using System.Collections.Generic; using UnityEngine; public class HeroManager : GameSystemManager { protected Dictionary heroInfoDict = new Dictionary(); public override void Init() { base.Init(); // 注册一点事件 } public override void Release() { base.Release(); } public override void RequestNessaryData() { base.RequestNessaryData(); } public void UpdateHeroInfo() { } public List GetPowerfulHeroList() { List heroList = new List(heroInfoDict.Values); heroList.Sort((a, b) => { int power1 = a.CalculatePower(); int power2 = b.CalculatePower(); if (power1 == power2) { return 0; } return power1 > power2 ? -1 : 1; }); List retList = new List(); for (int i = 0; i < TeamConst.MaxTeamHeroCount && i < heroList.Count; i++) { retList.Add(heroList[i]); } return retList; } // public override bool IsNessaryDataReady() // { // return true; // } }