//根据配表的星级和要升级的星级,获取分解消耗的金币 public int GetResolveCostCoin(int configStar, int upStar) { if (upStar >= configStar && upStar <= 6) { if (mdicStarData.ContainsKey(configStar)) { MonStarData data = mdicStarData [configStar]; return(data.resolve_CoinCost [upStar - configStar]); } } return(0); }
//根据配表的星级和要升级的星级,获取升星防御成长参数 public float GetMonUpDefParam(int configStar, int upStar) { if (upStar > configStar && upStar <= 6) { if (mdicStarData.ContainsKey(configStar)) { MonStarData data = mdicStarData [configStar]; return(data.up_DefParam [upStar - configStar]); } } return(1); }
//根据配表的星级和要升级的星级,获取分解得到的战魂 public int GetBattleSoulByResolve(int configStar, int upStar) { if (upStar >= configStar && upStar <= 6) { if (mdicStarData.ContainsKey(configStar)) { MonStarData data = mdicStarData [configStar]; return(data.resolve_SoulGet [upStar - configStar]); } } return(0); }
//根据配表的星级和要升级的星级,获取升星花费战魂 public int GetUpCostBattleSoul(int configStar, int upStar) { if (upStar > configStar && upStar <= 6) { if (mdicStarData.ContainsKey(configStar)) { MonStarData data = mdicStarData [configStar]; return(data.up_SoulCost [upStar - configStar]); } } return(0); }