|  |  | 
 |  |  |  | 
 |  |  |     //  阵型内卡牌的羁绊增益 | 
 |  |  |  | 
 |  |  |     public int fightPower = 0; | 
 |  |  |  | 
 |  |  |    protected void UpdateProperties() | 
 |  |  |    { | 
 |  |  |       // YYL TODO | 
 |  |  |       //   羁绊 | 
 |  |  |       for (int i = 0; i < teamHeros.Length; i++) | 
 |  |  |       { | 
 |  |  |          TeamHero hero = teamHeros[i]; | 
 |  |  |          if (null != hero) | 
 |  |  |          { | 
 |  |  |             for (int j = 0; j < hero.heroInfo.fetterInfoList.Count; j++) | 
 |  |  |             { | 
 |  |  |                hero.heroInfo.fetterInfoList[j].SetIsActiveFetter(this); | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |       // for (int i = 0; i < teamHeros.Length; i++) | 
 |  |  |       // { | 
 |  |  |       //    TeamHero hero = teamHeros[i]; | 
 |  |  |       //    if (null != hero) | 
 |  |  |       //    { | 
 |  |  |       //       for (int j = 0; j < hero.heroInfo.fetterInfoList.Count; j++) | 
 |  |  |       //       { | 
 |  |  |       //          hero.heroInfo.fetterInfoList[j].SetIsActiveFetter(this); | 
 |  |  |       //       } | 
 |  |  |       //    } | 
 |  |  |       // } | 
 |  |  |  | 
 |  |  |       //   阵型 | 
 |  |  |  | 
 |  |  |  | 
 |  |  |       //   属性计算 | 
 |  |  |       for (int i = 0; i < teamHeros.Length; i++) | 
 |  |  |       { | 
 |  |  |          TeamHero hero = teamHeros[i]; | 
 |  |  |          if (null != hero) | 
 |  |  |             hero.heroInfo.CalculateProperties(); | 
 |  |  |       } | 
 |  |  |       // for (int i = 0; i < teamHeros.Length; i++) | 
 |  |  |       // { | 
 |  |  |       //    TeamHero hero = teamHeros[i]; | 
 |  |  |       //    if (null != hero) | 
 |  |  |       //       hero.heroInfo.CalculateProperties(); | 
 |  |  |       // } | 
 |  |  |    } | 
 |  |  |  | 
 |  |  |     public void CalculatePower() | 
 |  |  |     { | 
 |  |  |          | 
 |  |  |         // fightPower//的计算 | 
 |  |  |     } | 
 |  |  | } |