bool checkMyFate(FateData faDa, MonsterTeamInfo mTeam, int capacity) { bool check = true; if (faDa != null && mTeam != null) { int count = faDa.CountOfCondition; for (int i = 0; i < count; ++i) { int[] condition = faDa.MyFate(i); if (condition != null) { ConfigDataType conData = (ConfigDataType)condition[FateData.Type_Pos]; int ID = condition[FateData.Item_ID_Pos]; int amount = condition[FateData.Item_Count_Pos]; switch (conData) { case ConfigDataType.HugeBeast: check = false; break; case ConfigDataType.Gender: check = false; break; case ConfigDataType.Monster: check = checkMonster(ID, amount, mTeam, capacity) && check; break; case ConfigDataType.Star: check = false; break; case ConfigDataType.Equip: check = checkEquip(ID, amount, capacity) && check; break; } } } } return(check); }
/// <summary> /// Checks my fate. 只有在队伍里面的才有缘分的价值,同时还有奥义数据 /// </summary> /// <returns><c>true</c>, if my fate was checked, <c>false</c> otherwise.</returns> /// <param name="faDa">Fa da.</param> /// <param name="team">Team.</param> public bool checkMyFate(FateData faDa, MonsterTeam mTeam, List <AoYi> usedTeam) { bool check = true; if (faDa != null && mTeam != null && usedTeam != null) { int count = faDa.CountOfCondition; for (int i = 0; i < count; ++i) { int[] condition = faDa.MyFate(i); if (condition != null) { ConfigDataType conData = (ConfigDataType)condition[FateData.Type_Pos]; int ID = condition[FateData.Item_ID_Pos]; int amount = condition[FateData.Item_Count_Pos]; switch (conData) { case ConfigDataType.HugeBeast: check = checkAoYi(ID, amount, usedTeam) && check; break; case ConfigDataType.Gender: check = checkGender((short)ID, amount, mTeam) && check; break; case ConfigDataType.Monster: check = checkMonster(ID, amount, mTeam) && check; break; case ConfigDataType.Star: check = checkStar(ID, amount, mTeam) && check; break; case ConfigDataType.Equip: check = checkEquip(ID, amount, mTeam) && check; break; } } } } return(check); }