| | |
| | | return itemHero.GetUseDataFirstValue(70); |
| | | } |
| | | } |
| | | // 优先功能提醒类型:1觉醒 2升级 3突破 4升星 |
| | | // 优先顺序: |
| | | public int funcState |
| | | { |
| | | get |
| | | { |
| | | return 0; |
| | | } |
| | | } |
| | | |
| | | |
| | | public bool isLock |
| | | { |
| | |
| | | return TeamManager.Instance.GetTeam(teamType).HasHeroInServer(itemHero.guid); |
| | | } |
| | | |
| | | //是否上任何阵容 |
| | | public bool IsInAnyTeam() |
| | | { |
| | | for (int i = 1; i < (int)TeamType.Max; i++) |
| | | { |
| | | if (TeamManager.Instance.GetTeam((TeamType)i).HasHeroInServer(itemHero.guid)) |
| | | { |
| | | return true; |
| | | } |
| | | } |
| | | return false; |
| | | } |
| | | |
| | | //是否上任何阵容,且只有一只 |
| | | public bool IsInAnyTeamJustOne() |
| | | { |
| | | for (int i = 1; i < (int)TeamType.Max; i++) |
| | | { |
| | | var team = TeamManager.Instance.GetTeam((TeamType)i); |
| | | if (team.HasHeroInServer(itemHero.guid)) |
| | | { |
| | | if (team.GetTeamHeroCount() == 1) |
| | | return true; |
| | | } |
| | | } |
| | | return false; |
| | | } |
| | | |
| | | //下阵所有阵容 |
| | | public void LeaveAllTeam() |
| | | { |
| | | for (int i = 1; i < (int)TeamType.Max; i++) |
| | | { |
| | | int pos; |
| | | var team = TeamManager.Instance.GetTeam((TeamType)i); |
| | | if (TeamManager.Instance.GetTeam((TeamType)i).RemoveHero(this, out pos)) |
| | | { |
| | | //如果是最后一个武将,则默认上阵一个 |
| | | team.SaveTeam(); |
| | | } |
| | | } |
| | | } |
| | | |
| | | public long GetSkillsFightPower() |
| | | { |
| | | long fightPower = 0; |
| | |
| | | } |
| | | return fightPower; |
| | | } |
| | | |
| | | |
| | | public void ChangeLockState() |
| | | { |
| | | var pack = new CB238_tagCSHeroLock(); |
| | | pack.ItemIndex = (ushort)itemHero.gridIndex; |
| | | pack.IsLock = isLock ? (byte)0 : (byte)1; |
| | | GameNetSystem.Instance.SendInfo(pack); |
| | | } |
| | | |
| | | } |