using System.Collections.Generic;
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public struct DogzEquipData
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{
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public int Index;
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public int ItemId;
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public int StrengthenLv;
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public Dictionary<int, int> basePropertyDict;
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public Dictionary<int, int> specialPropertyDict;
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public DogzEquipData(int _itemId,int _index,int _strengthLv)
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{
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Index = _index;
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ItemId = _itemId;
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StrengthenLv = _strengthLv;
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basePropertyDict = null;
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specialPropertyDict = null;
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var config = ItemConfig.Get(_itemId);
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if (config != null)
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{
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if (config.Effect1 != 0)
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{
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AddProperty(config.Effect1, config.EffectValueA1);
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}
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if (config.Effect2 != 0)
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{
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AddProperty(config.Effect2, config.EffectValueA2);
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}
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if (config.Effect3 != 0)
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{
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AddProperty(config.Effect3, config.EffectValueA3);
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}
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if (config.Effect4 != 0)
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{
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AddProperty(config.Effect4, config.EffectValueA4);
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}
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if (config.Effect5 != 0)
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{
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AddProperty(config.Effect5, config.EffectValueA5);
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}
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}
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}
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void AddProperty(int property, int value)
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{
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var config = PlayerPropertyConfig.Get(property);
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if (config != null)
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{
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if (config.type == 1)
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{
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basePropertyDict = basePropertyDict ?? new Dictionary<int, int>();
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basePropertyDict[property] = value;
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}
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else if (config.type == 2)
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{
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specialPropertyDict = specialPropertyDict ?? new Dictionary<int, int>();
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specialPropertyDict[property] = value;
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}
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}
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}
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}
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