public override bool ParseDataFromNDT(TsDataReader dr)
    {
        foreach (TsDataReader.Row data in dr)
        {
            BATTLESKILL_TRAINING bATTLESKILL_TRAINING = new BATTLESKILL_TRAINING();
            bATTLESKILL_TRAINING.SetData(data);
            if (bATTLESKILL_TRAINING.m_nSkillLevel == 1)
            {
                NrTSingleton <BattleSkill_Manager> .Instance.SetBattleSkillTraining(bATTLESKILL_TRAINING);

                BATTLE_SKILL_TRAININGINCLUDE bATTLE_SKILL_TRAININGINCLUDE = null;
                for (int i = 1; i < 101; i++)
                {
                    BATTLE_SKILL_TRAININGINCLUDE battleSkillTrainingIncludeData = NrTSingleton <BattleSkill_Manager> .Instance.GetBattleSkillTrainingIncludeData(bATTLESKILL_TRAINING.m_nSkillUnique, i);

                    if (battleSkillTrainingIncludeData != null)
                    {
                        bATTLE_SKILL_TRAININGINCLUDE = battleSkillTrainingIncludeData;
                    }
                    if (bATTLE_SKILL_TRAININGINCLUDE != null)
                    {
                        if (i != 1)
                        {
                            BATTLESKILL_TRAINING trainingDataNext = new BATTLESKILL_TRAINING();
                            if (!NrTSingleton <BattleSkill_Manager> .Instance.AddMakeBattleSkillTraining(i, bATTLE_SKILL_TRAININGINCLUDE, trainingDataNext))
                            {
                            }
                        }
                    }
                }
            }
        }
        return(true);
    }
 public override bool ParseDataFromNDT(TsDataReader dr)
 {
     foreach (TsDataReader.Row data in dr)
     {
         BATTLE_SKILL_TRAININGINCLUDE bATTLE_SKILL_TRAININGINCLUDE = new BATTLE_SKILL_TRAININGINCLUDE();
         bATTLE_SKILL_TRAININGINCLUDE.SetData(data);
         NrTSingleton <BattleSkill_Manager> .Instance.SetBattleSkillTrainingInclude(bATTLE_SKILL_TRAININGINCLUDE);
     }
     return(true);
 }
 public void SetBattleSkillTrainingInclude(BATTLE_SKILL_TRAININGINCLUDE TrainingIncludeData)
 {
     if (!this.mHash_BattleSkillTrainingInclude.ContainsKey(TrainingIncludeData.m_nSkillUnique))
     {
         this.mHash_BattleSkillTrainingInclude.Add(TrainingIncludeData.m_nSkillUnique, new Dictionary <int, BATTLE_SKILL_TRAININGINCLUDE>());
     }
     if (!this.mHash_BattleSkillTrainingInclude[TrainingIncludeData.m_nSkillUnique].ContainsKey(TrainingIncludeData.m_nSkillMinSkillLevel))
     {
         this.mHash_BattleSkillTrainingInclude[TrainingIncludeData.m_nSkillUnique].Add(TrainingIncludeData.m_nSkillMinSkillLevel, TrainingIncludeData);
     }
 }
 public BATTLE_SKILL_TRAININGINCLUDE GetBattleSkillTrainingIncludeData(int skillUnique, int skillLevel)
 {
     if (this.mHash_BattleSkillTrainingInclude.ContainsKey(skillUnique))
     {
         foreach (KeyValuePair <int, BATTLE_SKILL_TRAININGINCLUDE> current in this.mHash_BattleSkillTrainingInclude[skillUnique])
         {
             int key = current.Key;
             BATTLE_SKILL_TRAININGINCLUDE value = current.Value;
             if (key == skillLevel)
             {
                 return(value);
             }
         }
     }
     return(null);
 }
    public bool AddMakeBattleSkillTraining(int SkillLevelIndex, BATTLE_SKILL_TRAININGINCLUDE trainingData_I, BATTLESKILL_TRAINING trainingDataNext)
    {
        if (SkillLevelIndex <= 1 || trainingData_I == null || trainingDataNext == null)
        {
            return(false);
        }
        if (SkillLevelIndex >= 101)
        {
            return(false);
        }
        BATTLESKILL_TRAINING battleSkillTraining = this.GetBattleSkillTraining(trainingData_I.m_nSkillUnique, SkillLevelIndex - 1);

        if (battleSkillTraining != null)
        {
            trainingDataNext.Set(SkillLevelIndex, battleSkillTraining, trainingData_I);
            this.SetBattleSkillTraining(trainingDataNext);
            return(true);
        }
        return(false);
    }
 public void Set(int SkillLevelIndex, BATTLESKILL_TRAINING LastdetailData, BATTLE_SKILL_TRAININGINCLUDE trainingData_I)
 {
     this.m_nSkillUnique   = LastdetailData.m_nSkillUnique;
     this.m_nSkillLevel    = SkillLevelIndex;
     this.m_nSkillNeedGold = LastdetailData.m_nSkillNeedGold + trainingData_I.m_nSkillNeedGold_I;
 }