using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public partial class StoryMissionsConfig : IConfigPostProcess
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{
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static Dictionary<int, Dictionary<int, int>> m_StoryMissions =
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new Dictionary<int, Dictionary<int, int>>();
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public void OnConfigParseCompleted()
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{
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Dictionary<int, int> missons = null;
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if (!m_StoryMissions.TryGetValue(TaskID, out missons))
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{
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missons = new Dictionary<int, int>();
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m_StoryMissions.Add(TaskID, missons);
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}
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missons.Add(state, id);
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}
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public static StoryMissionsConfig GetConfig(int taskId, int state)
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{
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if (m_StoryMissions.ContainsKey(taskId))
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{
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var missions = m_StoryMissions[taskId];
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if (missions.ContainsKey(state))
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{
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var id = missions[state];
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return Get(id);
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}
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}
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return null;
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}
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}
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