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- // 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
- }
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