| | |
| | | } |
| | | |
| | | foreach (var item in keyValues) |
| | | { |
| | | properties.Add(item.Key, item.Value); |
| | | {
|
| | | Add(item.Key, item.Value);
|
| | | } |
| | | } |
| | | |
| | |
| | | properties.AddBaseProperties(itemId, equipBaseProperties); |
| | | if (isPreview) |
| | | { |
| | | switch (config.EquipPlace) |
| | | { |
| | | case 11: |
| | | properties.AddRange(GetWingsLegendProperties(itemId)); |
| | | break; |
| | | case 1: |
| | | case 2: |
| | | case 3: |
| | | case 4: |
| | | case 5: |
| | | case 6: |
| | | case 7: |
| | | case 8: |
| | | case 9: |
| | | case 10: |
| | | case 12: |
| | | switch ((RoleEquipType)config.EquipPlace) |
| | | {
|
| | | case RoleEquipType.Weapon:
|
| | | case RoleEquipType.Weapon2:
|
| | | case RoleEquipType.Hat:
|
| | | case RoleEquipType.Clothes:
|
| | | case RoleEquipType.Belt:
|
| | | case RoleEquipType.Trousers:
|
| | | case RoleEquipType.Shoes:
|
| | | case RoleEquipType.Glove:
|
| | | case RoleEquipType.Neck:
|
| | | case RoleEquipType.FairyCan1:
|
| | | case RoleEquipType.FairyCan2:
|
| | | case RoleEquipType.Jade: |
| | | properties.AddRange(GetEquipLegendProperties(itemId)); |
| | | break;
|
| | | case RoleEquipType.Wing:
|
| | | properties.AddRange(GetWingsLegendProperties(itemId)); |
| | | break; |
| | | } |
| | | |
| | |
| | | private Dictionary<int, int> GetEquipLegendProperties(int itemId) |
| | | { |
| | | var legendProperties = LegendPropertyUtility.GetEquipProperties(itemId);
|
| | | var properties = new Dictionary<int, int>(); |
| | | var properties = new Dictionary<int, int>();
|
| | | if (legendProperties != null)
|
| | | {
|
| | | if (legendProperties != null)
|
| | | foreach (var item in legendProperties)
|
| | | {
|
| | | foreach (var item in legendProperties)
|
| | | {
|
| | | properties[item.x] = item.y;
|
| | | }
|
| | | properties[item.x] = item.y;
|
| | | }
|
| | | } |
| | | }
|
| | | |
| | | return properties; |
| | | } |