// Code generated by excel export. DO NOT EDIT. package data import ( "f1-game/internal/enum" ) var MapMarchState = &mapMarchStateConfig{} func init() { _allList = append(_allList, MapMarchState) } type ( MapMarchStateRow struct { State enum.MarchState `json:"State"` // 状态 Stopable bool `json:"Stopable"` // 可中止 Retreatable bool `json:"Retreatable"` // 可回城 IsInMap bool `json:"IsInMap"` // 是否在地图上 } mapMarchStateConfig struct { baseConfig list []*MapMarchStateRow // all list stateUniMaps map[enum.MarchState]*MapMarchStateRow // key:state } ) func (p *mapMarchStateConfig) Name() string { return "map_march_state" } func (p *mapMarchStateConfig) Init() { p.stateUniMaps = map[enum.MarchState]*MapMarchStateRow{} } func (p *mapMarchStateConfig) OnLoad(maps interface{}, reload bool) (int, error) { if reload && p.denyLoad { return 0, nil } var list []*MapMarchStateRow if err := DecodeData(maps, &list); err != nil { return 0, err } p.list = list stateUniMaps := map[enum.MarchState]*MapMarchStateRow{} for _, row := range list { stateUniMaps[row.State] = row } p.stateUniMaps = stateUniMaps return len(list), nil } // func (p *mapMarchStateConfig) OnAfterLoad(_ bool) { // } func (p *mapMarchStateConfig) List() []*MapMarchStateRow { return p.list } func (p *mapMarchStateConfig) GetByState(state enum.MarchState) (*MapMarchStateRow, bool) { value, found := p.stateUniMaps[state] return value, found } func (p *mapMarchStateConfig) ContainState(state enum.MarchState) bool { _, found := p.stateUniMaps[state] return found }