| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308 | using GFGGame;using UnityEngine;using System.Collections.Generic;using System;namespace GFGEditor{    /// <summary>    /// 配置表检查器:在有限范围内检查表格间关联的数据是否合法,并打印非法数据    /// </summary>    public class ExcelChecker    {        public static void StartCheck()        {            CheckLuckyBoxCfg();            CheckDropOutCfg();            CheckStoryChapterCfg();            CheckStoryLevelCfg();            CheckStoryFightCfg();            CheckClothingShopCfg();            CheckSuitCfg();            CheckSuitGuideMenuCfg();            CheckItemCfg();            CheckCardStarCfg();            CheckCardStoryCfg();        }        private static void CheckLuckyBoxCfg()        {            LuckyBoxCfgArray cfgArray = LuckyBoxCfgArray.Instance;            LuckyBoxCfg[] dataArray = cfgArray.dataArray;            foreach (LuckyBoxCfg boxCfg in dataArray)            {                CheckItemIdExist(boxCfg.costID, "抽奖LuckyBoxCfg.costID");            }        }        private static void CheckDropOutCfg()        {            DropOutCfgArray cfgArray = DropOutCfgArray.Instance;            DropOutCfg[] dataArray = cfgArray.dataArray;            foreach (DropOutCfg cfg in dataArray)            {                if (cfg.item >= 10000000)//掉落id                {                    CheckDropOutExist(cfg.item, "掉落DropOutCfg.item");                }                else                {                    CheckItemIdExist(cfg.item, "掉落DropOutCfg.item");                }            }        }        private static void CheckStoryChapterCfg()        {            StoryChapterCfgArray cfgArray = StoryChapterCfgArray.Instance;            StoryChapterCfg[] dataArray = cfgArray.dataArray;            foreach (StoryChapterCfg cfg in dataArray)            {                CheckItemsExist(cfg.bonus1Arr, "剧情副本StoryChapterCfg.bonus1");                CheckItemsExist(cfg.bonus2Arr, "剧情副本StoryChapterCfg.bonus2");                CheckItemsExist(cfg.bonus3Arr, "剧情副本StoryChapterCfg.bonus3");            }        }        private static void CheckStoryLevelCfg()        {            StoryLevelCfgArray cfgArray = StoryLevelCfgArray.Instance;            StoryLevelCfg[] dataArray = cfgArray.dataArray;            foreach (StoryLevelCfg cfg in dataArray)            {                CheckItemsExist(cfg.bonusOnceArr, "剧情副本StoryLevelCfg.bonusOnce");                CheckStoryDialogExist(cfg.storyStartID, "剧情副本StoryLevelCfg.storyStartID");                CheckStoryFightExist(cfg.fightID, "剧情副本StoryLevelCfg.fightID");            }        }        private static void CheckStoryFightCfg()        {            StoryFightCfgArray cfgArray = StoryFightCfgArray.Instance;            StoryFightCfg[] dataArray = cfgArray.dataArray;            foreach (StoryFightCfg cfg in dataArray)            {                if (cfg.needSuitId > 0)                {                    CheckSuitExist(cfg.needSuitId, "剧情副本StoryFightCfg.needSuitId");                }                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)                {                    CheckDropOutExist(value, "剧情副本StoryFightCfg.bonusRandom");                }            }        }        private static void CheckClothingShopCfg()        {            List<ShopCfg> dataArray = ShopCfgArray.Instance.GetCfgsBymenu1Andmenu2(ConstStoreTabId.FU_ZHUANG_DIAN, ConstStoreSubId.FU_ZHUANG_DIAN);            foreach (ShopCfg cfg in dataArray)            {                CheckItemIdExist(cfg.itemId, "商城ClothingShopCfg.itemID");                CheckItemIdExist(cfg.costId, "商城ClothingShopCfg.costID");            }        }        private static void CheckSuitCfg()        {            SuitCfgArray cfgArray = SuitCfgArray.Instance;            SuitCfg[] dataArray = cfgArray.dataArray;            foreach (SuitCfg suitCfg in dataArray)            {                CheckItemsExist(suitCfg.partsArr, "套装suitCfg.parts");                CheckItemsExist(suitCfg.partsOptionalArr, "套装suitCfg.partsOptional");            }        }        private static void CheckSuitGuideMenuCfg()        {            SuitGuideMenuCfgArray cfgArray = SuitGuideMenuCfgArray.Instance;            SuitGuideMenuCfg[] dataArray = cfgArray.dataArray;            foreach (SuitGuideMenuCfg cfg in dataArray)            {                if (cfg.suitIds.Length > 0)                {                    string[] values = cfg.suitIds.Split(';');                    foreach (string value in values)                    {                        if (value.Length > 0)                        {                            int valueInt = int.Parse(value);                            CheckSuitExist(valueInt, "图鉴SuitGuideMenuCfg.suitIds");                        }                    }                }            }        }        private static void CheckClothingSyntheticCfg()        {            //ClothingSyntheticCfgArray cfgArray = ClothingSyntheticCfgArray.Instance;            //ClothingSyntheticCfg[] dataArray = cfgArray.dataArray;            //foreach(ClothingSyntheticCfg cfg in dataArray)            //{            //    CheckItemIdExist(cfg.costID, "合成ClothingSyntheticCfg.costID");            //    CheckItemsExist(cfg.materiarsArr, "合成ClothingSyntheticCfg.materiars");            //}        }        private static void CheckItemCfg()        {            ItemCfgArray cfgArray = ItemCfgArray.Instance;            ItemCfg[] dataArray = cfgArray.dataArray;            foreach (ItemCfg cfg in dataArray)            {                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"));                }                CheckClothingSyntheticCfgExist(cfg);            }        }        //=====================================================================================================        private static void CheckItemIdExist(int id, string keyName)        {            if (id > 0)            {                ItemCfgArray cfgArray = ItemCfgArray.Instance;                ItemCfg itemCfg = cfgArray.GetCfg(id);                if (itemCfg == null)                {                    Debug.LogErrorFormat("{0}配置的物品{1}不存在", new object[] { keyName, id });                }            }        }        private static void CheckItemsExist(string itemsStr, string keyName)        {            string[] itemInfos = itemsStr.Split(';');            foreach (string itemInfo in itemInfos)            {                if (itemInfo.Length > 0)                {                    string[] itemValues = itemInfo.Split('*');                    CheckItemIdExist(int.Parse(itemValues[0]), keyName);                }            }        }        private static void CheckItemsExist(int[] items, string keyName)        {            foreach (int itemId in items)            {                CheckItemIdExist(itemId, keyName);            }        }        private static void CheckItemsExist(int[][] items, string keyName)        {            foreach (int[] itemInfo in items)            {                CheckItemIdExist(itemInfo[0], keyName);            }        }        private static void CheckStoryDialogExist(string id, string keyName)        {            if (id.Length > 0)            {                StoryDialogCfgArray cfgArray = StoryDialogCfgArray.Instance;                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 });                }            }        }        private static void CheckStoryFightExist(string id, string keyName)        {            if (id.Length > 0)            {                StoryFightCfgArray cfgArray = StoryFightCfgArray.Instance;                StoryFightCfg cfg = cfgArray.GetCfg(id);                if (cfg == null)                {                    Debug.LogErrorFormat("{0}配置的战斗{1}不存在", new object[] { keyName, id });                }            }        }        private static void CheckDropOutExist(int id, string keyName)        {            var arr = DropOutCfgArray.Instance.GetCfgsByid(id);            List<DropOutCfg> dropOutCfgs = new List<DropOutCfg>(arr);            if (dropOutCfgs == null || dropOutCfgs.Count <= 0)            {                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)            {                SuitCfgArray cfgArray = SuitCfgArray.Instance;                SuitCfg cfg = cfgArray.GetCfg(id);                if (cfg == null)                {                    Debug.LogErrorFormat("{0}配置的套装{1}不存在", new object[] { keyName, id });                }            }        }        private static void CheckClothingSyntheticCfgExist(ItemCfg itemCfg)        {            if (itemCfg.itemType == ConstItemType.DRESS_UP && itemCfg.suitId > 0)            {                var suitCfg = SuitCfgArray.Instance.GetCfg(itemCfg.suitId);                if (suitCfg != null && suitCfg.syntheticType > 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 });                    }                }            }        }        private static void CheckStoryLevelCfgExist(int id, string keyName)        {            if (id > 0)            {                StoryLevelCfgArray cfgArray = StoryLevelCfgArray.Instance;                StoryLevelCfg cfg = cfgArray.GetCfg(id);                if (cfg == null)                {                    Debug.LogErrorFormat("{0}配置的关卡{1}不存在", new object[] { keyName, id });                }            }        }        private static void CheckCardStarCfg()        {            CardStarCfgArray cfgArray = CardStarCfgArray.Instance;            CardStarCfg[] dataArray = cfgArray.dataArray;            foreach (CardStarCfg cfg in dataArray)            {                CheckItemsExist(cfg.materiarsArr, "词牌CardStarCfg.materiars");            }        }        private static void CheckCardStoryCfg()        {            CardStoryCfgArray cfgArray = CardStoryCfgArray.Instance;            CardStoryCfg[] dataArray = cfgArray.dataArray;            foreach (CardStoryCfg cfg in dataArray)            {                CheckStoryDialogExist(cfg.storyStartID, "词牌CardStoryCfg.storyStartID");            }        }    }}
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