| | |
| | | public class EquipSet |
| | | { |
| | | public readonly int maxEquipCnt = 12; //最大装备格子数 |
| | | public readonly int level; //多套情况,或者多流派存储 |
| | | public readonly int mark; //多套情况,或者多流派存储 |
| | | public bool unLocked { get { return true; } } //后续根据玩法解锁的情况,如购买存储流派位 |
| | | |
| | | public int fightPower { |
| | | get { |
| | | return EquipFightPower.Instance.CalculatePower(level); |
| | | return EquipFightPower.Instance.CalculatePower(mark); |
| | | } |
| | | } |
| | | |
| | | Dictionary<int, EquipSlot> equipSlots = new Dictionary<int, EquipSlot>(); |
| | | |
| | | public EquipSet(int level) |
| | | public EquipSet(int mark) |
| | | { |
| | | this.level = level; |
| | | |
| | | this.mark = mark; |
| | | for (var i = 1; i <= maxEquipCnt; i++) |
| | | { |
| | | equipSlots[i] = new EquipSlot(i); |