guodong 3 жил өмнө
parent
commit
be49d480de
23 өөрчлөгдсөн 77 нэмэгдсэн , 82 устгасан
  1. 14 19
      GameClient/Assets/Editor/Excel/CodeBuilder.cs
  2. 2 2
      GameClient/Assets/Editor/Excel/ExcelChecker.cs
  3. 4 4
      GameClient/Assets/Editor/Excel/Scanner/ItemApproachScanner.cs
  4. 4 8
      GameClient/Assets/Editor/Excel/Template/FunctionGroup.txt
  5. 2 2
      GameClient/Assets/Editor/Excel/Template/FunctionGroupOnly.txt
  6. 5 0
      GameClient/Assets/Editor/Excel/Template/FunctionSingle.txt
  7. 1 1
      GameClient/Assets/Game/CSShare
  8. 9 9
      GameClient/Assets/Game/HotUpdate/Data/ScoreSystemData.cs
  9. 2 2
      GameClient/Assets/Game/HotUpdate/Data/SkillDataManager.cs
  10. 1 1
      GameClient/Assets/Game/HotUpdate/Data/StudioDataManager.cs
  11. 12 12
      GameClient/Assets/Game/HotUpdate/Data/SuitFosterDatamanager.cs
  12. 3 4
      GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs
  13. 1 1
      GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs
  14. 2 2
      GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/SuitRewardView.cs
  15. 1 1
      GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/SuitView.cs
  16. 2 2
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryCardChoose.cs
  17. 2 2
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterListView.cs
  18. 1 1
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterView.cs
  19. 1 1
      GameClient/Assets/Game/HotUpdate/Views/Studio/StudioBaseView.cs
  20. 1 1
      GameClient/Assets/Game/HotUpdate/Views/Studio/StudioFabricView.cs
  21. 1 1
      GameClient/Assets/Game/HotUpdate/Views/Studio/StudioMetalView.cs
  22. 6 6
      GameClient/Assets/Game/HotUpdate/Views/Studio/StudioPropertyView.cs
  23. BIN
      GameClient/Assets/ResIn/Config/excelConfig.sqlite.bytes

+ 14 - 19
GameClient/Assets/Editor/Excel/CodeBuilder.cs

@@ -64,10 +64,6 @@ namespace GFGEditor
                     groupNames.Add(name);
                     groupTypes.Add(type);
                 }
-                if (nameWhole.Contains("#a"))
-                {
-                    needAll = true;
-                }
                 ParseDataColumn(annotation, type, name, i);
             }
             if (keyNames.Count == groupNames.Count)
@@ -91,29 +87,28 @@ namespace GFGEditor
             string paramsStr;
             string colNames;
             string colValues;
+            _declarationBuilder.AppendFormat("\t\t//{0}", "组合key");
+            _declarationBuilder.AppendLine();
+            _declarationBuilder.AppendFormat("\t\tpublic {0} {1};", "string", "combinedKey");
+            _declarationBuilder.AppendLine();
             //处理查询单条数据函数
-            if (!groupOnly)
+            if (groupOnly)
+            {
+                configArrayStr = configArrayStr.Replace("{singleFunction}", "");
+                _assignmentBuilder.AppendFormat("\t\t\t{0} = \"{1}\";", "combinedKey", string.Join("_", groupNames));
+                _assignmentBuilder.AppendLine();
+            }
+            else
             {
+                needAll = true;
                 string FunctionSingleStr = CodeTemplateFactory.FunctionSingleTemplate;
                 CreateParamsString(keyNames, keyTypes, out paramsStr, out colNames, out colValues);
                 FunctionSingleStr = FunctionSingleStr.Replace("{params}", paramsStr);
                 FunctionSingleStr = FunctionSingleStr.Replace("{colNames}", colNames);
                 FunctionSingleStr = FunctionSingleStr.Replace("{colValues}", colValues);
                 configArrayStr = configArrayStr.Replace("{singleFunction}", FunctionSingleStr);
-                if (groupNames.Count > 0)
-                {
-
-                    _declarationBuilder.AppendFormat("\t\t//{0}", "组合key");
-                    _declarationBuilder.AppendLine();
-                    _declarationBuilder.AppendFormat("\t\tpublic {0} {1};", "string", "combinedKey");
-                    _declarationBuilder.AppendLine();
-                    _assignmentBuilder.AppendFormat("\t\t\t{0} = \"{1}\";", "combinedKey", string.Join("_", keyNames));
-                    _assignmentBuilder.AppendLine();
-                }
-            }
-            else
-            {
-                configArrayStr = configArrayStr.Replace("{singleFunction}", "");
+                _assignmentBuilder.AppendFormat("\t\t\t{0} = \"{1}\";", "combinedKey", string.Join("_", keyNames));
+                _assignmentBuilder.AppendLine();
             }
 
             //处理查询多条数据函数

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

@@ -278,8 +278,8 @@ namespace GFGEditor
             if(id.Length > 0)
             {
                 StoryDialogCfgArray cfgArray = StoryDialogCfgArray.Instance;
-                StoryDialogCfg[] cfg = cfgArray.GetCfgs(id);
-                if(cfg == null && cfg.Length > 0)
+                List<StoryDialogCfg> cfg = cfgArray.GetCfgs(id);
+                if(cfg == null && cfg.Count > 0)
                 {
                     Debug.LogErrorFormat("{0}配置的对话{1}不存在", new object[]{keyName, id} );
                 }

+ 4 - 4
GameClient/Assets/Editor/Excel/Scanner/ItemApproachScanner.cs

@@ -211,14 +211,14 @@ namespace GFGEditor
         private static bool CheckDropApproach(int itemId, int dropId)
         {
             DropOutCfgArray manager = DropOutCfgArray.Instance;
-            DropOutCfg[] dataArray = manager.GetCfgs(dropId);
-            for (int i = 0; i < dataArray.Length; i++)
+            List<DropOutCfg> dataArray = manager.GetCfgs(dropId);
+            for (int i = 0; i < dataArray.Count; i++)
             {
                 if (dataArray[i].item == itemId)
                 {
                     return true;
                 }
-                if (manager.GetCfgs(dataArray[i].item).Length > 0)
+                if (manager.GetCfgs(dataArray[i].item).Count > 0)
                 {
 
                     return CheckDropApproach(itemId, dataArray[i].item);
@@ -268,7 +268,7 @@ namespace GFGEditor
             foreach (int dropId in dropIds)
             {
                 DropOutCfgArray manager = DropOutCfgArray.Instance;
-                DropOutCfg[] aList = manager.GetCfgs(dropId);
+                List<DropOutCfg> aList = manager.GetCfgs(dropId);
                 foreach (DropOutCfg dropOutCfg in aList)
                 {
                     if (itemId == dropOutCfg.item)

+ 4 - 8
GameClient/Assets/Editor/Excel/Template/FunctionGroup.txt

@@ -1,12 +1,8 @@
-        private Dictionary<string, {CfgName}[]> _cfgsGroupDic = new Dictionary<string, {CfgName}[]>();
-        public {CfgName}[] GetCfgs({params})
+        private Dictionary<string, List<{CfgName}>> _cfgsGroupDic = new Dictionary<string, List<{CfgName}>>();
+        public List<{CfgName}> GetCfgs({params})
         {
             var colNames = new string[] { {colNames}};
             var colValues = new string[] { {colValues} };
-            return ConfigUtil.GetCfgs<{CfgName}>("{CfgArrayName}", colNames, colValues, _cfgsGroupDic, HandleCfgInGroup);
+            return ConfigUtil.GetCfgs<{CfgName}>("{CfgArrayName}", colNames, colValues, _cfgsGroupDic, HandleCfgInSingleDic);
         }
-        
-        private void HandleCfgInGroup({CfgName} cfg)
-        {
-            _cfgsDic[cfg.combinedKey] = cfg;
-        }
+        

+ 2 - 2
GameClient/Assets/Editor/Excel/Template/FunctionGroupOnly.txt

@@ -1,5 +1,5 @@
-        private Dictionary<string, {CfgName}[]> _cfgsGroupDic = new Dictionary<string, {CfgName}[]>();
-        public {CfgName}[] GetCfgs({params})
+        private Dictionary<string, List<{CfgName}>> _cfgsGroupDic = new Dictionary<string, List<{CfgName}>>();
+        public List<{CfgName}> GetCfgs({params})
         {
             var colNames = new string[] { {colNames}};
             var colValues = new string[] { {colValues} };

+ 5 - 0
GameClient/Assets/Editor/Excel/Template/FunctionSingle.txt

@@ -4,4 +4,9 @@
             var colNames = new string[] { {colNames}};
             var colValues = new string[] { {colValues} };
             return ConfigUtil.GetCfg<{CfgName}>("{CfgArrayName}", colNames, colValues, _cfgsDic);
+        }
+
+        private void HandleCfgInSingleDic({CfgName} cfg)
+        {
+            _cfgsDic[cfg.combinedKey] = cfg;
         }

+ 1 - 1
GameClient/Assets/Game/CSShare

@@ -1 +1 @@
-Subproject commit 01af170af060c1d66cea4d8d53412e5fd254e081
+Subproject commit dc93359ad901683e7ce97869dd2ac426a79220fa

+ 9 - 9
GameClient/Assets/Game/HotUpdate/Data/ScoreSystemData.cs

@@ -157,10 +157,10 @@ namespace GFGGame
             // {
             //     return;
             // }
-            PassivitySkillCfg[] skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(InstanceZonesDataManager.currentCardId);
-            if (skillCfgs.Length == 0) return;
+            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(InstanceZonesDataManager.currentCardId);
+            if (skillCfgs.Count == 0) return;
 
-            for (int i = 0; i < skillCfgs.Length; i++)
+            for (int i = 0; i < skillCfgs.Count; i++)
             {
                 PassivitySkillCfg skillCfg = skillCfgs[i];
                 int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentCardId, skillCfg.skillId);
@@ -199,14 +199,14 @@ namespace GFGGame
         /// <returns></returns>
         public PassivitySkillCfg GetShowSkillCfg(int cardId)
         {
-            PassivitySkillCfg[] skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
-            if (skillCfgs.Length <= 0)
+            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
+            if (skillCfgs.Count <= 0)
             {
                 Debug.LogWarning(cardId + " 这张卡片没有配置技能");
                 return null;
             }
 
-            for (int i = 0; i < skillCfgs.Length; i++)
+            for (int i = 0; i < skillCfgs.Count; i++)
             {
                 if (skillCfgs[i].showSkill == 1)
                 {
@@ -226,16 +226,16 @@ namespace GFGGame
         public PassivitySkillCfg GetMainSkillCfg(int cardId)
         {
             // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
-            PassivitySkillCfg[] skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
+            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
 
-            if (skillCfgs.Length <= 0)
+            if (skillCfgs.Count <= 0)
             {
                 Debug.LogWarning(cardId + " 这张卡片没有配置技能");
                 return null;
             }
             // foreach (int key in cfgs.Keys)
             // {
-            for (int i = 0; i < skillCfgs.Length; i++)
+            for (int i = 0; i < skillCfgs.Count; i++)
             {
                 if (skillCfgs[i].mainSkill == 1)
                 {

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Data/SkillDataManager.cs

@@ -83,8 +83,8 @@ namespace GFGGame
 
         public PassivitySkillCfg GetPassivitySkillCfg(int cardId, int skillId)
         {
-            PassivitySkillCfg[] cfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
-            for (int i = 0; i < cfgs.Length; i++)
+            List<PassivitySkillCfg> cfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
+            for (int i = 0; i < cfgs.Count; i++)
             {
                 if (cfgs[i].skillId == skillId) return cfgs[i];
             }

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

@@ -54,7 +54,7 @@ namespace GFGGame
             }
         }
 
-        public void IsCanFight(StoryLevelCfg[] storyLevelCfgs, int index, out bool canFight, out string content)
+        public void IsCanFight(List<StoryLevelCfg> storyLevelCfgs, int index, out bool canFight, out string content)
         {
             StoryLevelCfg storyLevelCfg = storyLevelCfgs[index];
             bool isPass = InstanceZonesDataManager.CheckLevelPass(storyLevelCfg.needStoryLevelId);

+ 12 - 12
GameClient/Assets/Game/HotUpdate/Data/SuitFosterDatamanager.cs

@@ -63,17 +63,17 @@ namespace GFGGame
         //加成属性服装占比
         public List<KeyValuePair<int, string>> GetPropertyPercentData(int suitId, int index)
         {
-            SuitFosterCfg[] cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
             Dictionary<int, int> _data = new Dictionary<int, int>();
 
-            for (int i = 0; i < cfgs.Length; i++)
+            for (int i = 0; i < cfgs.Count; i++)
             {
                 int[][] partsArr = cfgs[i].partsArr;
                 for (int j = 0; j < partsArr.Length; j++)
                 {
                     ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[j][0]);
                     // int id = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).i;
-                    if (index < cfgs.Length && index == i || index >= cfgs.Length)
+                    if (index < cfgs.Count && index == i || index >= cfgs.Count)
                     {
                         int num = 0;
 
@@ -132,8 +132,8 @@ namespace GFGGame
                     }
                 }
             }
-            SuitFosterCfg[] cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
-            for (int i = 0; i < cfgs.Length; i++)
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            for (int i = 0; i < cfgs.Count; i++)
             {
                 int[][] partsArr = cfgs[i].partsArr;
                 for (int j = 0; j < partsArr.Length; j++)
@@ -142,7 +142,7 @@ namespace GFGGame
                     for (int k = 0; k < ConstDressUpScoreType.scoreTypeList().Count; k++)
                     {
                         int score = k + 1;
-                        if (index < cfgs.Length && index == i || index >= cfgs.Length)
+                        if (index < cfgs.Count && index == i || index >= cfgs.Count)
                         {
 
                             int addCount = 0;
@@ -183,7 +183,7 @@ namespace GFGGame
 
         public List<SuitFosterCfg> GetSuitFosterRewards(int suitId)
         {
-            SuitFosterCfg[] cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
             List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfgs);
             for (int i = list.Count - 1; i >= 0; i--)
             {
@@ -199,12 +199,12 @@ namespace GFGGame
         private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)
         {
             SuitFosterData fosterData = GetSuitFosterData(suitId);
-            SuitFosterCfg[] cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(suitId);
 
             list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>
             {
-                int indexA = Array.IndexOf(cfgs, a) + 1;
-                int indexB = Array.IndexOf(cfgs, b) + 1;
+                int indexA = cfgs.IndexOf(a) + 1;
+                int indexB = cfgs.IndexOf(b) + 1;
                 if (fosterData.maintainBonusSteps.IndexOf(indexA) >= 0 && fosterData.maintainBonusSteps.IndexOf(indexB) < 0)
                 {
                     return 1;
@@ -234,8 +234,8 @@ namespace GFGGame
             SuitFosterData fosterData = GetSuitFosterData(suitId);
             int finishStep = fosterData.maintainStep;
 
-            SuitFosterCfg[] cfg = SuitFosterCfgArray.Instance.GetCfgs(suitId);
-            for (int i = 0; i < cfg.Length; i++)
+            List<SuitFosterCfg> cfg = SuitFosterCfgArray.Instance.GetCfgs(suitId);
+            for (int i = 0; i < cfg.Count; i++)
             {
                 if (cfg[i].rewardsArr.Length == 0) continue;
                 index = i;

+ 3 - 4
GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs

@@ -9,7 +9,7 @@ namespace GFGGame
 
         public List<ShopCfg> GetList(int storeId, int typeIndex, int scoreType)
         {
-            ShopCfg[] shopCfgs = null;
+            List<ShopCfg> shopCfgs = null;
             switch (storeId)
             {
                 case ConstStoreId.CLOTHING_STORE_ID:
@@ -23,9 +23,8 @@ namespace GFGGame
                     shopCfgs = ShopCfgCJAArray.Instance.GetCfgs(typeIndex);
                     break;
             }
-            List<ShopCfg> list = new List<ShopCfg>(shopCfgs);
-            SortItemListByScore(list, scoreType);
-            return list;
+            SortItemListByScore(shopCfgs, scoreType);
+            return shopCfgs;
         }
 
         public ShopCfg GetShopCfg(int buyId, int shopType)

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs

@@ -575,7 +575,7 @@ namespace GFGGame
 
         private void UpdateUpSkillView()
         {
-            _comFosterBottom.m_listSkill.numItems = PassivitySkillCfgArray.Instance.GetCfgs(_cardData.id).Length;
+            _comFosterBottom.m_listSkill.numItems = PassivitySkillCfgArray.Instance.GetCfgs(_cardData.id).Count;
         }
 
         private void RenderListSkilItem(int index, GObject obj)

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

@@ -47,8 +47,8 @@ namespace GFGGame
         {
             UI_ListRewardItem item = UI_ListRewardItem.Proxy(obj);
             SuitFosterCfg cfg = _rewardsList[index];
-            SuitFosterCfg[] cfgs = SuitFosterCfgArray.Instance.GetCfgs(_suitId);
-            int _index = Array.IndexOf(cfgs, cfg);
+            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgs(_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]);
             item.m_ComReward.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg);

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

@@ -177,7 +177,7 @@ namespace GFGGame
             UpdateFosterReward();
             _propertyList.Clear();
             _addPropertyList.Clear();
-            _ui.m_listFoster.numItems = SuitFosterCfgArray.Instance.GetCfgs(_suitId).Length;
+            _ui.m_listFoster.numItems = SuitFosterCfgArray.Instance.GetCfgs(_suitId).Count;
 
             SuitFosterDataManager.Instance.GetPropertyData(_suitId, _index, out _propertyList, out _addPropertyList);
             _ui.m_listProperty.numItems = _propertyList.Count;

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryCardChoose.cs

@@ -72,8 +72,8 @@ namespace GFGGame
         private void OnBtnComfirmClick()
         {
             int cardId = cardList[_ui.m_listCard.selectedIndex].id;
-            PassivitySkillCfg[] cfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
-            InstanceZonesDataManager.currentCardId = cfgs.Length > 0 ? cardId : -1;
+            List<PassivitySkillCfg> cfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
+            InstanceZonesDataManager.currentCardId = cfgs.Count > 0 ? cardId : -1;
             this.Hide();
             EventAgent.DispatchEvent(ConstMessage.CARD_CHOOSE);
         }

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryChapterListView.cs

@@ -10,7 +10,7 @@ namespace GFGGame
         private UI_StoryChapterListUI _ui;
         private int curTab;
         private int subType = ConstInstanceZonesSubType.Normal;
-        private StoryChapterCfg[] _chapterCfgs;
+        private List<StoryChapterCfg> _chapterCfgs;
 
         public override void Dispose()
         {
@@ -112,7 +112,7 @@ namespace GFGGame
         private void UpdateList()
         {
             _chapterCfgs = StoryChapterCfgArray.Instance.GetCfgs(subType);
-            _ui.m_listChapter.numItems = _chapterCfgs.Length;
+            _ui.m_listChapter.numItems = _chapterCfgs.Count;
             for (int i = 0; i < _ui.m_listChapter.numChildren; i++)
             {
                 UI_ListChapterItem listItem = UI_ListChapterItem.Proxy(_ui.m_listChapter.GetChildAt(i));

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

@@ -108,7 +108,7 @@ namespace GFGGame
 
             var list = StoryLevelCfgArray.Instance.GetCfgs(chapterCfg.type, chapterCfg.subType, chapterCfg.id);
             int endLevel = 0;
-            for (int i = 0; i < list.Length; i++)
+            for (int i = 0; i < list.Count; i++)
             {
                 StoryLevelCfg levelCfg = list[i];
                 GObject obj = _compChapter.GetChild("g" + levelCfg.order);

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioBaseView.cs

@@ -13,7 +13,7 @@ namespace GFGGame
         private ValueBarController _valueBarController;
 
         protected StudioCfg studioCfg;
-        protected StoryLevelCfg[] storyLevelCfgs;
+        protected List<StoryLevelCfg> storyLevelCfgs;
         protected StudioData studioData;
         protected int curIndex = 0;
 

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioFabricView.cs

@@ -30,7 +30,7 @@ namespace GFGGame
             this.studioCfg = StudioCfgArray.Instance.GetCfgs(StudioDataManager.Instance.VIEW_NAME)[0];
             this.studioData = StudioDataManager.Instance.GetStudioDataById(this.studioCfg.id);
             this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
-            _ui.m_list.numItems = this.storyLevelCfgs.Length;
+            _ui.m_list.numItems = this.storyLevelCfgs.Count;
             _ui.m_list.ScrollToView(curIndex);
 
             base.OnShown();

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioMetalView.cs

@@ -32,7 +32,7 @@ namespace GFGGame
             this.studioCfg = StudioCfgArray.Instance.GetCfgs(StudioDataManager.Instance.VIEW_NAME)[0];
             this.studioData = StudioDataManager.Instance.GetStudioDataById(this.studioCfg.id);
             this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
-            _ui.m_list.numItems = this.storyLevelCfgs.Length;
+            _ui.m_list.numItems = this.storyLevelCfgs.Count;
             _ui.m_list.ScrollToView(curIndex);
 
             base.OnShown();

+ 6 - 6
GameClient/Assets/Game/HotUpdate/Views/Studio/StudioPropertyView.cs

@@ -33,9 +33,9 @@ namespace GFGGame
             _ui.m_c1.selectedIndex = _typeSelectIndex;
 
             StudioDataManager.Instance.VIEW_NAME = typeof(StudioPropertyView).Name;
-            StudioCfg[] studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
+            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
 
-            _ui.m_listProperty.numItems = studioCfgs.Length;
+            _ui.m_listProperty.numItems = studioCfgs.Count;
             _propertySelectIndex = TimeUtil.CheckDayOfWeek(studioCfgs[_propertySelectIndex].timeArr) ? _propertySelectIndex : firstOpenProperty;
             _ui.m_listProperty.selectedIndex = _propertySelectIndex;
 
@@ -43,7 +43,7 @@ namespace GFGGame
             this.studioData = StudioDataManager.Instance.GetStudioDataById(this.studioCfg.id);
             this.storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgs(this.studioCfg.type, this.studioCfg.subType, this.studioCfg.id);
 
-            _ui.m_list.numItems = this.storyLevelCfgs.Length;
+            _ui.m_list.numItems = this.storyLevelCfgs.Count;
             _ui.m_list.ScrollToView(curIndex);
 
             base.OnShown();
@@ -62,7 +62,7 @@ namespace GFGGame
         }
         private void ListPropertyItemRender(int index, GObject obj)
         {
-            StudioCfg[] studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
+            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgs(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;
-            StudioCfg[] studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
+            List<StudioCfg> studioCfgs = StudioCfgArray.Instance.GetCfgs(typeof(StudioPropertyView).Name);
             StudioCfg studioCfg = studioCfgs[index];
             if (!TimeUtil.CheckDayOfWeek(studioCfg.timeArr))
             {
@@ -95,7 +95,7 @@ namespace GFGGame
             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);
-            _ui.m_list.numItems = this.storyLevelCfgs.Length;
+            _ui.m_list.numItems = this.storyLevelCfgs.Count;
             _ui.m_list.ScrollToView(curIndex);
             UpdateView();
             StudioDataManager.Instance.PROPERTY_SELECT_INDEX = _ui.m_listProperty.selectedIndex;

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