|
@@ -31,10 +31,10 @@ namespace GFGEditor
|
|
|
{
|
|
|
LuckyBoxCfgArray cfgArray = LuckyBoxCfgArray.Instance;
|
|
|
LuckyBoxCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(LuckyBoxCfg boxCfg in dataArray)
|
|
|
+ foreach (LuckyBoxCfg boxCfg in dataArray)
|
|
|
{
|
|
|
CheckItemIdExist(boxCfg.costID, "抽奖LuckyBoxCfg.costID");
|
|
|
- foreach(int valueInt in boxCfg.bonusShowArr)
|
|
|
+ foreach (int valueInt in boxCfg.bonusShowArr)
|
|
|
{
|
|
|
CheckBonusExist(valueInt, "抽奖LuckyBoxCfg.bonusShow");
|
|
|
}
|
|
@@ -45,9 +45,9 @@ namespace GFGEditor
|
|
|
{
|
|
|
BonusListCfgArray cfgArray = BonusListCfgArray.Instance;
|
|
|
BonusListCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(BonusListCfg cfg in dataArray)
|
|
|
+ foreach (BonusListCfg cfg in dataArray)
|
|
|
{
|
|
|
- foreach(int[] values in cfg.bonusListArr)
|
|
|
+ foreach (int[] values in cfg.bonusListArr)
|
|
|
{
|
|
|
CheckItemIdExist(values[0], "抽奖BonusListCfg.bonusList");
|
|
|
}
|
|
@@ -58,9 +58,9 @@ namespace GFGEditor
|
|
|
{
|
|
|
DropOutCfgArray cfgArray = DropOutCfgArray.Instance;
|
|
|
DropOutCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(DropOutCfg cfg in dataArray)
|
|
|
+ foreach (DropOutCfg cfg in dataArray)
|
|
|
{
|
|
|
- if(cfg.item >= 10000000)//掉落id
|
|
|
+ if (cfg.item >= 10000000)//掉落id
|
|
|
{
|
|
|
CheckDropOutExist(cfg.item, "掉落DropOutCfg.item");
|
|
|
}
|
|
@@ -75,7 +75,7 @@ namespace GFGEditor
|
|
|
{
|
|
|
StoryChapterCfgArray cfgArray = StoryChapterCfgArray.Instance;
|
|
|
StoryChapterCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(StoryChapterCfg cfg in dataArray)
|
|
|
+ foreach (StoryChapterCfg cfg in dataArray)
|
|
|
{
|
|
|
CheckItemsExist(cfg.bonus1Arr, "剧情副本StoryChapterCfg.bonus1");
|
|
|
CheckItemsExist(cfg.bonus2Arr, "剧情副本StoryChapterCfg.bonus2");
|
|
@@ -87,7 +87,7 @@ namespace GFGEditor
|
|
|
{
|
|
|
StoryLevelCfgArray cfgArray = StoryLevelCfgArray.Instance;
|
|
|
StoryLevelCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(StoryLevelCfg cfg in dataArray)
|
|
|
+ foreach (StoryLevelCfg cfg in dataArray)
|
|
|
{
|
|
|
CheckItemsExist(cfg.bonusOnceArr, "剧情副本StoryLevelCfg.bonusOnce");
|
|
|
CheckStoryDialogExist(cfg.storyStartID, "剧情副本StoryLevelCfg.storyStartID");
|
|
@@ -99,18 +99,18 @@ namespace GFGEditor
|
|
|
{
|
|
|
StoryFightCfgArray cfgArray = StoryFightCfgArray.Instance;
|
|
|
StoryFightCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(StoryFightCfg cfg in dataArray)
|
|
|
+ foreach (StoryFightCfg cfg in dataArray)
|
|
|
{
|
|
|
- if(cfg.needSuitId > 0)
|
|
|
+ if (cfg.needSuitId > 0)
|
|
|
{
|
|
|
CheckSuitExist(cfg.needSuitId, "剧情副本StoryFightCfg.needSuitId");
|
|
|
}
|
|
|
- else if(cfg.needItemId > 0)
|
|
|
+ else if (cfg.needItemId > 0)
|
|
|
{
|
|
|
CheckItemIdExist(cfg.needItemId, "剧情副本StoryFightCfg.needItemId");
|
|
|
}
|
|
|
CheckItemsExist(cfg.bonusBaseArr, "剧情副本StoryFightCfg.bonusBase");
|
|
|
- foreach(int value in cfg.bonusRandomArr)
|
|
|
+ foreach (int value in cfg.bonusRandomArr)
|
|
|
{
|
|
|
CheckDropOutExist(value, "剧情副本StoryFightCfg.bonusRandom");
|
|
|
}
|
|
@@ -121,7 +121,7 @@ namespace GFGEditor
|
|
|
{
|
|
|
ShopCfgClothingArray cfgArray = ShopCfgClothingArray.Instance;
|
|
|
ShopCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(ShopCfg cfg in dataArray)
|
|
|
+ foreach (ShopCfg cfg in dataArray)
|
|
|
{
|
|
|
CheckItemIdExist(cfg.itemID, "商城ClothingShopCfg.itemID");
|
|
|
CheckItemIdExist(cfg.costID, "商城ClothingShopCfg.costID");
|
|
@@ -132,7 +132,7 @@ namespace GFGEditor
|
|
|
{
|
|
|
SuitCfgArray cfgArray = SuitCfgArray.Instance;
|
|
|
SuitCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(SuitCfg suitCfg in dataArray)
|
|
|
+ foreach (SuitCfg suitCfg in dataArray)
|
|
|
{
|
|
|
CheckItemsExist(suitCfg.partsArr, "套装suitCfg.parts");
|
|
|
CheckItemsExist(suitCfg.partsOptionalArr, "套装suitCfg.partsOptional");
|
|
@@ -143,14 +143,14 @@ namespace GFGEditor
|
|
|
{
|
|
|
SuitGuideMenuCfgArray cfgArray = SuitGuideMenuCfgArray.Instance;
|
|
|
SuitGuideMenuCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(SuitGuideMenuCfg cfg in dataArray)
|
|
|
+ foreach (SuitGuideMenuCfg cfg in dataArray)
|
|
|
{
|
|
|
- if(cfg.suitIds.Length > 0)
|
|
|
+ if (cfg.suitIds.Length > 0)
|
|
|
{
|
|
|
string[] values = cfg.suitIds.Split(';');
|
|
|
- foreach(string value in values)
|
|
|
+ foreach (string value in values)
|
|
|
{
|
|
|
- if(value.Length > 0)
|
|
|
+ if (value.Length > 0)
|
|
|
{
|
|
|
int valueInt = int.Parse(value);
|
|
|
CheckSuitExist(valueInt, "图鉴SuitGuideMenuCfg.suitIds");
|
|
@@ -175,11 +175,11 @@ namespace GFGEditor
|
|
|
{
|
|
|
ItemCfgArray cfgArray = ItemCfgArray.Instance;
|
|
|
ItemCfg[] dataArray = cfgArray.dataArray;
|
|
|
- foreach(ItemCfg cfg in dataArray)
|
|
|
+ foreach (ItemCfg cfg in dataArray)
|
|
|
{
|
|
|
- if (cfg.resLayer1 == 0 && cfg.resLayer2 == 0 && ItemUtilCS.IsDressUpItem(cfg.id))
|
|
|
+ if (!string.IsNullOrEmpty(cfg.resLayer1) && !string.IsNullOrEmpty(cfg.resLayer2) && !string.IsNullOrEmpty(cfg.resLayer3) && ItemUtilCS.IsDressUpItem(cfg.id))
|
|
|
{
|
|
|
- ET.Log.Error (new Exception("物品" + cfg.id + "没有配置显示层"));
|
|
|
+ ET.Log.Error(new Exception("物品" + cfg.id + "没有配置显示层"));
|
|
|
}
|
|
|
CheckClothingSyntheticCfgExist(cfg);
|
|
|
}
|
|
@@ -188,13 +188,13 @@ namespace GFGEditor
|
|
|
|
|
|
private static void CheckItemIdExist(int id, string keyName)
|
|
|
{
|
|
|
- if(id > 0)
|
|
|
+ if (id > 0)
|
|
|
{
|
|
|
ItemCfgArray cfgArray = ItemCfgArray.Instance;
|
|
|
ItemCfg itemCfg = cfgArray.GetCfg(id);
|
|
|
- if(itemCfg == null)
|
|
|
+ if (itemCfg == null)
|
|
|
{
|
|
|
- Debug.LogErrorFormat("{0}配置的物品{1}不存在", new object[]{keyName, id} );
|
|
|
+ Debug.LogErrorFormat("{0}配置的物品{1}不存在", new object[] { keyName, id });
|
|
|
}
|
|
|
}
|
|
|
}
|
|
@@ -202,9 +202,9 @@ namespace GFGEditor
|
|
|
private static void CheckItemsExist(string itemsStr, string keyName)
|
|
|
{
|
|
|
string[] itemInfos = itemsStr.Split(';');
|
|
|
- foreach(string itemInfo in itemInfos)
|
|
|
+ foreach (string itemInfo in itemInfos)
|
|
|
{
|
|
|
- if(itemInfo.Length > 0)
|
|
|
+ if (itemInfo.Length > 0)
|
|
|
{
|
|
|
string[] itemValues = itemInfo.Split('*');
|
|
|
CheckItemIdExist(int.Parse(itemValues[0]), keyName);
|
|
@@ -232,34 +232,34 @@ namespace GFGEditor
|
|
|
{
|
|
|
BonusListCfgArray cfgArray = BonusListCfgArray.Instance;
|
|
|
BonusListCfg cfg = cfgArray.GetCfg(id);
|
|
|
- if(cfg == null)
|
|
|
+ if (cfg == null)
|
|
|
{
|
|
|
- Debug.LogErrorFormat("{0}配置的奖励{1}不存在", new object[]{keyName, id} );
|
|
|
+ Debug.LogErrorFormat("{0}配置的奖励{1}不存在", new object[] { keyName, id });
|
|
|
}
|
|
|
}
|
|
|
|
|
|
private static void CheckStoryDialogExist(string id, string keyName)
|
|
|
{
|
|
|
- if(id.Length > 0)
|
|
|
+ if (id.Length > 0)
|
|
|
{
|
|
|
StoryDialogCfgArray cfgArray = StoryDialogCfgArray.Instance;
|
|
|
List<StoryDialogCfg> cfg = cfgArray.GetCfgs(id);
|
|
|
- if(cfg == null && cfg.Count > 0)
|
|
|
+ if (cfg == null && cfg.Count > 0)
|
|
|
{
|
|
|
- Debug.LogErrorFormat("{0}配置的对话{1}不存在", new object[]{keyName, id} );
|
|
|
+ Debug.LogErrorFormat("{0}配置的对话{1}不存在", new object[] { keyName, id });
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
private static void CheckStoryFightExist(string id, string keyName)
|
|
|
{
|
|
|
- if(id.Length > 0)
|
|
|
+ if (id.Length > 0)
|
|
|
{
|
|
|
StoryFightCfgArray cfgArray = StoryFightCfgArray.Instance;
|
|
|
StoryFightCfg cfg = cfgArray.GetCfg(id);
|
|
|
- if(cfg == null)
|
|
|
+ if (cfg == null)
|
|
|
{
|
|
|
- Debug.LogErrorFormat("{0}配置的战斗{1}不存在", new object[]{keyName, id} );
|
|
|
+ Debug.LogErrorFormat("{0}配置的战斗{1}不存在", new object[] { keyName, id });
|
|
|
}
|
|
|
}
|
|
|
}
|
|
@@ -268,33 +268,33 @@ namespace GFGEditor
|
|
|
{
|
|
|
var arr = DropOutCfgArray.Instance.GetCfgs(id);
|
|
|
List<DropOutCfg> dropOutCfgs = new List<DropOutCfg>(arr);
|
|
|
- if(dropOutCfgs == null || dropOutCfgs.Count <= 0)
|
|
|
+ if (dropOutCfgs == null || dropOutCfgs.Count <= 0)
|
|
|
{
|
|
|
- Debug.LogErrorFormat("{0}配置的掉落{1}不存在", new object[]{keyName, id} );
|
|
|
+ Debug.LogErrorFormat("{0}配置的掉落{1}不存在", new object[] { keyName, id });
|
|
|
}
|
|
|
}
|
|
|
|
|
|
private static void CheckSuitExist(int id, string keyName)
|
|
|
{
|
|
|
- if(id > 0)
|
|
|
+ if (id > 0)
|
|
|
{
|
|
|
SuitCfgArray cfgArray = SuitCfgArray.Instance;
|
|
|
SuitCfg cfg = cfgArray.GetCfg(id);
|
|
|
- if(cfg == null)
|
|
|
+ if (cfg == null)
|
|
|
{
|
|
|
- Debug.LogErrorFormat("{0}配置的套装{1}不存在", new object[]{keyName, id} );
|
|
|
+ Debug.LogErrorFormat("{0}配置的套装{1}不存在", new object[] { keyName, id });
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
private static void CheckClothingSyntheticCfgExist(ItemCfg itemCfg)
|
|
|
{
|
|
|
- if(itemCfg.suitId > 0)
|
|
|
+ if (itemCfg.suitId > 0)
|
|
|
{
|
|
|
var suitCfg = SuitCfgArray.Instance.GetCfg(itemCfg.suitId);
|
|
|
- if(suitCfg != null && suitCfg.syntheticType > 0)
|
|
|
+ if (suitCfg != null && suitCfg.syntheticType > 0)
|
|
|
{
|
|
|
- if(itemCfg.syntheticCostID <= 0 || itemCfg.syntheticCostNum <= 0 || itemCfg.syntheticMateriarsArr.Length <= 0)
|
|
|
+ if (itemCfg.syntheticCostID <= 0 || itemCfg.syntheticCostNum <= 0 || itemCfg.syntheticMateriarsArr.Length <= 0)
|
|
|
{
|
|
|
Debug.LogErrorFormat("服装{0}没有对应的合成消耗配置", new object[] { itemCfg.id });
|
|
|
}
|
|
@@ -304,11 +304,11 @@ namespace GFGEditor
|
|
|
|
|
|
private static void CheckStoryLevelCfgExist(int id, string keyName)
|
|
|
{
|
|
|
- if(id > 0)
|
|
|
+ if (id > 0)
|
|
|
{
|
|
|
StoryLevelCfgArray cfgArray = StoryLevelCfgArray.Instance;
|
|
|
StoryLevelCfg cfg = cfgArray.GetCfg(id);
|
|
|
- if(cfg == null)
|
|
|
+ if (cfg == null)
|
|
|
{
|
|
|
Debug.LogErrorFormat("{0}配置的关卡{1}不存在", new object[] { keyName, id });
|
|
|
}
|
|
@@ -317,7 +317,7 @@ namespace GFGEditor
|
|
|
private static void CheckCardStarCfg()
|
|
|
{
|
|
|
CardStarCfgArray cfgArray = CardStarCfgArray.Instance;
|
|
|
- CardStarCfg [] dataArray = cfgArray.dataArray;
|
|
|
+ CardStarCfg[] dataArray = cfgArray.dataArray;
|
|
|
foreach (CardStarCfg cfg in dataArray)
|
|
|
{
|
|
|
CheckItemsExist(cfg.materiarsArr, "卡牌CardStarCfg.materiars");
|