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- #pragma once
- #include <boost/unordered_map.hpp>
- #include <vector>
- 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<int> mItemID;
- //效果类型
- std::vector<int> mEffectType;
- //随机属性
- std::vector<int> 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<int> 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<int> mResetReturnCount;
- //炮台强化等级
- std::vector<int> mBatteryLv;
- //对应炮倍技能ID
- std::vector<int> mMultipleUpper;
- //升级加成
- std::vector<int> mAddValue;
- };
- class Fish_TurretSetCFG
- {
- public:
- private:
- static std::auto_ptr<Fish_TurretSetCFG> msSingleton;
- public:
- int GetCount();
- const Fish_TurretSetCFGData* GetData(int ID);
- boost::unordered_map<int, Fish_TurretSetCFGData>& GetMapData();
- void Reload();
- void Load(const std::string& path);
- void Load();
- static Fish_TurretSetCFG* GetSingleton();
- private:
- boost::unordered_map<int, Fish_TurretSetCFGData> mMapData;
- };
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