using System.Collections.Generic;
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using UnityEngine;
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public partial class HeroTalentConfig : ConfigBase<int, HeroTalentConfig>
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{
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// public int Quality;
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// public int AttrID;
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// Quality, List<HeroTalentConfig>
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public static Dictionary<int, List<HeroTalentConfig>> configDics = new Dictionary<int, List<HeroTalentConfig>>();
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protected override void OnConfigParseCompleted()
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{
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base.OnConfigParseCompleted();
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List<HeroTalentConfig> list = null;
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if (!configDics.TryGetValue(Quality, out list))
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{
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list = new List<HeroTalentConfig>();
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configDics.Add(Quality, list);
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}
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list.Add(this);
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}
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public static List<HeroTalentConfig> GetTalentListByQuality(int quality)
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{
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List<HeroTalentConfig> list = null;
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if (configDics.TryGetValue(quality, out list))
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{
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return list;
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}
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return null;
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}
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/// <summary>
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/// 所有品质的列表按AttrID升序排序(需在所有配置加载完后调用一次)
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/// </summary>
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public static void SortAllByAttrID()
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{
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foreach (var pair in configDics)
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{
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pair.Value.Sort((a, b) => a.AttrID.CompareTo(b.AttrID));
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}
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}
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protected override void AllConfigLoadFinish()
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{
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base.AllConfigLoadFinish();
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// 排序
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SortAllByAttrID();
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}
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}
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