// Code generated by excel export. DO NOT EDIT. package data import ( "f1-game/internal/enum" ) var Skill = &skillConfig{} func init() { _allList = append(_allList, Skill) } type ( SkillRow struct { ID int32 `json:"ID"` // ID Type enum.SkillType `json:"Type"` // 类型 MaxLv int32 `json:"MaxLv"` // 最大等级 UnlockStar int32 `json:"UnlockStar"` // 解锁英雄星级 } skillConfig struct { baseConfig list []*SkillRow // all list idUniMaps map[int32]*SkillRow // key:id } ) func (p *skillConfig) Name() string { return "skill" } func (p *skillConfig) Init() { p.idUniMaps = map[int32]*SkillRow{} } func (p *skillConfig) OnLoad(maps interface{}, reload bool) (int, error) { if reload && p.denyLoad { return 0, nil } var list []*SkillRow if err := DecodeData(maps, &list); err != nil { return 0, err } p.list = list idUniMaps := map[int32]*SkillRow{} for _, row := range list { idUniMaps[row.ID] = row } p.idUniMaps = idUniMaps return len(list), nil } // func (p *skillConfig) OnAfterLoad(_ bool) { // } func (p *skillConfig) List() []*SkillRow { return p.list } func (p *skillConfig) GetByID(id int32) (*SkillRow, bool) { value, found := p.idUniMaps[id] return value, found } func (p *skillConfig) ContainID(id int32) bool { _, found := p.idUniMaps[id] return found }