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); } } } } }