| | |
| | | //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; |