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- // Code generated by excel export. DO NOT EDIT.
- package data
- import (
- "f1-game/internal/types"
- )
- var ArmLevel = &armLevelConfig{}
- func init() {
- _allList = append(_allList, ArmLevel)
- }
- type (
- ArmLevelRow struct {
- ID int32 `json:"ID"` // 士兵ID
- Level int32 `json:"Level"` // 等级
- ConscriptNumSecond int32 `json:"ConscriptNumSecond"` // 每秒征兵个数
- ConscriptCostItems types.Assets `json:"ConscriptCostItems"` // 征兵消耗材料
- OutsideConscriptCosts types.Assets `json:"OutsideConscriptCosts"` // 城外征兵消耗
- UpgradeCostItems types.Assets `json:"UpgradeCostItems"` // 升级消耗材料
- UpArmID int32 `json:"UpArmID"` // 升级后士兵ID
- InfantryAttr types.Attrs `json:"InfantryAttr"` // 步兵加成
- CavalryAttr types.Attrs `json:"CavalryAttr"` // 骑兵加成
- ArcherAttr types.Attrs `json:"ArcherAttr"` // 弓兵加成
- }
- armLevelConfig struct {
- baseConfig
- list []*ArmLevelRow // all list
- idUniMaps map[int32]*ArmLevelRow // key:id
- }
- )
- func (p *armLevelConfig) Name() string {
- return "arm_level"
- }
- func (p *armLevelConfig) Init() {
- p.idUniMaps = map[int32]*ArmLevelRow{}
- }
- func (p *armLevelConfig) OnLoad(maps interface{}, reload bool) (int, error) {
- if reload && p.denyLoad {
- return 0, nil
- }
- var list []*ArmLevelRow
- if err := DecodeData(maps, &list); err != nil {
- return 0, err
- }
- p.list = list
- idUniMaps := map[int32]*ArmLevelRow{}
- for _, row := range list {
- idUniMaps[row.ID] = row
- }
- p.idUniMaps = idUniMaps
- return len(list), nil
- }
- // func (p *armLevelConfig) OnAfterLoad(_ bool) {
- // }
- func (p *armLevelConfig) List() []*ArmLevelRow {
- return p.list
- }
- func (p *armLevelConfig) GetByID(id int32) (*ArmLevelRow, bool) {
- value, found := p.idUniMaps[id]
- return value, found
- }
- func (p *armLevelConfig) ContainID(id int32) bool {
- _, found := p.idUniMaps[id]
- return found
- }
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