private bool Action_Equip_Operation(ActionInfo info, PlayerObject play) { String[] option = info.param.Split(' '); String command = option[0].ToLower(); RoleItemInfo role_item = null; switch (command) { case "checkequip": //检测装备位置是否存在 { byte postion = Convert.ToByte(option[1]); role_item = play.GetItemSystem().GetEquipByPostion(postion); return role_item == null ? false : true; } case "setequippro": //设置装备属性 { byte postion = Convert.ToByte(option[1]); role_item = play.GetItemSystem().GetEquipByPostion(postion); if (role_item == null) return false; String op = option[2]; bool ret = true; switch (op) { case "shui_attack": { String opex = option[3]; byte v = Convert.ToByte(option[4]); switch (opex) { case "=": { role_item.shui_attack = v; break; } case "-": { role_item.shui_attack -= v; break; } case "+": { role_item.shui_attack += v; break; } } break; } case "di_attack": { String opex = option[3]; byte v = Convert.ToByte(option[4]); switch (opex) { case "=": { role_item.di_attack = v; break; } case "-": { role_item.di_attack -= v; break; } case "+": { role_item.di_attack += v; break; } } break; } case "huo_attack": { String opex = option[3]; byte v = Convert.ToByte(option[4]); switch (opex) { case "=":{ role_item.huo_attack = v; break; } case "-": { role_item.huo_attack -= v; break; } case "+": { role_item.huo_attack += v; break; } } break; } case "feng_attack": { String opex = option[3]; byte v = Convert.ToByte(option[4]); switch (opex) { case "=": { role_item.feng_attack = v; break; } case "-": { role_item.feng_attack -= v; break; } case "+": { role_item.feng_attack += v; break; } } break; } case "hole": //装备打洞 0为第一个洞 1为第二个洞 2为第三个洞 { String opex = option[3]; byte v = Convert.ToByte(option[4]); switch (opex) { case "=": { role_item.OpenGem(v); break; } } break; } default: { ret = false; break; } } play.GetItemSystem().UpdateItemInfo(role_item.id); play.CalcAttribute();//重新计算属性 return ret; } case "checkequippro": //获取装备属性 { byte postion = Convert.ToByte(option[1]); role_item = play.GetItemSystem().GetEquipByPostion(postion); if (role_item == null) return false; String op = option[2]; String opex = option[3]; int v = Convert.ToInt32(option[4]); switch (op) { case "shui_attack": { switch (opex) { case "=": { return role_item.shui_attack == v; } case ">": { return role_item.shui_attack > v;} case ">=": {return role_item.shui_attack >= v;} case "<": {return role_item.shui_attack < v; } case "<=": { return role_item.shui_attack <= v;} default: { break; } } break; } case "di_attack": { switch (opex) { case "=": { return role_item.di_attack == v; } case ">": {return role_item.di_attack > v; } case ">=": { return role_item.di_attack >= v; } case "<": { return role_item.di_attack < v; } case "<=": { return role_item.di_attack <= v;} default: { break; } } break; } case "huo_attack": { switch (opex) { case "=": { return role_item.huo_attack == v; } case ">": { return role_item.huo_attack > v; } case ">=": { return role_item.huo_attack >= v; } case "<": { return role_item.huo_attack < v; } case "<=": { return role_item.huo_attack <= v; } default: { break; } } break; } case "feng_attack": { switch (opex) { case "=": { return role_item.feng_attack == v; } case ">": { return role_item.feng_attack > v; } case ">=": { return role_item.feng_attack >= v; } case "<": { return role_item.feng_attack < v; } case "<=":{ return role_item.feng_attack <= v; } default: { break; } } break; } case "hole": //装备打洞数量 { switch (opex) { case "=": { return role_item.GetGemCount() == v; } } break; } default: { break; } } break; } } return false; }