public HerocultureTemplate GetHerocultureTemplate(int nBorn, int nPos, int nType, int nElementLev) { for (int i = 0; i < m_HerocultureTable.getDataList().Count; ++i) { HerocultureTemplate _row = m_HerocultureTable.getDataList() [i] as HerocultureTemplate; if (_row.getBorn() == nBorn && _row.getQosition() == nPos && _row.getElement() == nType && _row.getElementLeve() == nElementLev) { return(_row); } } return(null); }
/// <summary> /// 获取对应的表数据 /// </summary> /// <param name="id">1火,2土,3水,4风</param> /// /// <param>英雄数据中 是存在数组中的 所以相应的id + 1</param> private void GetTData(int id) { if (m_HeroData == null && m_HeroDataT == null) { return; } HeroTrainDB.ENUM_TRAIN_TYPE type = (HeroTrainDB.ENUM_TRAIN_TYPE)(id); m_ElementLevel = m_HeroData.HeroTrainDB.GetTrainLevForType(type); m_MaxElementLevel = GameUtils.GetCurCultureTData(m_HeroDataT.getBorn(), m_HeroDataT.getQosition(), id + 1); m_CurTData = GameUtils.GetCurCultureTData(m_HeroDataT.getBorn(), m_HeroDataT.getQosition(), id + 1, m_ElementLevel); m_NextTData = GameUtils.GetCurCultureTData(m_HeroDataT.getBorn(), m_HeroDataT.getQosition(), id + 1, m_ElementLevel + 1); ClearUp(); ShowElementLevel(); ShowElementAddValue(); GreatArticleItem(); BringButtonActive(); }