274 lines
6.9 KiB
C#
274 lines
6.9 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using GCGame.Table;
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public class AdvanceData
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{
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#region
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private int m_RideGrade;
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public int RideGrade
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{
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set { m_RideGrade = value; }
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get { return m_RideGrade; }
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}
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private int m_RideLevel;
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public int RideLevel
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{
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set { m_RideLevel = value; }
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get { return m_RideLevel; }
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}
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private int m_WingGrade;
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public int WingGrade
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{
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set { m_WingGrade = value; }
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get { return m_WingGrade; }
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}
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private int m_WingLevel;
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public int WingLevel
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{
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set { m_WingLevel = value; }
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get { return m_WingLevel; }
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}
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private int m_GodWeaponLevel;
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public int GodWeaponLevel
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{
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set { m_GodWeaponLevel = value; }
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get { return m_GodWeaponLevel; }
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}
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private int m_GodWeaponGrade;
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public int GodWeaponGrade
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{
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set { m_GodWeaponGrade = value; }
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get { return m_GodWeaponGrade; }
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}
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private int m_WishGrade;
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public int WishGrade
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{
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set { m_WishGrade = value; }
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get { return m_WishGrade; }
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}
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private int m_WishLevel;
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public int WishLevel
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{
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set { m_WishLevel = value; }
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get { return m_WishLevel; }
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}
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private int m_SelGrade;
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public int SealGrade
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{
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set { m_SelGrade = value; }
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get { return m_SelGrade; }
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}
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private int m_SealLevel;
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public int SealLevel
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{
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set { m_SealLevel = value; }
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get { return m_SealLevel; }
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}
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private int m_MaskGrade;
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public int MaskGrade
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{
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get { return m_MaskGrade; }
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set { m_MaskGrade = value; }
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}
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private int m_MaskLevel;
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public int MaskLevel
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{
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get { return m_MaskLevel; }
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set { m_MaskLevel = value; }
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}
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private int m_CrownGrade;
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public int CrownGrade
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{
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get { return m_CrownGrade; }
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set { m_CrownGrade = value; }
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}
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private int m_CrownLevel;
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public int CrownLevel
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{
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get { return m_CrownLevel; }
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set { m_CrownLevel = value; }
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}
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#endregion
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// 进阶的所有数据
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private Dictionary<int, AdvanceInfo> advanceDataDic;
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public Dictionary<int, AdvanceInfo> AdvanceDataDic
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{
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get
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{
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if (advanceDataDic == null)
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{
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advanceDataDic = new Dictionary<int, AdvanceInfo>();
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}
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return advanceDataDic;
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}
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}
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public void AdvanceSkillChange(int type,int NewSkillID)
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{
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if (NewSkillID <= 0)
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return;
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if (advanceDataDic.ContainsKey(type) == false)
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return;
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AdvanceInfo advanceInfo = advanceDataDic[type];
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advanceInfo.AddSkill(NewSkillID);
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}
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/// <summary>
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/// 保存进阶数据
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/// </summary>
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/// <param name="adType">进阶类型</param>
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/// <param name="data">AdvanceInfo进阶数据</param>
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public void SaveData(int adType, AdvanceInfo data)
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{
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if(advanceDataDic == null)
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{
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advanceDataDic = new Dictionary<int, AdvanceInfo>();
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}
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if(!advanceDataDic.ContainsKey(adType))
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{
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advanceDataDic.Add(adType, data);
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}
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else
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{
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advanceDataDic[adType] = data;
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}
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}
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public void SaveData(int adType, AdvanceRetInfo data)
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{
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if (advanceDataDic == null)
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{
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advanceDataDic = new Dictionary<int, AdvanceInfo>();
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}
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if (!advanceDataDic.ContainsKey(adType))
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{
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AdvanceInfo adInfo = new AdvanceInfo();
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adInfo.baseId = (data.type + 1) *1000 + data.level;
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adInfo.level = data.level;
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adInfo.type = data.type;
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adInfo.wish = data.wish;
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advanceDataDic.Add(adType, adInfo);
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}
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else
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{
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advanceDataDic[adType].baseId = (data.type + 1) * 1000 + data.level;
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advanceDataDic[adType].level = data.level;
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advanceDataDic[adType].wish = data.wish;
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}
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}
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public int GetAdvanceLevel(int adType)
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{
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if(!AdvanceDataDic.ContainsKey(adType))
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{
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return -1;
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}
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else
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{
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return AdvanceDataDic[adType].level;
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}
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}
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public int GetAdvanceGrade(int adType)
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{
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switch(adType)
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{
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case (int)AdvanceMountPanelCtr.AdvanceType.Ride:
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return RideGrade;
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case (int)AdvanceMountPanelCtr.AdvanceType.Piano:
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return GodWeaponGrade;
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case (int)AdvanceMountPanelCtr.AdvanceType.Wing:
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return WingGrade;
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case (int)AdvanceMountPanelCtr.AdvanceType.Qilinbi:
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return WishGrade;
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case (int)AdvanceMountPanelCtr.AdvanceType.Soul:
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return SealGrade;
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case (int)AdvanceMountPanelCtr.AdvanceType.Mask:
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return MaskGrade;
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case (int)AdvanceMountPanelCtr.AdvanceType.Huopao:
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return CrownGrade;
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}
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return 0;
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}
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// 战力值字典 <进阶类型, 战力值>
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public Dictionary<int, int> combatValueDic = new Dictionary<int, int>();
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public Dictionary<int, int> m_AdvanceFashionDic = new Dictionary<int, int>();
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public void AddToFashionDic(GC_ADVANCE_FASHION_INFO packet)
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{
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for(int index = 0; index < packet.infoCount; index++)
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{
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if (m_AdvanceFashionDic.ContainsKey(packet.GetInfo(index).Id))
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{
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m_AdvanceFashionDic[packet.GetInfo(index).Id] = packet.GetInfo(index).Time;
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}
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else
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{
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m_AdvanceFashionDic.Add(packet.GetInfo(index).Id, packet.GetInfo(index).Time);
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}
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}
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}
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/// <summary>
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/// 添加或更新进阶的战力值,会发出提示。
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/// </summary>
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/// <param name="type">进阶类型</param>
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/// <param name="value">战力值</param>
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public void AddCombatValue(int type, int value)
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{
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//if (combatValueDic.ContainsKey(type))
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//{
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// if (value > combatValueDic[type])
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// {
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// GUIData.AddNotifyData(StrDictionary.GetClientDictionaryString("#{43037}", value - combatValueDic[type]));
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// }
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// combatValueDic[type] = value;
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//}
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//else
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//{
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// GUIData.AddNotifyData(StrDictionary.GetClientDictionaryString("#{43037}", value));
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// combatValueDic.Add(type, value);
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//}
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}
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/// <summary>
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/// 添加或更新进阶的战力值,不会发出提示。
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/// </summary>
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/// <param name="type">进阶类型</param>
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/// <param name="value">战力值</param>
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public void AddCombatValueWithoutNotify(int type, int value)
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{
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if (combatValueDic.ContainsKey(type))
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{
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combatValueDic[type] = value;
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}
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else
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{
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combatValueDic.Add(type, value);
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}
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}
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}
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