using System.Collections; using System.Collections.Generic; using UnityEngine; public partial class ReikiRootEffectConfig : IConfigPostProcess { static Dictionary> m_ReikiRootEffects = new Dictionary>(); public void OnConfigParseCompleted() { Dictionary effects = null; if (!m_ReikiRootEffects.TryGetValue(id, out effects)) { effects = new Dictionary(); m_ReikiRootEffects.Add(id, effects); } effects.Add(quality, key); } public static int GetReikiRootEffect(int id, int quality) { if (m_ReikiRootEffects.ContainsKey(id) && m_ReikiRootEffects[id].ContainsKey(quality)) { var key = m_ReikiRootEffects[id][quality]; var config = ReikiRootEffectConfig.Get(key); return config.effect; } return 0; } }