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- #pragma once
- #include <map>
- struct Fish_FishCFGData
- {
- //key
- int mID;
- //鱼名字
- std::string mFishName;
- //模型ID
- int mModelID;
- //分数
- int mScore;
- //玩法鱼分值
- int mFishPoints;
- //魔石
- std::vector<int> mDimensity;
- //鱼类型
- int mType;
- //掉落钻石
- int mDropGem;
- //显示半径
- int mShowRadius;
- //层
- int mLayer;
- //渔网能击中
- bool mCanNetHit;
- //死亡效果
- std::vector<int> mServerDieParam;
- //死亡效果参数
- std::vector<float> mDieEffectParam;
- //死亡特效
- int mDieEffect;
- //屏幕震动
- bool mShockScreen;
- //掉落金币(ID,数量)
- int mDropGold;
- //效果类型
- int mEffectType;
- //金币转盘
- int mGoldPlate;
- //全屏转盘
- int mScreenPlate;
- //死亡声音
- std::vector<int> mDieSoundID;
- //显示图鉴
- bool mShowBook;
- //图鉴图标
- std::string mBookIcon;
- //图鉴比例
- float mBookScale;
- //图片名字
- std::string mBookName;
- //图鉴信息
- std::string mBookInfo;
- //是否boss
- bool mIsBOSS;
- //是否可被冰冻
- bool mIsFrozen;
- //是否话费鱼
- bool mIsLottery;
- //显示星星
- bool mShowStar;
- //半径
- float mRadius;
- //显示道具
- int mDisplayItem;
- //道具泡泡偏移
- std::vector<int> mItemBubble;
- //聊天泡泡
- std::vector<int> mChatBubble;
- //泡泡偏移
- std::vector<int> mChatOffset;
- //道具泡泡缩放
- float mItemBubbleScale;
- //能否被炸弹击中
- bool mCanBomb;
- //显示序号
- int mShowIndex;
- //显示类型1-普通鱼 2-黄金 3-特殊 4-boss 5-玩法鱼
- int mShowType;
- //显示分数
- std::string mShowScore;
- //红鱼,全屏炸弹随机范围
- int mBombRange;
- //能否被被弹头击中
- std::string mCanHitByBulletHead;
- //鱼分数类型:1正常分数,取Score字段;2浮动倍率,取BombRange,Score字段;3变倍鱼取TimesRange字段;4钻头虾变倍
- int mScoreType;
- //变倍鱼倍数以及概率
- std::vector<int> mTimesRange;
- //点杀点送分值
- int mKillAndSendScore;
- };
- class Fish_FishCFG
- {
- public:
- private:
- static std::auto_ptr<Fish_FishCFG> msSingleton;
- public:
- int GetCount();
- const Fish_FishCFGData* GetData(int ID);
- const std::map<int, Fish_FishCFGData>& GetMapData();
- void Load();
- void LoadLua();
- void Reload();
- static Fish_FishCFG* GetSingleton();
- static void Release();
- private:
- std::map<int, Fish_FishCFGData> mMapData;
- };
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