using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public partial class ReikiRootEffectConfig : IConfigPostProcess
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{
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static Dictionary<int, Dictionary<int, int>> m_ReikiRootEffects = new Dictionary<int, Dictionary<int, int>>();
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public void OnConfigParseCompleted()
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{
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Dictionary<int, int> effects = null;
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if (!m_ReikiRootEffects.TryGetValue(id, out effects))
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{
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effects = new Dictionary<int, int>();
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m_ReikiRootEffects.Add(id, effects);
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}
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effects.Add(quality, key);
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}
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public static int GetReikiRootEffect(int id, int quality)
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{
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if (m_ReikiRootEffects.ContainsKey(id)
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&& m_ReikiRootEffects[id].ContainsKey(quality))
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{
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var key = m_ReikiRootEffects[id][quality];
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var config = ReikiRootEffectConfig.Get(key);
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return config.effect;
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}
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return 0;
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}
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}
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