using System.Collections; using System.Collections.Generic; using UnityEngine; public partial class StoryMissionsConfig : IConfigPostProcess { static Dictionary> m_StoryMissions = new Dictionary>(); public void OnConfigParseCompleted() { Dictionary missons = null; if (!m_StoryMissions.TryGetValue(TaskID, out missons)) { missons = new Dictionary(); m_StoryMissions.Add(TaskID, missons); } missons.Add(state, id); } public static StoryMissionsConfig GetConfig(int taskId, int state) { if (m_StoryMissions.ContainsKey(taskId)) { var missions = m_StoryMissions[taskId]; if (missions.ContainsKey(state)) { var id = missions[state]; return Get(id); } } return null; } }