| | |
| | | |
| | | public override void Init() |
| | | { |
| | | |
| | | for (var i = 0; i < 20; i++) |
| | | { |
| | | equipSets[i + 1] = new EquipSet(i + 1); |
| | | } |
| | | } |
| | | |
| | | public override void UnInit() |
| | |
| | | |
| | | } |
| | | |
| | | |
| | | public void UnLock(int level) |
| | | { |
| | | if (!equipSets.ContainsKey(level)) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | equipSets[level].UnLock(); |
| | | } |
| | | |
| | | public bool IsEquipSetUnLocked(int level) |
| | | { |
| | | if (!equipSets.ContainsKey(level)) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | return equipSets[level].unLocked; |
| | | } |
| | | |
| | | public void PutOn(ItemModel item) |
| | | { |
| | | if (item == null) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | var level = item.config.LV; |
| | | if (!equipSets.ContainsKey(level)) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | var set = equipSets[level]; |
| | | if (!set.unLocked) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | set.PutOn(item); |
| | | } |
| | | |
| | | public void TakeOff(int level, int place) |
| | | { |
| | | if (!equipSets.ContainsKey(level)) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | var slot = equipSets[level]; |
| | | slot.TakeOff(place); |
| | | } |
| | | |
| | | public void UpdateStarLevel(int level, int place, int starLevel) |
| | | { |
| | | if (!equipSets.ContainsKey(level)) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | var set = equipSets[level]; |
| | | set.UpdateStarLevel(place, starLevel); |
| | | } |
| | | |
| | | public void UnLockSlot(int level, int place) |
| | | { |
| | | if (!equipSets.ContainsKey(place)) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | var set = equipSets[level]; |
| | | if (set.unLocked) |
| | | { |
| | | return; |
| | | } |
| | | |
| | | set.UnLockSlot(place); |
| | | } |
| | | |
| | | public bool IsBetterThanCurrent(ItemModel item) |
| | | { |
| | | if (item == null) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | var level = item.config.LV; |
| | | if (!equipSets.ContainsKey(level)) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | var set = equipSets[level]; |
| | | return set.IsBetterThanCurrent(item); |
| | | } |
| | | } |
| | | } |
| | | |