package gdconf import ( "hk4e/pkg/logger" ) // WeaponLevelData 武器等级配置表 type WeaponLevelData struct { Level int32 `csv:"等级"` ExpByStar1 int32 `csv:"武器升级经验1,omitempty"` ExpByStar2 int32 `csv:"武器升级经验2,omitempty"` ExpByStar3 int32 `csv:"武器升级经验3,omitempty"` ExpByStar4 int32 `csv:"武器升级经验4,omitempty"` ExpByStar5 int32 `csv:"武器升级经验5,omitempty"` ExpByStarMap map[uint32]uint32 // 星级对应武器升级经验 } func (g *GameDataConfig) loadWeaponLevelData() { g.WeaponLevelDataMap = make(map[int32]*WeaponLevelData) weaponLevelDataList := make([]*WeaponLevelData, 0) readTable[WeaponLevelData](g.txtPrefix+"WeaponLevelData.txt", &weaponLevelDataList) for _, weaponLevelData := range weaponLevelDataList { weaponLevelData.ExpByStarMap = map[uint32]uint32{ 1: uint32(weaponLevelData.ExpByStar1), 2: uint32(weaponLevelData.ExpByStar2), 3: uint32(weaponLevelData.ExpByStar3), 4: uint32(weaponLevelData.ExpByStar4), 5: uint32(weaponLevelData.ExpByStar5), } g.WeaponLevelDataMap[weaponLevelData.Level] = weaponLevelData } logger.Info("WeaponLevelData count: %v", len(g.WeaponLevelDataMap)) } func GetWeaponLevelDataByLevel(level int32) *WeaponLevelData { return CONF.WeaponLevelDataMap[level] } func GetWeaponLevelDataMap() map[int32]*WeaponLevelData { return CONF.WeaponLevelDataMap }