using System.Collections.Generic;
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using UnityEngine;
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public partial class HeroBreakConfig : ConfigBase<int, HeroBreakConfig>
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{
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// public int HeroID;
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// public int BreakLV;
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// HeroID, Dictionary<BreakLV, HeroBreakConfig>
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public static Dictionary<int, Dictionary<int, HeroBreakConfig>> configDics = new Dictionary<int, Dictionary<int, HeroBreakConfig>>();
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protected override void OnConfigParseCompleted()
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{
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base.OnConfigParseCompleted();
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Dictionary<int, HeroBreakConfig> tempDic = null;
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if (!configDics.TryGetValue(HeroID, out tempDic))
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{
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tempDic = new Dictionary<int, HeroBreakConfig>();
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configDics.Add(HeroID, tempDic);
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}
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if (tempDic.ContainsKey(BreakLV))
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{
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tempDic[BreakLV] = this;
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}
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else
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{
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tempDic.Add(BreakLV, this);
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}
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}
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public static HeroBreakConfig GetHeroBreakConfig(int heroID, int breakLv)
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{
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Dictionary<int, HeroBreakConfig> tempDic = null;
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if (!configDics.TryGetValue(heroID, out tempDic))
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{
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return null;
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}
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HeroBreakConfig config = null;
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tempDic.TryGetValue(breakLv, out config);
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return config;
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}
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public static bool IsReachMax(int heroID, int breakLv)
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{
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return GetHeroBreakConfig(heroID, breakLv) == null;
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}
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}
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