using System.Collections.Generic; public struct DogzEquipData { public int Index; public int ItemId; public int StrengthenLv; public Dictionary basePropertyDict; public Dictionary specialPropertyDict; public DogzEquipData(int _itemId,int _index,int _strengthLv) { Index = _index; ItemId = _itemId; StrengthenLv = _strengthLv; basePropertyDict = null; specialPropertyDict = null; var config = ItemConfig.Get(_itemId); if (config != null) { if (config.Effect1 != 0) { AddProperty(config.Effect1, config.EffectValueA1); } if (config.Effect2 != 0) { AddProperty(config.Effect2, config.EffectValueA2); } if (config.Effect3 != 0) { AddProperty(config.Effect3, config.EffectValueA3); } if (config.Effect4 != 0) { AddProperty(config.Effect4, config.EffectValueA4); } if (config.Effect5 != 0) { AddProperty(config.Effect5, config.EffectValueA5); } } } void AddProperty(int property, int value) { var config = PlayerPropertyConfig.Get(property); if (config != null) { if (config.type == 1) { basePropertyDict = basePropertyDict ?? new Dictionary(); basePropertyDict[property] = value; } else if (config.type == 2) { specialPropertyDict = specialPropertyDict ?? new Dictionary(); specialPropertyDict[property] = value; } } } }