public void SetAdditionFormationAttrActive(int formationId, bool active) { FormationInfo formationInfo = GetFormationInfo(formationId); if (formationInfo != null) { formationInfo.isActiveAdditionAttr = active; } }
//阵型战力加成 public float FormationPower(int formationId) { if (!FormationInfoDictionary.ContainsKey(formationId)) { return(0); } FormationInfo info = FormationInfoDictionary[formationId]; return(info.Power); }
public void AddAllUnlockFormation(LuaTable datas) { _formationInfoDictionary.Clear(); foreach (DictionaryEntry value in datas.ToDictTable()) { LuaTable table = (LuaTable)value.Value; FormationInfo formationInfo = new FormationInfo(table["id"].ToString().ToInt32(), table["level"].ToString().ToInt32(), (FormationState)(table["formationState"].ToString().ToInt32())); formationInfo.isActiveAdditionAttr = table["isActiveAdditionAttr"].ToString().ToBoolean(); FormationInfoDictionary[formationInfo.id] = formationInfo; } }
///解锁阵型 public void AddAllUnlockFormation(List <LineupProtoData> datas) { _formationInfoDictionary.Clear(); LineupProtoData data; for (int i = 0, count = datas.Count; i < count; i++) { data = datas[i]; FormationInfo formationInfo = new FormationInfo(data.no, data.lv, FormationState.NotInUse); FormationInfoDictionary[formationInfo.id] = formationInfo; } }