NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/DataTable/AudioCfg/Audios.cs

70 lines
1.9 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Bright.Serialization;
using System.Collections.Generic;
using SimpleJSON;
namespace cfg.AudioCfg
{
public sealed partial class Audios
{
private readonly List<AudioCfg.DataAudio> _dataList;
private Dictionary<int, AudioCfg.DataAudio> _dataMap_ID;
private Dictionary<string, AudioCfg.DataAudio> _dataMap_Key;
public Audios(JSONNode _json)
{
_dataList = new List<AudioCfg.DataAudio>();
foreach(JSONNode _row in _json.Children)
{
var _v = AudioCfg.DataAudio.DeserializeDataAudio(_row);
_dataList.Add(_v);
}
_dataMap_ID = new Dictionary<int, AudioCfg.DataAudio>();
_dataMap_Key = new Dictionary<string, AudioCfg.DataAudio>();
foreach(var _v in _dataList)
{
_dataMap_ID.Add(_v.ID, _v);
_dataMap_Key.Add(_v.Key, _v);
}
PostInit();
}
public List<AudioCfg.DataAudio> DataList => _dataList;
public AudioCfg.DataAudio GetByID(int key) => _dataMap_ID.TryGetValue(key, out AudioCfg.DataAudio __v) ? __v : null;
public AudioCfg.DataAudio GetByKey(string key) => _dataMap_Key.TryGetValue(key, out AudioCfg.DataAudio __v) ? __v : null;
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
partial void PostInit();
partial void PostResolve();
}
}