/// <summary> /// 灵件先攻 /// </summary> /// <param name="userID"></param> /// <param name="_userItemID"></param> /// <returns></returns> public static int GeneralSparePriority(string userID, string _userItemID) { int sparePriority = 0; GameUser user = new GameDataCacheSet <GameUser>().FindKey(userID); if (user != null) { UserSparePart[] sparePartsArray = user.SparePartList.FindAll(m => m.UserItemID.Equals(_userItemID)).ToArray(); foreach (UserSparePart sparePart in sparePartsArray) { SparePartInfo partInfo = new ConfigCacheSet <SparePartInfo>().FindKey(sparePart.SparePartId); if (partInfo != null) { SparePartQuality sparequality = partInfo.QualityType.ToEnum <SparePartQuality>(); PriorityQuality quality = UserSparePriorityQuality(sparequality); int baseNum = PriorityBaseNum(PriorityType.Spare, quality); int effectNum = PriorityEffectNum(PriorityType.Spare, quality); var propertyArray = sparePart.Propertys; foreach (SparePartProperty property in propertyArray) { if (property.AbilityType != AbilityType.Empty) { sparePriority += (MathUtils.Addition(baseNum, effectNum * property.ValueIndex)); } } } } } return(sparePriority); }
/// <summary> /// 零件对应品质 /// </summary> /// <param name="qualityType"></param> /// <returns></returns> public static PriorityQuality UserSparePriorityQuality(SparePartQuality qualityType) { PriorityQuality quality = new PriorityQuality(); switch (qualityType) { case SparePartQuality.LanSe: quality = PriorityQuality.Three; break; case SparePartQuality.ZiSe: quality = PriorityQuality.Four; break; case SparePartQuality.Yellow: quality = PriorityQuality.Five; break; } return(quality); }
/// <summary> /// 零件对应品质 /// </summary> /// <param name="qualityType"></param> /// <returns></returns> public static PriorityQuality UserSparePriorityQuality(SparePartQuality qualityType) { PriorityQuality quality = new PriorityQuality(); switch (qualityType) { case SparePartQuality.LanSe: quality = PriorityQuality.Three; break; case SparePartQuality.ZiSe: quality = PriorityQuality.Four; break; case SparePartQuality.Yellow: quality = PriorityQuality.Five; break; } return quality; }