| | |
| | | using System; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | |
| | | public partial class HeroInfo |
| | | { |
| | | // 78 # 英雄使用的皮肤索引 |
| | | // 78 # 英雄使用的皮肤索引 (形象) |
| | | public int SkinIndex |
| | | { |
| | | get |
| | |
| | | |
| | | // 皮肤配置 |
| | | public HeroSkinConfig skinConfig |
| | | { |
| | | { |
| | | get |
| | | { |
| | | return HeroSkinConfig.Get(SkinID); |
| | | } |
| | | } |
| | | |
| | | |
| | | //属性生效的皮肤索引 |
| | | public int SkinAttrIndex |
| | | { |
| | | get |
| | | { |
| | | if (itemHero == null) |
| | | return 0; |
| | | return itemHero.GetUseDataFirstValue(82); |
| | | } |
| | | } |
| | | |
| | | public int SkinAttrID |
| | | { |
| | | get |
| | | { |
| | | return heroConfig.SkinIDList[SkinAttrIndex]; |
| | | } |
| | | } |
| | | |
| | | |
| | | public int GetHeroSkinValue(int attrType) |
| | | { |
| | | var cfg = HeroSkinAttrConfig.Get(SkinAttrID); |
| | | if (cfg == null) |
| | | return 0; |
| | | var index = Array.IndexOf(cfg.WearAttrIDList, attrType); |
| | | if (index == -1) |
| | | return 0; |
| | | return cfg.WearAttrValueList[index]; |
| | | } |
| | | |
| | | public int GetHeroSkinPer(int attrType) |
| | | { |
| | | var cfg = HeroSkinAttrConfig.Get(SkinAttrID); |
| | | if (cfg == null) |
| | | return 0; |
| | | |
| | | var _type = 0; |
| | | if (PlayerPropertyConfig.baseAttr2perDict.ContainsKey(attrType)) |
| | | { |
| | | _type = PlayerPropertyConfig.baseAttr2perDict[attrType]; |
| | | } |
| | | |
| | | var index = Array.IndexOf(cfg.WearAttrIDList, _type); |
| | | if (index == -1) |
| | | return 0; |
| | | return cfg.WearAttrValueList[index]; |
| | | } |
| | | } |