using System.Collections.Generic; using UnityEngine; public partial class HeroQualityBreakConfig : ConfigBase { // public int Quality; // public int BreakLV; // Quality, Dictionary public static Dictionary> configDics = new Dictionary>(); protected override void OnConfigParseCompleted() { base.OnConfigParseCompleted(); Dictionary tempDic = null; if (!configDics.TryGetValue(Quality, out tempDic)) { tempDic = new Dictionary(); configDics.Add(Quality, tempDic); } if (tempDic.ContainsKey(BreakLV)) { tempDic[BreakLV] = this; } else { tempDic.Add(BreakLV, this); } } public static HeroQualityBreakConfig GetQualityBreakConfig(int quality, int breakLv) { Dictionary tempDic = null; if (!configDics.TryGetValue(quality, out tempDic)) { return null; } HeroQualityBreakConfig config = null; tempDic.TryGetValue(breakLv, out config); return config; } public static bool IsReachMax(int quality, int breakLv) { return GetQualityBreakConfig(quality, breakLv) == null; } }