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- #pragma once
- #include <boost/unordered_map.hpp>
- #include <vector>
- struct Fish_TurretLevelCFGData
- {
- //ID
- int mID;
- //开放倍率
- int mOpenRate;
- //奖励金币
- int mAwardGold;
- //单次升级
- int mOneTickUp;
- //升炮buff
- int mShotsBuff;
- //升级ICON
- std::string mLevelUpIcon;
- //升级类型(0普通, 1道具)
- int mUpType;
- //升级成功率(10000)
- int mUpRate;
- //需要幸运
- int mNeedLucky;
- //升级需要的物品ID
- std::vector<int> mNeedItems;
- //需要物品数量
- std::vector<int> mNeedCount;
- //额外升级所需
- std::vector<int> mExtraUpgrade;
- //掉落衰减
- int mDropAttenuates;
- //每日任务组
- std::vector<int> mDailyQuestGroup;
- //升级材料掉落上限(激光符文,浪花符文,火山符文,太阳符文)
- int mDropLimit;
- //炮倍任务奖励物品
- std::vector<int> mTaskItems;
- //炮倍任务奖励数量
- std::vector<int> mQuantityOfArticles;
- //炮倍任务显示
- int mTaskDisplay;
- //炮倍解锁id
- std::vector<int> mUnlockDisplayID;
- //炮倍解锁类型
- std::vector<int> mUnlockDisplayMasks;
- };
- class Fish_TurretLevelCFG
- {
- public:
- private:
- static std::auto_ptr<Fish_TurretLevelCFG> msSingleton;
- public:
- int GetCount();
- const Fish_TurretLevelCFGData* GetData(int ID);
- boost::unordered_map<int, Fish_TurretLevelCFGData>& GetMapData();
- void Reload();
- void Load(const std::string& path);
- void Load();
- static Fish_TurretLevelCFG* GetSingleton();
- private:
- boost::unordered_map<int, Fish_TurretLevelCFGData> mMapData;
- };
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