| | |
| | | return hero.heroLevel >= GetMaxLV(hero.Quality); |
| | | |
| | | } |
| | | //突破限制的最高等级; 存在突破等级可能更多的情况,不一定提供等级上限 |
| | | //突破限制的最高等级; 如果存在突破等级后不能再升级是策划配置问题 |
| | | public int GetMaxLVByBreakLV(int quality, int breakLevel) |
| | | { |
| | | for (int i = breakLevel; i >= 0; i--) |
| | | { |
| | | var config = HeroQualityBreakConfig.GetQualityBreakConfig(quality, i); |
| | | if (config == null) |
| | | { |
| | | continue; |
| | | } |
| | | return config.LVMax; |
| | | } |
| | | return 0; |
| | | // for (int i = breakLevel; i >= 0; i--) |
| | | // { |
| | | // var config = HeroQualityBreakConfig.GetQualityBreakConfig(quality, i); |
| | | // if (config == null) |
| | | // { |
| | | // continue; |
| | | // } |
| | | // return config.LVMax; |
| | | // } |
| | | return HeroQualityBreakConfig.GetQualityBreakConfig(quality, breakLevel).LVMax; |
| | | } |
| | | |
| | | //是否达到因突破限制的最高级 |
| | | public bool IsLVMaxByBreakLevel(HeroInfo hero) |
| | | { |
| | | return hero.heroLevel == GetMaxLVByBreakLV(hero.Quality, hero.breakLevel); |
| | |
| | | { |
| | | return 3; |
| | | } |
| | | return 0; |
| | | } |
| | | } |
| | | |