فهرست منبع

数据组结构

zhaoyang 3 سال پیش
والد
کامیت
1909b87ee7
30فایلهای تغییر یافته به همراه52 افزوده شده و 52 حذف شده
  1. 1 1
      GameClient/Assets/Editor/Excel/CodeBuilder.cs
  2. 2 2
      GameClient/Assets/Editor/Excel/ExcelChecker.cs
  3. 1 1
      GameClient/Assets/Editor/Excel/Scanner/FieldScanner.cs
  4. 2 2
      GameClient/Assets/Editor/Excel/Scanner/ItemApproachScanner.cs
  5. 2 2
      GameClient/Assets/Game/HotUpdate/Data/Cache/DropOutDataCache.cs
  6. 1 1
      GameClient/Assets/Game/HotUpdate/Data/DailyTaskDataManager.cs
  7. 3 3
      GameClient/Assets/Game/HotUpdate/Data/ScoreSystemData.cs
  8. 1 1
      GameClient/Assets/Game/HotUpdate/Data/StudioDataManager.cs
  9. 5 5
      GameClient/Assets/Game/HotUpdate/Data/SuitFosterDatamanager.cs
  10. 3 3
      GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs
  11. 2 2
      GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs
  12. 2 2
      GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingFosterView.cs
  13. 1 1
      GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingRewardView.cs
  14. 3 3
      GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingView.cs
  15. 1 1
      GameClient/Assets/Game/HotUpdate/Views/ClothingSynthetic/SuitSyntheticView.cs
  16. 2 2
      GameClient/Assets/Game/HotUpdate/Views/CommonGame/ApproachOfItemView.cs
  17. 2 2
      GameClient/Assets/Game/HotUpdate/Views/DailyLogin/DailyLoginView.cs
  18. 1 1
      GameClient/Assets/Game/HotUpdate/Views/Field/FieldFightInfoView.cs
  19. 1 1
      GameClient/Assets/Game/HotUpdate/Views/Field/FieldView.cs
  20. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/InstanceZonesController.cs
  21. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryCardChoose.cs
  22. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterListView.cs
  23. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterView.cs
  24. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryController.cs
  25. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryDialogView.cs
  26. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryLookBackView.cs
  27. 2 2
      GameClient/Assets/Game/HotUpdate/Views/Studio/StudioFabricView.cs
  28. 2 2
      GameClient/Assets/Game/HotUpdate/Views/Studio/StudioMetalView.cs
  29. 5 5
      GameClient/Assets/Game/HotUpdate/Views/Studio/StudioPropertyView.cs
  30. BIN
      GameClient/Assets/ResIn/Config/excelConfig.sqlite.bytes

+ 1 - 1
GameClient/Assets/Editor/Excel/CodeBuilder.cs

@@ -166,7 +166,7 @@ namespace GFGEditor
                 int index0 = 0;
                 foreach (string key in groupNames.Keys)
                 {
-                    string functionName = groupNames.Count == 1 ? "GetCfgs" : string.Format("GetCfgsBy{0}", string.Join("And", groupNames[key]));
+                    string functionName = string.Format("GetCfgsBy{0}", string.Join("And", groupNames[key]));
                     string cfgsGroupDicName = string.Format("_cfgsGroupDic{0}", index0);
                     groupFunction = groupFunction + HandleGroupFunction("groupKey_" + key, groupNames[key], groupTypes[key], functionName, cfgsGroupDicName, configArrayStr);
                     strDiapose = string.Format("{0}\t\t\t{1}.Clear();", strDiapose, cfgsGroupDicName);

+ 2 - 2
GameClient/Assets/Editor/Excel/ExcelChecker.cs

@@ -243,7 +243,7 @@ namespace GFGEditor
             if (id.Length > 0)
             {
                 StoryDialogCfgArray cfgArray = StoryDialogCfgArray.Instance;
-                List<StoryDialogCfg> cfg = cfgArray.GetCfgs(id);
+                List<StoryDialogCfg> cfg = cfgArray.GetCfgsByid(id);
                 if (cfg == null && cfg.Count > 0)
                 {
                     Debug.LogErrorFormat("{0}配置的对话{1}不存在", new object[] { keyName, id });
@@ -266,7 +266,7 @@ namespace GFGEditor
 
         private static void CheckDropOutExist(int id, string keyName)
         {
-            var arr = DropOutCfgArray.Instance.GetCfgs(id);
+            var arr = DropOutCfgArray.Instance.GetCfgsByid(id);
             List<DropOutCfg> dropOutCfgs = new List<DropOutCfg>(arr);
             if (dropOutCfgs == null || dropOutCfgs.Count <= 0)
             {

+ 1 - 1
GameClient/Assets/Editor/Excel/Scanner/FieldScanner.cs

@@ -20,7 +20,7 @@ namespace GFGEditor
             for (int i = 0; i < dataArray.Length; i++)
             {
                 FieldCfg cfg = dataArray[i];
-                List<StoryLevelCfg> storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(cfg.type, 0, cfg.id);
+                List<StoryLevelCfg> storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(cfg.type, 0, cfg.id);
                 int num = storyLevelCfgs.Count;
                 int needPower = 0;
                 for (int j = 0; j < num; j++)

+ 2 - 2
GameClient/Assets/Editor/Excel/Scanner/ItemApproachScanner.cs

@@ -395,10 +395,10 @@ namespace GFGEditor
             foreach (int dropId in dropIds)
             {
                 DropOutCfgArray manager = DropOutCfgArray.Instance;
-                List<DropOutCfg> aList = manager.GetCfgs(dropId);
+                List<DropOutCfg> aList = manager.GetCfgsByid(dropId);
                 foreach (DropOutCfg dropOutCfg in aList)
                 {
-                    if (manager.GetCfgs(dropOutCfg.item).Count > 0)
+                    if (manager.GetCfgsByid(dropOutCfg.item).Count > 0)
                     {
                         int[] _dropIds = { dropOutCfg.item };
                         if (CheckItemInDropOut(itemId, _dropIds))

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Data/Cache/DropOutDataCache.cs

@@ -35,12 +35,12 @@ namespace GFGGame
         public static List<ItemData> GetDropItemData(int dropId, List<ItemData> result)
         {
 
-            List<DropOutCfg> dropOutCfgs = DropOutCfgArray.Instance.GetCfgs(dropId);
+            List<DropOutCfg> dropOutCfgs = DropOutCfgArray.Instance.GetCfgsByid(dropId);
 
             for (int i = 0; i < dropOutCfgs.Count; i++)
             {
 
-                List<DropOutCfg> _dropOutCfgs = DropOutCfgArray.Instance.GetCfgs(dropOutCfgs[i].item);
+                List<DropOutCfg> _dropOutCfgs = DropOutCfgArray.Instance.GetCfgsByid(dropOutCfgs[i].item);
                 if (_dropOutCfgs.Count > 0)
                 {
 

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Data/DailyTaskDataManager.cs

@@ -142,7 +142,7 @@ namespace GFGGame
             {
                 case ConstDailyTaskType.CompleteInstanceZones:
                     string name = "";
-                    name = EctypeCfgArray.Instance.GetCfgs(taskCfg.paramsArr[0])[0].typeName;
+                    name = EctypeCfgArray.Instance.GetCfgsBytype(taskCfg.paramsArr[0])[0].typeName;
                     if (taskCfg.paramsArr.Length > 1)
                     {
                         name = EctypeCfgArray.Instance.GetCfgBytypeAndsubType(taskCfg.paramsArr[0], taskCfg.paramsArr[1]).subName;

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Data/ScoreSystemData.cs

@@ -154,7 +154,7 @@ namespace GFGGame
             skillScore = 0;
             showCard = false;
 
-            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(InstanceZonesDataManager.currentCardId);
+            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(InstanceZonesDataManager.currentCardId);
             if (skillCfgs.Count == 0) return;
 
             for (int i = 0; i < skillCfgs.Count; i++)
@@ -194,7 +194,7 @@ namespace GFGGame
         /// <returns></returns>
         public PassivitySkillCfg GetShowSkillCfg(int cardId)
         {
-            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
+            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
             if (skillCfgs.Count <= 0)
             {
                 Debug.LogWarning(cardId + " 这张卡片没有配置技能");
@@ -221,7 +221,7 @@ namespace GFGGame
         public PassivitySkillCfg GetMainSkillCfg(int cardId)
         {
             // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
-            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
+            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
 
             if (skillCfgs.Count <= 0)
             {

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Data/StudioDataManager.cs

@@ -82,7 +82,7 @@ namespace GFGGame
             bool isRoleLv = GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) >= storyLevelCfg.needRoleLv;
             bool isLastPast = true;
 
-            List<StoryLevelCfg> storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(storyLevelCfg.type, storyLevelCfg.subType, storyLevelCfg.chapterId);
+            List<StoryLevelCfg> storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(storyLevelCfg.type, storyLevelCfg.subType, storyLevelCfg.chapterId);
             if (storyLevelCfg.order > 1 && storyLevelCfg.order <= storyLevelCfgs.Count)
             {
 

+ 5 - 5
GameClient/Assets/Game/HotUpdate/Data/SuitFosterDatamanager.cs

@@ -63,7 +63,7 @@ namespace GFGGame
         //加成属性服装占比
         public List<KeyValuePair<int, string>> GetPropertyPercentData(int suitId, int index)
         {
-            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
             Dictionary<int, int> _data = new Dictionary<int, int>();
 
             for (int i = 0; i < cfgs.Count; i++)
@@ -132,7 +132,7 @@ namespace GFGGame
                     }
                 }
             }
-            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
             for (int i = 0; i < cfgs.Count; i++)
             {
                 int[][] partsArr = cfgs[i].partsArr;
@@ -183,7 +183,7 @@ namespace GFGGame
 
         public List<SuitFosterCfg> GetSuitFosterRewards(int suitId)
         {
-            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
             List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfgs);
             for (int i = list.Count - 1; i >= 0; i--)
             {
@@ -199,7 +199,7 @@ namespace GFGGame
         private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)
         {
             SuitFosterData fosterData = GetSuitFosterData(suitId);
-            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
 
             list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>
             {
@@ -234,7 +234,7 @@ namespace GFGGame
             SuitFosterData fosterData = GetSuitFosterData(suitId);
             int finishStep = fosterData.maintainStep;
 
-            List<SuitFosterCfg> cfg = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            List<SuitFosterCfg> cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
             for (int i = 0; i < cfg.Count; i++)
             {
                 if (cfg[i].rewardsArr.Length == 0) continue;

+ 3 - 3
GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs

@@ -13,14 +13,14 @@ namespace GFGGame
             switch (storeId)
             {
                 case ConstStoreId.CLOTHING_STORE_ID:
-                    shopCfgs = ShopCfgClothingArray.Instance.GetCfgs(typeIndex);
+                    shopCfgs = ShopCfgClothingArray.Instance.GetCfgsBytypeIndex(typeIndex);
                     break;
                 case ConstStoreId.LUCKY_BOX_STORE_ID:
-                    shopCfgs = ShopCfgCJArray.Instance.GetCfgs(typeIndex);
+                    shopCfgs = ShopCfgCJArray.Instance.GetCfgsBytypeIndex(typeIndex);
 
                     break;
                 case ConstStoreId.LUCKY_BOX_ACTIVITY_STORE_ID:
-                    shopCfgs = ShopCfgCJAArray.Instance.GetCfgs(typeIndex);
+                    shopCfgs = ShopCfgCJAArray.Instance.GetCfgsBytypeIndex(typeIndex);
                     break;
             }
             SortItemListByScore(shopCfgs, scoreType);

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs

@@ -631,14 +631,14 @@ namespace GFGGame
 
         private void UpdateUpSkillView()
         {
-            _comFosterBottom.m_listSkill.numItems = PassivitySkillCfgArray.Instance.GetCfgs(_cardData.id).Count;
+            _comFosterBottom.m_listSkill.numItems = PassivitySkillCfgArray.Instance.GetCfgsBycardId(_cardData.id).Count;
         }
 
         private void RenderListSkilItem(int index, GObject obj)
         {
             UI_ListSkillItem item = UI_ListSkillItem.Proxy(obj);
 
-            PassivitySkillCfg skillCfg = PassivitySkillCfgArray.Instance.GetCfgs(_cardData.id)[index];
+            PassivitySkillCfg skillCfg = PassivitySkillCfgArray.Instance.GetCfgsBycardId(_cardData.id)[index];
 
             int skillLv = SkillDataManager.Instance.GetSkillLv(_cardData.id, skillCfg.skillId);
             CardData data = CardDataManager.GetCardDataById(InstanceZonesDataManager.currentCardId);

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingFosterView.cs

@@ -56,7 +56,7 @@ namespace GFGGame
             _addPropertyList = (this.viewData as object[])[3] as SortedList;
             _canFoster = true;
 
-            SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgs(_suitId)[_index];
+            SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(_suitId)[_index];
             _ui.m_listMaterials.numItems = cfg.materialsArr.Length;
             int has = ItemDataManager.GetItemNum(cfg.costId);
             int need = cfg.costNum;
@@ -81,7 +81,7 @@ namespace GFGGame
         private void ListMaterialItemRender(int index, GObject obj)
         {
             UI_ListMaterialsItem item = UI_ListMaterialsItem.Proxy(obj);
-            int[][] materialsArr = SuitFosterCfgArray.Instance.GetCfgs(_suitId)[_index].materialsArr;
+            int[][] materialsArr = SuitFosterCfgArray.Instance.GetCfgsBysuitId(_suitId)[_index].materialsArr;
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(materialsArr[index][0]);
             item.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg);
             int has = ItemDataManager.GetItemNum(itemCfg.id);

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingRewardView.cs

@@ -51,7 +51,7 @@ namespace GFGGame
         {
             UI_ListRewardItem item = UI_ListRewardItem.Proxy(obj);
             SuitFosterCfg cfg = _rewardsList[index];
-            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(_suitId);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(_suitId);
             int _index = cfgs.IndexOf(cfg);
             item.m_txtDiscribe.text = string.Format("完成套装{0}获得", SuitFosterDataManager.Instance.stepNames[_index]);
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cfg.rewardsArr[0][0]);

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingView.cs

@@ -206,7 +206,7 @@ namespace GFGGame
             UpdateFosterReward();
             _propertyList.Clear();
             _addPropertyList.Clear();
-            _ui.m_listFoster.numItems = SuitFosterCfgArray.Instance.GetCfgs(_suitId).Count;
+            _ui.m_listFoster.numItems = SuitFosterCfgArray.Instance.GetCfgsBysuitId(_suitId).Count;
 
             SuitFosterDataManager.Instance.GetPropertyData(_suitId, _index, out _propertyList, out _addPropertyList);
             _ui.m_listProperty.numItems = _propertyList.Count;
@@ -214,7 +214,7 @@ namespace GFGGame
         private void UpdateFosterReward()
         {
             SuitFosterDataManager.Instance.GetFosterRewardState(_suitId, out int state, out int index);
-            SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgs(_suitId)[index];
+            SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(_suitId)[index];
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cfg.rewardsArr[0][0]);
             _ui.m_comFosterReward.m_loaReward.url = ResPathUtil.GetIconPath(itemCfg);
             _ui.m_comFosterReward.m_c1.selectedIndex = state;
@@ -295,7 +295,7 @@ namespace GFGGame
         }
         private void OnListenerGetFosterReward(EventContext context)
         {
-            SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgs(_suitId)[(int)(context.data) - 1];
+            SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(_suitId)[(int)(context.data) - 1];
             BonusController.TryShowBonusList(ItemUtil.CreateItemDataList(cfg.rewardsArr));
             UpdateFosterReward();
             Debug.Log("养护奖励:" + ItemDataManager.GetItemNum(100169));

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/ClothingSynthetic/SuitSyntheticView.cs

@@ -83,7 +83,7 @@ namespace GFGGame
                 _suitListIds.Clear();
             }
             int index = _ui.m_listMenu.selectedIndex;
-            var suitCfgs = SuitCfgArray.Instance.GetCfgs(index + 1);
+            var suitCfgs = SuitCfgArray.Instance.GetCfgsBysyntheticType(index + 1);
             foreach (var suitCfg in suitCfgs)
             {
                 _suitListIds.Add(suitCfg.id);

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/CommonGame/ApproachOfItemView.cs

@@ -195,7 +195,7 @@ namespace GFGGame
                             break;
                         }
                         //TO DO
-                        List<StoryLevelCfg> storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(studioCfg.type, studioCfg.subType, studioCfg.id);
+                        List<StoryLevelCfg> storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(studioCfg.type, studioCfg.subType, studioCfg.id);
                         StudioDataManager.Instance.IsCanFight(levelCfg.id, out bool canFight, out string content);
                         if (!canFight)
                         {
@@ -214,7 +214,7 @@ namespace GFGGame
                         StudioDataManager.Instance.PROPERTY_SELECT_INDEX = 0;
                         if (studioCfg.funId == typeof(StudioPropertyView).Name)
                         {
-                            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
+                            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgsByfunId(typeof(StudioPropertyView).Name);
                             for (int i = 0; i < studioCfgs.Count; i++)
                             {
                                 if (studioCfgs[i].id == studioCfg.id)

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/DailyLogin/DailyLoginView.cs

@@ -50,8 +50,8 @@ namespace GFGGame
             base.OnShown();
             ViewManager.SetMaskAlpha(0.8f);
 
-            _cfgs = DailyLoginCfgArray.Instance.GetCfgs((int)ConstBonusType.Item);
-            _cfg = DailyLoginCfgArray.Instance.GetCfgs((int)ConstBonusType.Suit)[0];
+            _cfgs = DailyLoginCfgArray.Instance.GetCfgsBytype((int)ConstBonusType.Item);
+            _cfg = DailyLoginCfgArray.Instance.GetCfgsBytype((int)ConstBonusType.Suit)[0];
             UpdateView();
             _ui.m_comIcon.m_loaIcon.url = "ui://DailyLogin/yzhd_dyt_7";
             _ui.m_comIcon.m_loaIcon.data = _cfg;

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Field/FieldFightInfoView.cs

@@ -46,7 +46,7 @@ namespace GFGGame
         {
             FieldDataManager dataManager = FieldDataManager.Instance;
             FieldCfg fieldCfg = FieldCfgArray.Instance.GetCfg(dataManager.chapterId);
-            StoryLevelCfg storyLevelCfg = StoryLevelCfgArray.Instance.GetCfgs(fieldCfg.type, 0, fieldCfg.id)[dataManager.currFightLv];
+            StoryLevelCfg storyLevelCfg = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(fieldCfg.type, 0, fieldCfg.id)[dataManager.currFightLv];
             StoryFightCfg storyFightCfg = StoryFightCfgArray.Instance.GetCfg(storyLevelCfg.fightID);
             dataManager.currFightLv++;
             FieldFightDataManager.Instance.currentLevelCfgId = storyLevelCfg.id;

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Field/FieldView.cs

@@ -163,7 +163,7 @@ namespace GFGGame
         private void StartFight()
         {
             LogServerHelper.SendNodeLog((int)PlayParticipationEnum.TIAN_YE_DIAO_CHA, 2);
-            int curLevelId = StoryLevelCfgArray.Instance.GetCfgs(_curCfg.type, 0, _curCfg.id)[0].id;
+            int curLevelId = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(_curCfg.type, 0, _curCfg.id)[0].id;
             ViewManager.Show(ViewName.DRESS_UP_FIGHT_VIEW, curLevelId, new object[] { typeof(FieldView).FullName, this.viewData }, true);
             InstanceZonesDataManager.currentLevelCfgId = curLevelId;
         }

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/InstanceZonesController.cs

@@ -32,7 +32,7 @@ namespace GFGGame
             }
             else if (!string.IsNullOrEmpty(levelCfg.storyStartID))
             {
-                List<StoryDialogCfg> storyDialogCfg = StoryDialogCfgArray.Instance.GetCfgs(levelCfg.storyStartID);
+                List<StoryDialogCfg> storyDialogCfg = StoryDialogCfgArray.Instance.GetCfgsByid(levelCfg.storyStartID);
                 if (storyDialogCfg.Count <= 0)
                 {
                     Debug.LogError(string.Format("剧情id:{0}  无配置", levelCfg.storyStartID));

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryCardChoose.cs

@@ -109,7 +109,7 @@ namespace GFGGame
         private void OnBtnComfirmClick()
         {
             int cardId = cardList[_ui.m_listCard.selectedIndex].id;
-            List<PassivitySkillCfg> cfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
+            List<PassivitySkillCfg> cfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
             InstanceZonesDataManager.currentCardId = cfgs.Count > 0 ? cardId : -1;
             this.Hide();
             EventAgent.DispatchEvent(ConstMessage.CARD_CHOOSE);

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterListView.cs

@@ -132,7 +132,7 @@ namespace GFGGame
 
         private void UpdateList()
         {
-            _chapterCfgs = StoryChapterCfgArray.Instance.GetCfgs(subType);
+            _chapterCfgs = StoryChapterCfgArray.Instance.GetCfgsBysubType(subType);
             _ui.m_listChapter.numItems = _chapterCfgs.Count;
             for (int i = 0; i < _ui.m_listChapter.numChildren; i++)
             {

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterView.cs

@@ -122,7 +122,7 @@ namespace GFGGame
             UpdateBonusBoxName(_ui.m_bonusBox3, "" + chapterCfg.bonusStar3);
             UpdateBonusBox();
 
-            var list = StoryLevelCfgArray.Instance.GetCfgs(chapterCfg.type, chapterCfg.subType, chapterCfg.id);
+            var list = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(chapterCfg.type, chapterCfg.subType, chapterCfg.id);
             int endLevel = 0;
             for (int i = 0; i < list.Count; i++)
             {

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryController.cs

@@ -33,7 +33,7 @@ namespace GFGGame
                     StoryChapterCfg nextStoryChapterCfg = StoryChapterCfgArray.Instance.GetCfg(levelCfg.chapterId + 1);
                     if (nextStoryChapterCfg != null)
                     {
-                        StoryLevelCfg nextChapterLevelCfg = StoryLevelCfgArray.Instance.GetCfgs(nextStoryChapterCfg.type, nextStoryChapterCfg.subType, nextStoryChapterCfg.id)[0];
+                        StoryLevelCfg nextChapterLevelCfg = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(nextStoryChapterCfg.type, nextStoryChapterCfg.subType, nextStoryChapterCfg.id)[0];
 
                         int LevelID = nextChapterLevelCfg.id;
                         MainStoryDataManager.currentLevelCfgId = LevelID;

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryDialogView.cs

@@ -217,7 +217,7 @@ namespace GFGGame
 
         private void InitStepListById(string dialogID)
         {
-            var temp = StoryDialogCfgArray.Instance.GetCfgs(dialogID);
+            var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);
             _stepListToRead = new List<StoryDialogCfg>(temp);
         }
 

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryLookBackView.cs

@@ -72,7 +72,7 @@ namespace GFGGame
 
         private void InitStepListById(string dialogID)
         {
-            var temp = StoryDialogCfgArray.Instance.GetCfgs(dialogID);
+            var temp = StoryDialogCfgArray.Instance.GetCfgsByid(dialogID);
             _stepListToRead = new List<StoryDialogCfg>(temp);
         }
 

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioFabricView.cs

@@ -28,9 +28,9 @@ namespace GFGGame
             StudioDataManager.Instance.TYPE_SELECT_INDEX = _ui.m_c1.selectedIndex;
             StudioDataManager.Instance.PROPERTY_SELECT_INDEX = 0;
             StudioDataManager.Instance.VIEW_NAME = typeof(StudioFabricView).FullName;
-            this.studioCfg = StudioCfgArray.Instance.GetCfgs(typeof(StudioFabricView).Name)[0];
+            this.studioCfg = StudioCfgArray.Instance.GetCfgsByfunId(typeof(StudioFabricView).Name)[0];
             this.studioData = StudioDataManager.Instance.GetStudioDataById(this.studioCfg.id);
-            this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
+            this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
             _ui.m_list.numItems = this.storyLevelCfgs.Count;
             _ui.m_list.ScrollToView(curIndex);
 

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioMetalView.cs

@@ -29,9 +29,9 @@ namespace GFGGame
             StudioDataManager.Instance.PROPERTY_SELECT_INDEX = 0;
             StudioDataManager.Instance.VIEW_NAME = typeof(StudioMetalView).FullName;
 
-            this.studioCfg = StudioCfgArray.Instance.GetCfgs(typeof(StudioMetalView).Name)[0];
+            this.studioCfg = StudioCfgArray.Instance.GetCfgsByfunId(typeof(StudioMetalView).Name)[0];
             this.studioData = StudioDataManager.Instance.GetStudioDataById(this.studioCfg.id);
-            this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
+            this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
             _ui.m_list.numItems = this.storyLevelCfgs.Count;
             _ui.m_list.ScrollToView(curIndex);
 

+ 5 - 5
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioPropertyView.cs

@@ -33,7 +33,7 @@ namespace GFGGame
             _ui.m_c1.selectedIndex = _typeSelectIndex;
 
             StudioDataManager.Instance.VIEW_NAME = typeof(StudioPropertyView).FullName;
-            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
+            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgsByfunId(typeof(StudioPropertyView).Name);
 
             _ui.m_listProperty.numItems = studioCfgs.Count;
             _propertySelectIndex = TimeUtil.CheckDayOfWeek(studioCfgs[_propertySelectIndex].timeArr) ? _propertySelectIndex : firstOpenProperty;
@@ -41,7 +41,7 @@ namespace GFGGame
 
             this.studioCfg = studioCfgs[_ui.m_listProperty.selectedIndex];
             this.studioData = StudioDataManager.Instance.GetStudioDataById(this.studioCfg.id);
-            this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
+            this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
 
             _ui.m_list.numItems = this.storyLevelCfgs.Count;
             _ui.m_list.ScrollToView(curIndex);
@@ -62,7 +62,7 @@ namespace GFGGame
         }
         private void ListPropertyItemRender(int index, GObject obj)
         {
-            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
+            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgsByfunId(typeof(StudioPropertyView).Name);
             GButton item = obj.asButton;
             item.GetChild("icon0").asLoader.url = string.Format("ui://Studio/gzsltb_{0}", index + 1);
             item.GetChild("icon1").asLoader.url = string.Format("ui://Studio/gzsatb_{0}", index + 1);
@@ -76,7 +76,7 @@ namespace GFGGame
 
             GButton item = (context.data as GObject).asButton;
             int index = (int)item.data;
-            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
+            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgsByfunId(typeof(StudioPropertyView).Name);
             StudioCfg studioCfg = studioCfgs[index];
             if (!TimeUtil.CheckDayOfWeek(studioCfg.timeArr))
             {
@@ -94,7 +94,7 @@ namespace GFGGame
             _propertySelectIndex = index;
             this.studioCfg = studioCfg;
             this.studioData = StudioDataManager.Instance.GetStudioDataById(this.studioCfg.id);
-            this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
+            this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
             _ui.m_list.numItems = this.storyLevelCfgs.Count;
             _ui.m_list.ScrollToView(curIndex);
             UpdateView();

BIN
GameClient/Assets/ResIn/Config/excelConfig.sqlite.bytes