using System.Collections.Generic;
using System.Linq;
using Excel2Json;
using Fort23.UTool;
namespace GameLogic.Hero
{
public class SkillData
{
public SkillConfig skillConfig;
///
/// 所有技能
///
public List allSkills = new List();
///
/// 已解锁的技能
///
public List allUnLockSkill = new List();
///
/// 战斗中的技能数据
///
public List allSkill4Combat = new List();
public Dictionary> mySkillDic = new Dictionary>();
public CombatHeroInfo heroInfo;
public SkillData(CombatHeroInfo heroInfo)
{
this.heroInfo = heroInfo;
}
///
/// 获取最高等级等技能(已解锁),或者1级技能(未解锁时)
///
/// 最高等级等技能(已解锁),或者1级技能(未解锁时)
public SkillInfo GetHighestLevelOr1(int groupID, bool onlyUnLock = false)
{
SkillInfo skillInfo = null;
int lv = 0;
for(int i = 0; i < mySkillDic[groupID].Count; i++)
{
SkillInfo info = mySkillDic[groupID][i];
if (i == 0 && !onlyUnLock)
{
skillInfo = info;
}
if (info.isUnLock && info.skillConfig.level > lv)
{
lv = info.skillConfig.level;
skillInfo = info;
}
}
return skillInfo;
}
// public void Init(HeroInfo heroInfo)
// {
// this.heroInfo = heroInfo;
// }
public void InitSkills()
{
for (int i = 0; i < heroInfo.skillId.Length; i++)
{
int skillGroup = heroInfo.skillId[i];
foreach (SkillConfig config in PlayerManager.Instance.groupSkillDIc[skillGroup])
{
SkillInfo skillInfo = new SkillInfo();
skillInfo.Init(this, config);
allSkills.Add(skillInfo);
if (skillInfo.isUnLock)
{
allUnLockSkill.Add(skillInfo);
}
if (mySkillDic.ContainsKey(skillGroup))
{
mySkillDic[skillGroup].Add(skillInfo);
}
else
{
mySkillDic.Add(skillGroup, new List { skillInfo });
}
}
UpdateSkill4Combat();
}
}
///
/// 更新战斗中用得到的技能
///
public void UpdateSkill4Combat()
{
int idx = 0;
heroInfo.skillConfigs = new List();
foreach (KeyValuePair> keyValuePair in heroInfo.SkillData.mySkillDic)
{
SkillInfo combatSkill = GetHighestLevelOr1(keyValuePair.Key, true);
if (combatSkill != null)
{
allSkill4Combat.Add(combatSkill);
heroInfo.skillConfigs.Add(combatSkill.skillConfig);
}
}
}
}
}