lcy
2025-11-06 09bc892c7283df8757a07b646d5af21ddaa263d1
Main/System/Hero/HeroInfo.cs
@@ -41,15 +41,7 @@
            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
    {
@@ -115,6 +107,49 @@
        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;
@@ -124,5 +159,14 @@
        }
        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);
    }
}