feat(build): 更新构建脚本添加资源打包和proto编译 更新build.bat脚本,添加proto文件编译和资源打包功能,调整资源打包顺序。 BREAKING CHANGE: 构建流程发生变化,需要重新生成proto文件和打包资源。 --- refactor(xmlres): 使用gres替换gfile读取资源文件 将xmlres模块中文件读取方式从gfile.GetBytes改为gres.GetContent, 使
182 lines
4.2 KiB
Go
182 lines
4.2 KiB
Go
package xmlres
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import (
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"blazing/common/utils"
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_ "blazing/common/data/xmlres/packed"
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"encoding/json"
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"os"
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"github.com/ECUST-XX/xml"
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"github.com/gogf/gf/v2/os/gctx"
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"github.com/gogf/gf/v2/os/gfile"
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"github.com/gogf/gf/v2/os/gfsnotify"
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"github.com/gogf/gf/v2/os/glog"
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"github.com/gogf/gf/v2/os/gres"
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"github.com/gogf/gf/v2/util/gconv"
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)
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var path string
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func getXml[T any](path string) T {
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// 解析XML到结构体
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var xmls T
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t1 := gres.GetContent(path)
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xml.Unmarshal(t1, &xmls)
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return xmls
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}
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func getJson[T any](path string) T {
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// 解析XML到结构体
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var xmls T
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t1 := gres.GetContent(path)
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json.Unmarshal(t1, &xmls)
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return xmls
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}
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var (
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MapConfig Maps //地图配置
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// ItemsConfig Items //物品配置
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// EffectArgsConfig EffectArg //arg参数
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//TalkConfig TalkRoot //任务配置
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// //Monster MonsterRoot //野怪配置
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MonsterMap map[int]TMapConfig
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//Skill MovesTbl //技能配置
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SkillMap map[int]Move
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PetMAP map[int]PetInfo //宠物配置
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NatureRootMap map[int]NatureItem
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EffectMAP map[int]NewSeIdx
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PlayerEffectMAP map[int]NewSeIdx
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ItemsMAP map[int]Item
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TaskMap map[int]Task
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ShopMap map[int]ShopItem
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SkillTypeMap map[int]SkillType
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RelationsMap map[int]Relation
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GoldProductMap = make(map[int]GoldProductItem, 0)
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EVOLVMAP map[int]Evolve
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)
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func Initfile() {
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//gres.Dump()
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path1, _ := os.Getwd()
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path = path1 + "/public/config/"
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path = "config/"
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MapConfig = getXml[Maps](path + "210.xml")
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EffectArgs = make(map[int]int)
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for _, t := range getJson[EffectArg](path + "side_effect.json").SideEffects.SideEffect {
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EffectArgs[t.ID] = t.SideEffectArgcount
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}
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ItemsMAP = utils.ToMap[Item, int](getXml[Items](path+"43.xml").Items, func(m Item) int {
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return m.ID
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})
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EVOLVMAP = utils.ToMap[Evolve, int](getXml[CondEvolves](path+"进化仓.xml").Evolves, func(m Evolve) int {
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return m.ID
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})
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//TalkConfig = getXml[TalkRoot](path + "talk.xml")
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MonsterMap = utils.ToMap(getXml[MonsterRoot](path+"地图配置野怪.xml").Maps, func(m TMapConfig) int {
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return m.ID
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})
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ShopMap = utils.ToMap(getXml[ShopRoot](path+"地图配置野怪.xml").Items, func(m ShopItem) int {
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return gconv.Int(m.ProductID)
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})
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Skill := getXml[MovesTbl](path + "227.xml")
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SkillMap = make(map[int]Move, len(Skill.Moves))
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for _, v := range Skill.Moves {
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v.SideEffectS = ParseSideEffectArgs(v.SideEffect)
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v.SideEffectArgS = ParseSideEffectArgs(v.SideEffectArg)
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SkillMap[v.ID] = v
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}
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TaskMap = utils.ToMap[Task, int](getXml[Tasks](path+"task.xml").Tasks, func(m Task) int {
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return m.ID
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})
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PetMAP = utils.ToMap[PetInfo, int](getXml[Monsters](path+"226.xml").Monsters, func(m PetInfo) int {
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return m.ID
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})
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NatureRootMap = utils.ToMap[NatureItem, int](getXml[NatureRoot](path+"nature.xml").Items, func(m NatureItem) int {
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return m.ID
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})
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EffectMAP1 := getXml[NewSe](path + "bossbuff和特性.xml")
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EffectMAP = make(map[int]NewSeIdx, len(EffectMAP1.SeIdxList))
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for _, v := range EffectMAP1.SeIdxList {
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v.ArgsS = ParseSideEffectArgs(v.Args)
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EffectMAP[gconv.Int(v.Idx)] = v
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}
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PlayerEffectMAP = make(map[int]NewSeIdx)
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for _, v := range EffectMAP1.SeIdxList {
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if gconv.Int(v.Stat) == 1 && gconv.Int(v.Idx) > 1000 {
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v.ArgsS = ParseSideEffectArgs(v.Args)
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PlayerEffectMAP[gconv.Int(v.Idx)] = v
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}
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}
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GoldProductMap = utils.ToMap(getXml[GoldProductConfig](path+"30001.xml").Items,
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func(m GoldProductItem) int {
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return gconv.Int(m.ProductID)
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},
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)
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}
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func init() {
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go func() {
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if !gfile.Exists(path) {
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fileHandle, _ := gfile.Create(path)
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fileHandle.Close()
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}
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//updatersares()
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ctx := gctx.New()
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_, err := gfsnotify.Add(path, func(event *gfsnotify.Event) {
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if event.IsCreate() {
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glog.Debug(ctx, "创建文件 : ", event.Path)
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}
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if event.IsWrite() {
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glog.Debug(ctx, "写入文件 : ", event.Path)
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//initfile() //先初始化一次
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}
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if event.IsRemove() {
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glog.Debug(ctx, "删除文件 : ", event.Path)
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}
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if event.IsRename() {
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glog.Debug(ctx, "重命名文件 : ", event.Path)
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}
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if event.IsChmod() {
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glog.Debug(ctx, "修改权限 : ", event.Path)
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}
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glog.Debug(ctx, event)
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})
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if err != nil {
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glog.Fatal(ctx, err)
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} else {
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select {}
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}
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}()
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}
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