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2 天以前 973edc44a04dceb8b48a32ca912e6167f86189d4
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using System.Collections.Generic;
using UnityEngine;
 
public partial class HeroInfo
{
 
    //  觉醒配置
    public HeroAwakeConfig awakeConfig { get; private set; }
 
    //  品质觉醒配置
    public HeroQualityAwakeConfig qualityAwakeConfig { get; private set; }
 
    //  武将觉醒等级
    public int awakeLevel
    {
        get
        {
            if (itemHero == null)
                return 0;
            return itemHero.GetUseDataFirstValue(76);
        }
    }
 
 
    Dictionary<int, int> awakeAttrs = new Dictionary<int, int>();   
    //计算觉醒属性
    public void RefreshAwakeAttr()
    {
        awakeAttrs.Clear();
 
        for (int i = 0; i < awakeLevel; i++)
        {
            var tmpAwakeConfig = HeroAwakeConfig.GetHeroAwakeConfig(heroId, awakeLevel);
            if (tmpAwakeConfig == null)
                continue;
            for(int j = 0; j < tmpAwakeConfig.AttrIDList.Length; j++)
            {
                int id = tmpAwakeConfig.AttrIDList[j];
                if (id == 0)
                    continue;
                if (!breakAttrs.ContainsKey(id))
                {
                    breakAttrs.Add(id, tmpAwakeConfig.AttrValueList[j]);
                }
                else
                {
                    breakAttrs[id] += tmpAwakeConfig.AttrValueList[j];
                }
            }
 
            if (tmpAwakeConfig.SkillID != 0)
            {
                var skillConfig = SkillConfig.Get(tmpAwakeConfig.SkillID);
                if (skillConfig == null)
                { 
                    Debug.LogError("觉醒技能配置错误" + tmpAwakeConfig.SkillID);
                    continue;
                }
                if (allSkillTypeIDToID.ContainsKey(skillConfig.SkillTypeID))
                {
                    var tmpSkillConfig = SkillConfig.Get(allSkillTypeIDToID[skillConfig.SkillTypeID]);
                    if (skillConfig.SkillLV > tmpSkillConfig.SkillLV)
                    {
                        //取最大技能
                        allSkillTypeIDToID[skillConfig.SkillTypeID] = tmpAwakeConfig.SkillID;
                    }
                }
                else
                {
                    allSkillTypeIDToID[skillConfig.SkillTypeID] = tmpAwakeConfig.SkillID;
                }
            }
        }
    }
 
    public int GetAwakeAttrValue(int attrType)
    {
        int value = 0;
        awakeAttrs.TryGetValue(attrType, out value);
        return value;
    }
 
    public int GetAwakeAttrPer(int attrType)
    { 
        if (PlayerPropertyConfig.baseAttr2perDict.ContainsKey(attrType))
        {
            var pertype = PlayerPropertyConfig.baseAttr2perDict[attrType];
            return awakeAttrs.ContainsKey(pertype) ? awakeAttrs[pertype] : 0;
        }
        return 0;
    }
}