using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public partial class HeroUIManager : GameSystemManager<HeroUIManager>
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{
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#region 重生 遣散
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public int awakeRebirthCnt { get; private set; }
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public int payBackMoneyType;
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public int payBackMoney;
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public Dictionary<int, ulong> GetHeroLVPayBack(int quality, int lv)
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{
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//汇总返还总数量
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Dictionary<int, ulong> itemCounDic = new Dictionary<int, ulong>();
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for (int i = 1; i < lv; i++)
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{
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var config = HeroQualityLVConfig.GetQualityLVConfig(quality, lv);
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var itemID = config.UPCostItem[0];
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var count = (ulong)config.UPCostItem[1];
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if (!itemCounDic.ContainsKey(itemID))
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{
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itemCounDic[itemID] = count;
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}
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itemCounDic[itemID] = itemCounDic[itemID] + count;
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}
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return itemCounDic;
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}
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public Dictionary<int, ulong> GetHeroBreakPayBack(int quality, int lv)
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{
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//汇总返还总数量
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Dictionary<int, ulong> itemCounDic = new Dictionary<int, ulong>();
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for (int i = 0; i < lv; i++)
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{
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var config = HeroQualityBreakConfig.GetQualityBreakConfig(quality, lv);
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var itemID = config.UPCostItem[0];
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var count = (ulong)config.UPCostItem[1];
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if (!itemCounDic.ContainsKey(itemID))
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{
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itemCounDic[itemID] = count;
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}
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itemCounDic[itemID] = itemCounDic[itemID] + count;
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}
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return itemCounDic;
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}
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public Dictionary<int, ulong> GetHeroQualityAwakePayBack(int quality, int lv)
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{
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//汇总返还总数量
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Dictionary<int, ulong> itemCounDic = new Dictionary<int, ulong>();
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for (int i = 0; i < lv; i++)
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{
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var config = HeroQualityAwakeConfig.GetQualityAwakeConfig(quality, lv);
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var itemID = config.UPCostItem[0];
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var count = (ulong)config.UPCostItem[1];
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if (!itemCounDic.ContainsKey(itemID))
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{
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itemCounDic[itemID] = count;
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}
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itemCounDic[itemID] = itemCounDic[itemID] + count;
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}
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return itemCounDic;
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}
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public void UpdateHeroInfo(HB125_tagSCPlayerHeroInfo netPack)
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{
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awakeRebirthCnt = netPack.AwakeRebirthCnt;
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}
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#endregion
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}
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