| | |
| | | get |
| | | { |
| | | var _list = itemHero.GetUseData(83); |
| | | // 默认没有预设的话就是生效的 |
| | | if (_list == null || _list.Count == 0) |
| | | return true; |
| | | return false; |
| | | var id = FuncPresetManager.Instance.GetFuncPresetID((int)FuncPresetType.Team); |
| | | return _list.Contains(id); |
| | | } |
| | | } |
| | | |
| | | //只要在预设中则代表有激活,但不一定激活属性 |
| | | public bool isActive |
| | | { |
| | | get |
| | | { |
| | | var _list = itemHero.GetUseData(83); |
| | | if (_list == null || _list.Count == 0) |
| | | return false; |
| | | return true; |
| | | } |
| | | } |
| | | |
| | | public bool isLock |
| | | { |
| | |
| | | //是否上任何阵容 |
| | | public bool IsInAnyTeam() |
| | | { |
| | | var maxCnt = FuncPresetManager.Instance.GetUnlockCnt((int)FuncPresetType.Mingge); |
| | | var maxCnt = FuncPresetManager.Instance.GetUnlockCnt((int)FuncPresetType.Team); |
| | | for (int i = 1; i < maxCnt + 1; i++) |
| | | { |
| | | if (TeamManager.Instance.GetTeam(i).HasHeroInServer(itemHero.guid)) |
| | |
| | | //是否上任何阵容,且只有一只 |
| | | public bool IsInAnyTeamJustOne() |
| | | { |
| | | var maxCnt = FuncPresetManager.Instance.GetUnlockCnt((int)FuncPresetType.Mingge); |
| | | var maxCnt = FuncPresetManager.Instance.GetUnlockCnt((int)FuncPresetType.Team); |
| | | for (int i = 1; i < maxCnt + 1; i++) |
| | | { |
| | | var team = TeamManager.Instance.GetTeam(i); |
| | |
| | | //下阵所有阵容 |
| | | public void LeaveAllTeam() |
| | | { |
| | | var maxCnt = FuncPresetManager.Instance.GetUnlockCnt((int)FuncPresetType.Mingge); |
| | | var maxCnt = FuncPresetManager.Instance.GetUnlockCnt((int)FuncPresetType.Team); |
| | | for (int i = 1; i < maxCnt + 1; i++) |
| | | { |
| | | int pos; |