private void InitArmy() { int idx = 0; foreach (var d in GameData.GeneralData.dataMap) { StatCapture stat = new StatCapture(); stat.id = d.Key; //stat.lv = UnityEngine.Random.Range(1, 11); //stat.power = UnityEngine.Random.Range(300, 800); //stat.presentLeftTime = (uint)UnityEngine.Random.Range(0, 3600); //stat.intimacy = UnityEngine.Random.Range(0, 101); captures.Add(idx, stat); idx++; } //for (int i = 0; i < (int)SoliderType.Count; ++i) //{ // for (int j = 1; j <= (int)SoliderInfo.DEGREE_COUNT; ++j) // { // SoliderInfo info = new SoliderInfo(); // info.id = i * SoliderInfo.DEGREE_COUNT + j - 1; // info.level = UnityEngine.Random.Range(1, 8); // info.star = UnityEngine.Random.Range(1, SoliderInfo.DEGREE_COUNT + 1); // info.type = (SoliderType)i; // info.die = false; // info.name = Localization.Get(info.armyData.alias) + j.ToString(); // mine.soliders.Add(info.id, info); // } //} }
private void _Reload() { m_dict.Clear(); foreach (var pr in m_data) { m_dict.Add(pr.x, pr.y); } }