/// <summary> /// 判断当前装备位置是不是可以强化 /// </summary> /// <param name="pos"></param> /// <returns></returns> public bool JudgeEquipPosCanStrengthen(GameCmd.EquipPos pos) { //部位的当前强化等级<主角当前等级 bool isStrengthMax = emgr.IsGridStrengthenMax(pos); bool moneyEnough = false; bool itemEnough = false; EquipDefine.LocalGridStrengthenData next = emgr.GetNextStrengthDataByPos(pos); if (next != null) { ClientMoneyType type = (ClientMoneyType)next.MoneyCostData.ID; uint num = next.MoneyCostData.Num; moneyEnough = MainPlayerHelper.GetMoneyNumByType(type) >= num; //满足下面要求的 道具 的数量 int matchItemNum = 0; for (int i = 0; i < next.ItemCostDatas.Count; i++) { uint itemID = next.ItemCostDatas[i].ID; uint itemNum = next.ItemCostDatas[i].Num; int holdNum = DataManager.Manager <ItemManager>().GetItemNumByBaseId(itemID); if (holdNum >= itemNum) { matchItemNum++; } } itemEnough = matchItemNum == next.ItemCostDatas.Count; } return(itemEnough && moneyEnough); }