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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