Merge branch 'develop' into feature/hp_normal_attack
This commit is contained in:
@@ -23,6 +23,7 @@ namespace ModelRenderer.Scripts.GameData
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}
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}
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#region Dictionary for mapping id with other stuffs
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public Dictionary<uint, DATA_TYPE> essence_id_data_type_map = new Dictionary<uint, DATA_TYPE>();
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public Dictionary<int, uint> essence_index_id_map = new Dictionary<int, uint>();
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public Dictionary<uint, object> essence_id_data_map = new Dictionary<uint, object>();
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@@ -46,7 +47,9 @@ namespace ModelRenderer.Scripts.GameData
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public Dictionary<uint, DATA_TYPE> addon_id_data_type_map = new Dictionary<uint, DATA_TYPE>();
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public Dictionary<int, uint> addon_index_id_map = new Dictionary<int, uint>();
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public Dictionary<uint, object> addon_id_data_map = new Dictionary<uint, object>();
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#endregion
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#region Arrays for storing the data
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public EQUIPMENT_ADDON[] equipment_addon_array = new EQUIPMENT_ADDON[0];
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public WEAPON_MAJOR_TYPE[] weapon_major_type_array = new WEAPON_MAJOR_TYPE[0];
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public WEAPON_SUB_TYPE[] weapon_sub_type_array = new WEAPON_SUB_TYPE[0];
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@@ -283,6 +286,7 @@ namespace ModelRenderer.Scripts.GameData
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public FASHION_SUITE_ESSENCE[] fashion_suite_essence_array = new FASHION_SUITE_ESSENCE[0];
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public FASHION_BEST_COLOR_CONFIG[] fashion_best_color_config_array = new FASHION_BEST_COLOR_CONFIG[0];
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public SIGN_AWARD_CONFIG[] sign_award_config_array = new SIGN_AWARD_CONFIG[0];
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#endregion
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public int load_data(string pathname = "")
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{
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@@ -1480,6 +1484,34 @@ namespace ModelRenderer.Scripts.GameData
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return id;
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}
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/// <summary>
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/// Go through the id - DATA_TYPE map and return the id with the given data type.
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/// </summary>
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/// <param name="idSpace">The id space to search in. Each id space has its own id - DATA_TYPE map.</param>
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/// <param name="dataType">The data type to search for.</param>
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/// <returns>The id with the given data type. Return 0 if no id is found.</returns>
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public uint get_id_with_data_type(ID_SPACE idSpace, DATA_TYPE dataType)
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{
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switch (idSpace)
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{
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case ID_SPACE.ID_SPACE_ESSENCE:
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foreach (var item in essence_id_data_type_map)
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{
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if (item.Value == dataType)
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{
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return item.Key;
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}
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}
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break;
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// TODO: Add other id spaces here.
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default:
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return 0;
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}
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return 0;
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}
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void add_id_data(ID_SPACE idSpace, uint id, object data)
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{
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switch (idSpace)
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@@ -5,6 +5,10 @@ using ModelRenderer.Scripts.Common;
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namespace BrewMonster
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{
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public class ExpTypesConstants
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{
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public const int NUM_WEAPON_TYPE = 14;
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}
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public class ElementDataConstants
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{
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public const int ELEMENTDATA_NUM_PROFESSION = 12; // Number of professions
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@@ -4870,7 +4874,7 @@ namespace BrewMonster
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 32)]
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public ushort[] name; // name
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 14)]
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = ExpTypesConstants.NUM_WEAPON_TYPE)]
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public uint[] action_mask; // fashion weapon action masks
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}
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