]
- public float ScatteringRangeBackSpeed;
-
- ///
- /// 松开扳机多久后开始销退散射值 (单位: 秒)
- ///
- [JsonInclude]
- public float ScatteringRangeBackTime;
-
- ///
- /// 子弹飞行最小距离
- ///
- [JsonInclude]
- public float MinDistance;
-
- ///
- /// 子弹飞行最大距离
- ///
- [JsonInclude]
- public float MaxDistance;
-
- ///
- /// 最小后坐力 (仅用于开火后武器身抖动)
- ///
- [JsonInclude]
- public float MinBacklash;
-
- ///
- /// 最大后坐力 (仅用于开火后武器身抖动)
- ///
- [JsonInclude]
- public float MaxBacklash;
-
- ///
- /// 后坐力偏移回归回归速度
- ///
- [JsonInclude]
- public float BacklashRegressionSpeed;
-
- ///
- /// 开火后武器口上抬角度
- ///
- [JsonInclude]
- public float UpliftAngle;
-
- ///
- /// 武器默认上抬角度
- ///
- [JsonInclude]
- public float DefaultAngle;
-
- ///
- /// 开火后武器口角度恢复速度倍数
- ///
- [JsonInclude]
- public float UpliftAngleRestore;
-
- ///
- /// 默认射出的子弹id
- ///
- [JsonInclude]
- public string BulletId;
-
- ///
- /// 投抛状态下物体碰撞器大小
- ///
- [JsonInclude]
- public SerializeVector2 ThrowCollisionSize;
-
- ///
- /// 射击音效
- ///
- [JsonInclude]
- public string ShootSound;
-
- ///
- /// 换弹音效
- ///
- [JsonInclude]
- public string ReloadSound;
-
- ///
- /// 换弹音效延时时间
- ///
- [JsonInclude]
- public float ReloadSoundDelayTime;
-
- ///
- /// 上膛音效
- ///
- [JsonInclude]
- public string EquipSound;
-
- ///
- /// 上膛音效延时时间
- ///
- [JsonInclude]
- public float EquipSoundDelayTime;
-
- ///
- /// Ai属性
- /// Ai 使用该武器时的武器数据, 设置该字段, 可让同一把武器在敌人和玩家手上有不同属性
- /// 如果不填则Ai和玩家使用同一种属性
- ///
- [JsonInclude]
- public string AiUseAttributeId;
-
- ///
- /// Ai属性
- /// 目标锁定时间, 也就是瞄准目标多久才会开火, (单位: 秒)
- ///
- [JsonInclude]
- public float AiTargetLockingTime;
-
- ///
- /// Ai属性
- /// Ai使用该武器发射的子弹速度缩放比
- ///
- [JsonInclude]
- public float AiBulletSpeedScale;
-
- ///
- /// Ai属性
- /// Ai使用该武器消耗弹药的概率, (0 - 1)
- ///
- [JsonInclude]
- public float AiAmmoConsumptionProbability;
-
- ///
- /// 返回浅拷贝出的新对象
- ///
- public Weapon Clone()
- {
- var inst = new Weapon();
- inst.Id = Id;
- inst.WeaponId = WeaponId;
- inst.Name = Name;
- inst.Icon = Icon;
- inst.Weight = Weight;
- inst.WeightType = WeightType;
- inst.ContinuousShoot = ContinuousShoot;
- inst.AmmoCapacity = AmmoCapacity;
- inst.MaxAmmoCapacity = MaxAmmoCapacity;
- inst.StandbyAmmoCapacity = StandbyAmmoCapacity;
- inst.ReloadTime = ReloadTime;
- inst.AloneReload = AloneReload;
- inst.AloneReloadCount = AloneReloadCount;
- inst.AloneReloadCanShoot = AloneReloadCanShoot;
- inst.LooseShoot = LooseShoot;
- inst.MinChargeTime = MinChargeTime;
- inst.MinContinuousCount = MinContinuousCount;
- inst.MaxContinuousCount = MaxContinuousCount;
- inst.TriggerInterval = TriggerInterval;
- inst.StartFiringSpeed = StartFiringSpeed;
- inst.FinalFiringSpeed = FinalFiringSpeed;
- inst.FiringSpeedAddSpeed = FiringSpeedAddSpeed;
- inst.FiringSpeedBackSpeed = FiringSpeedBackSpeed;
- inst.MinFireBulletCount = MinFireBulletCount;
- inst.MaxFireBulletCount = MaxFireBulletCount;
- inst.DelayedTime = DelayedTime;
- inst.StartScatteringRange = StartScatteringRange;
- inst.FinalScatteringRange = FinalScatteringRange;
- inst.ScatteringRangeAddValue = ScatteringRangeAddValue;
- inst.ScatteringRangeBackSpeed = ScatteringRangeBackSpeed;
- inst.ScatteringRangeBackTime = ScatteringRangeBackTime;
- inst.MinDistance = MinDistance;
- inst.MaxDistance = MaxDistance;
- inst.MinBacklash = MinBacklash;
- inst.MaxBacklash = MaxBacklash;
- inst.BacklashRegressionSpeed = BacklashRegressionSpeed;
- inst.UpliftAngle = UpliftAngle;
- inst.DefaultAngle = DefaultAngle;
- inst.UpliftAngleRestore = UpliftAngleRestore;
- inst.BulletId = BulletId;
- inst.ThrowCollisionSize = ThrowCollisionSize;
- inst.ShootSound = ShootSound;
- inst.ReloadSound = ReloadSound;
- inst.ReloadSoundDelayTime = ReloadSoundDelayTime;
- inst.EquipSound = EquipSound;
- inst.EquipSoundDelayTime = EquipSoundDelayTime;
- inst.AiUseAttributeId = AiUseAttributeId;
- inst.AiTargetLockingTime = AiTargetLockingTime;
- inst.AiBulletSpeedScale = AiBulletSpeedScale;
- inst.AiAmmoConsumptionProbability = AiAmmoConsumptionProbability;
- return inst;
- }
- }
-}
\ No newline at end of file