#pragma once #include struct Fish_TurretSetCFGData { //ID int mID; //套装ID int mSetID; //炮台套装 std::string mName; //最低倍率 int mMinRate; //最大倍率 int mMaxRate; //品级 int mGrade; //Vip等级解锁 int mVipClear; //Vip等级获取 int mVipGet; //物品ID std::vector mItemID; //效果类型 std::vector mEffectType; //随机属性 std::vector mRandomEffect; //炮台 int mTurretID; //射速 int mVelocity; //普通鱼命中 int mLockingPower; //Boss鱼命中 int mRagePower; //子弹 int mSelfBulletID; //子弹 int mOtherBulletID; //大招子弹 int mPowerBulletID; //增加金额 int mAddRate; //最大能量 int mMaxPower; //大招效果 int mPowerBuff; //发炮间隔(毫秒) int mFireSpeed; //道具使用期间发炮间隔(毫秒) std::vector mFireItemSpeed; //获取路径 int mRoute; //最高等级 int mTopLevel; //升级所需道具ID int mLvUpItem; //升级所需道具数量 int mLvUpCount; //重置返还数量 std::vector mResetReturnCount; //炮台强化等级 std::vector mBatteryLv; //对应炮倍技能ID std::vector mMultipleUpper; //升级加成 std::vector mAddValue; }; class Fish_TurretSetCFG { public: private: static std::auto_ptr msSingleton; public: int GetCount(); const Fish_TurretSetCFGData* GetData(int ID); const std::map& GetMapData(); void Load(); void LoadLua(); void Reload(); static Fish_TurretSetCFG* GetSingleton(); static void Release(); private: std::map mMapData; };