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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class CharacterData
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{
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public string idx;
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public int HP;
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public int ATK = 1;
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public float DLA_ATK = 0.3f;
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public float SPD_MOVE = 1;
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public float MOVE_TIME_SCALE = 1;
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public int hitMotionSkip = 700;
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public float knockBack = 3;
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public float behaviorTime = 1f;
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public int behaviorChase = 100;
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public int behaviorEscape = 100;
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public int behaviorIdle = 100;
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public CharacterData(string[] spl)
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{
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int i = 0;
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idx = spl[i++];
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HP = int.Parse(spl[i++]);
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ATK = int.Parse(spl[i++]);
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DLA_ATK = float.Parse(spl[i++]);
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SPD_MOVE = float.Parse(spl[i++]);
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MOVE_TIME_SCALE = float.Parse(spl[i++]);
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hitMotionSkip = int.Parse(spl[i++]);
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knockBack = float.Parse(spl[i++]);
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behaviorTime = float.Parse(spl[i++]);
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behaviorChase = int.Parse(spl[i++]);
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behaviorEscape = int.Parse(spl[i++]);
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behaviorIdle = int.Parse(spl[i++]);
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}
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}
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[System.Serializable]
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public class DataMonster : IData
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{
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Dictionary<string, CharacterData> monsters;
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public List<CharacterData> values;
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public override void TableLoad()
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{
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string[] strLine = FileLoadWithLineSplit(path == string.Empty ? "CSV/Monster" : path);
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string[] spl;
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monsters = new Dictionary<string, CharacterData>();
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for (int i = 1; i < strLine.Length; i++)
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{
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if (1 < strLine[i].Length)
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{
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spl = strLine[i].Split(',');
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monsters.Add(spl[0], new CharacterData(spl));
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}
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}
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values = new List<CharacterData>(monsters.Values);
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}
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public override void LoadedCheck()
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{
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if (monsters == null)
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TableLoad();
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}
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public CharacterData DataGet(string idx)
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{
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TableLoad();
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if (monsters.ContainsKey(idx))
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return monsters[idx];
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return null;
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}
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}
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