public void addTempHero()
	{
        for (int i = 0; i < 10; i++)
        {
            HeroData hero = new HeroData();
			hero.level = 50;
			hero.equipmentList.addTempItem();
            hero.templateID = 100001 + i;
//			if( hero.templateID == 100002 )
//				hero.templateID = 100017;
            hero.guid = (long)1111111 + i;
            hero.parseData(hero.templateID);
			hero.property.country = i + 1 ;
			hero.activate = true;
            hero.battle = i;
            addHero(hero.guid, hero);
			hero.refreshProperty();
            fightHeroList.setFightHero(hero.battle, hero.guid);

//			float minAtk = hero.getMinAttack();
//			float maxAtk = hero.getMaxAttack();
//			float armor = hero.getArmor();
//			float hitLv = hero.getHitLv();
//			float dodLv = hero.getDodgelv();
//			float criticallv = hero.getCriticallv();
//			float criticalDamage = hero.getCriticalDamage();
//			float trueDamage = hero.getRealAttack();
//			float trueDamageReduce = hero.getReduceRealAttack();
//
//			float damageReduce = hero.getReduceDamage();
//			float hitRate = hero.getHitRate();
//			float dodRate = hero.getDodgeRate();
//			float criticalRate = hero.getCriticalRate();
//
////			float normalDamage =  
//
//			int a = 0;


            //Debug.Log(" ----------------------"+fightHeroList.getFightHeroDict().Count);
        }

//		for (int i = 0; i < 3; i++)
//		{
//			HeroData hero = new HeroData();
//			hero.templateID = 100001 + i;
//			hero.guid = (long)22222 + i;
//			hero.parseData(hero.templateID);
//			hero.property.country = i + 1 ;
//			addHero(hero.guid, hero);
//		}
		isDirty = true;
	}
    void SetDatas(HeroManager manager, List<HeroDebugData> heroDatas)
    {
        HeroDebugData data;
        HeroData hero;
        for (int i = 0; i < heroDatas.Count; i++)
        {
            hero = new HeroData();
            data = heroDatas[i];

            //set max
            for (int j = 0; j < data.equipment.Count; j++)
            {
                EquipmentItem item = new EquipmentItem();
                Property.Equip e = new Property.Equip();

                if (data.equipment[j].equipId > 0 && data.equipment[j].equipLevel > 0)
                {
                    e.templateid = (uint)data.equipment[j].equipId;
                    item.parseData(e);

                    //Debug.Log(item.equitype);
                    //set level
                    item.equiplev = data.equipment[j].equipLevel;
                    hero.equipmentList.addItem(i * 10 + j, item);
                }
            }

            //set id level
            if (data.heroId > 0 && data.heroLevel > 0)
            {
                hero.templateID = data.heroId;
                hero.guid = (long)1111111 + i;
                hero.level = data.heroLevel;
                hero.property.country = i + 1;
                hero.activate = false;
                hero.battle = i;
                hero.starLevel = data.heroStar;

                hero.parseData(hero.templateID);

                hero.refreshProperty();
                manager.addHero(hero.guid, hero);
                Debug.Log("hero is init " + i + "   resname : " + hero.resname);
            }

            if (i < 3)
                manager.fightHeroList.setFightHero(hero.battle, hero.guid);
        }
    }