using System; using System.Collections.Generic; // 阵型基础 public partial class TeamBase { public TeamHero[] teamHeros = new TeamHero[TeamConst.MaxTeamHeroCount]; public int GetTeamHeroCount() { int count = 0; for (int i = 0; i < teamHeros.Length; i++) { if (teamHeros[i] != null) { count++; } } return count; } public bool SwapTeamHero(int index1, int index2) { if (index1 < 0 || index1 >= teamHeros.Length || index2 < 0 || index2 >= teamHeros.Length) { return false; } TeamHero temp = teamHeros[index1]; teamHeros[index1] = teamHeros[index2]; teamHeros[index2] = temp; temp.heroIndex = index2; teamHeros[index1].heroIndex = index1; return true; } public void AddTeamHeros(List heroInfos) { for (int i = 0; i < heroInfos.Count; i++) { AddTeamHero(heroInfos[i]); } UpdateProperties(); } public bool AddTeamHero(HeroInfo heroInfo) { if (heroInfo == null) { return false; } for (int i = 0; i < teamHeros.Length; i++) { if (teamHeros[i] == null) { teamHeros[i] = new TeamHero(); teamHeros[i].heroInfo = heroInfo; teamHeros[i].heroIndex = i; UpdateProperties(); return true; } } return false; } public bool RemoveTeamHero(int index) { if (index < 0 || index >= teamHeros.Length) { return false; } teamHeros[index] = null; return true; } public bool IsFull() { return GetTeamHeroCount() >= teamHeros.Length; } public bool IsEmpty() { return GetTeamHeroCount() == 0; } public void InitByLevelId(int levelId) { } }