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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System;
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using UnityEngine;
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using LitJson;
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public partial class HeroQualityAwakeConfig : ConfigBase<int, HeroQualityAwakeConfig>
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{
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// Quality, Dictionary<AwakeLV, UPCostItem>
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public static Dictionary<int, Dictionary<int, HeroQualityAwakeConfig>> costDics = new Dictionary<int, Dictionary<int, HeroQualityAwakeConfig>>();
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protected override void OnConfigParseCompleted()
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{
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base.OnConfigParseCompleted();
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Dictionary<int, HeroQualityAwakeConfig> tempDic = null;
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if (!costDics.TryGetValue(Quality, out tempDic))
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{
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tempDic = new Dictionary<int, HeroQualityAwakeConfig>();
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}
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if (tempDic.ContainsKey(AwakeLV))
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{
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// 覆盖 这里怕有代码写错 二次初始化配置 导致出问题
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// 当是防错 性能上也不算太耗 因为表就没多少数据
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tempDic[AwakeLV] = this;
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}
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else
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{
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tempDic.Add(AwakeLV, this);
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}
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}
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public static HeroQualityAwakeConfig GetQualityAwakeConfig(int quality, int awakeLv)
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{
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Dictionary<int, HeroQualityAwakeConfig> tempDic = null;
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if (!costDics.TryGetValue(quality, out tempDic))
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{
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return null;
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}
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HeroQualityAwakeConfig config = null;
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tempDic.TryGetValue(awakeLv, out config);
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return config;
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}
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public static bool IsReachMax(int quality, int awakeLv)
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{
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return GetQualityAwakeConfig(quality, awakeLv) == null;
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}
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}
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