zhaoyang 3 жил өмнө
parent
commit
680899209a

+ 2 - 5
GameClient/Assets/Game/HotUpdate/Data/CardDataManager.cs

@@ -52,8 +52,8 @@ namespace GFGGame
             {
                 _cardDicByType[cardData.itemCfg.rarity] = new Dictionary<int, CardData>();
             }
-            _cardDicByType[0].Add(cardData.id, cardData);
-            _cardDicByType[cardData.itemCfg.rarity].Add(cardData.id, cardData);
+            _cardDicByType[0][cardData.id] = cardData;
+            _cardDicByType[cardData.itemCfg.rarity][cardData.id] = cardData;
 
         }
 
@@ -216,10 +216,7 @@ namespace GFGGame
                 {
 
                     //培养度
-                    // List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(cardList[i].itemCfg.rarity);
                     int maxLv = CardRarityCfgArray.Instance.GetCfg(cardList[i].itemCfg.rarity).maxCardLvl;
-
-                    // List<CardStarCfg> cardStarCfgs = CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardList[i].itemCfg.subType, cardList[i].itemCfg.rarity);
                     ICollection keys = selectList[(int)EnumCardFilterType.FOSTER].Keys;
                     foreach (int key in keys)
                     {

+ 0 - 33
GameClient/Assets/Game/HotUpdate/Data/SkillDataManager.cs

@@ -13,7 +13,6 @@ namespace GFGGame
         public const string SKILL_SHIELD = "shield";
 
         public Dictionary<int, Dictionary<int, int>> skillData = new Dictionary<int, Dictionary<int, int>>();
-        // public Dictionary<int, Dictionary<int, List<PassivitySkillCfg>>> dicPassivitySkill = new Dictionary<int, Dictionary<int, List<PassivitySkillCfg>>>();
 
         public void Clear()
         {
@@ -37,11 +36,6 @@ namespace GFGGame
             this.skillData[cardId][skillId] = skillLv;
         }
 
-        // public void UpSkill(int cardId, int skillId)
-        // {
-        //     CardSProxy.UpgradeCardSkill(cardId, skillId).Coroutine();
-        // }
-
         //获取npc释放技能顺序
         public Dictionary<int, RoleSkillCfg> GetNpcSkill()
         {
@@ -59,20 +53,6 @@ namespace GFGGame
 
         public int GetSkillLv(int cardId, int skillId)
         {
-            // SkillData skillData;
-            // if (SkillDataManager.Instance.skillData.ContainsKey(cardId) && SkillDataManager.Instance.skillData[cardId].ContainsKey(skillId))
-            // {
-            //     skillData = SkillDataManager.Instance.skillData[cardId][skillId];
-            // }
-            // else
-            // {
-            //     skillData = new SkillData();
-            //     skillData.cardId = cardId;
-            //     skillData.skillId = skillId;
-            //     skillData.lv = 1;
-            // }
-            // return skillData;
-
             int lv = 1;
             if (this.skillData.ContainsKey(cardId) && this.skillData[cardId].ContainsKey(skillId))
             {
@@ -81,18 +61,5 @@ namespace GFGGame
             return lv;
         }
 
-        public PassivitySkillCfg GetPassivitySkillCfg(int cardId, int skillId)
-        {
-            List<PassivitySkillCfg> cfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
-            for (int i = 0; i < cfgs.Count; i++)
-            {
-                if (cfgs[i].skillId == skillId) return cfgs[i];
-            }
-            return null;
-        }
-        // public PassivitySkillLvlCfg GetPassivitySkillLvlCfg(int skillId, int lv)
-        // {
-        //     return PassivitySkillLvlCfgArray.Instance.GetCfg(lv, skillId);
-        // }
     }
 }

+ 8 - 20
GameClient/Assets/Game/HotUpdate/Views/Card/CardDetailView.cs

@@ -52,26 +52,16 @@ namespace GFGGame
         {
             base.OnShown();
             CardSProxy.GetCardInfos().Coroutine();
-
-            _ui.m_listRole.selectedIndex = this._selectType;
+            int listRoleSelect = this.viewData != null ? (int)this.viewData : 0;
+            _ui.m_listRole.selectedIndex = listRoleSelect;
             _ui.m_listRole.numItems = listRoleCount;
-            this.UpdateCardList(_ui.m_listRole.selectedIndex);
+            this.UpdateCardList((int)_ui.m_listRole.GetChildAt(_ui.m_listRole.selectedIndex).data);
 
         }
         private void UpdateCardList(int rarity = 0)
         {
-            // _ui.m_listCard.numItems = 0;
-
-            // Dictionary<int, CardData> cardDic = CardDataManager.GetCardDicByRarity(rarity);
-
-            // if (cardDic == null)
-            // {
-            //     _ui.m_listCard.numItems = 0;
-            //     return;
-            // }
-            // else
-            // {
-            List<CardData> cardList = CardDataManager.GetCardListByRarity(rarity);// CardDataManager.CardDicToList(cardDic);
+
+            List<CardData> cardList = CardDataManager.GetCardListByRarity(rarity);
             if (CardDataManager._selectList.Keys.Count > 0)
             {
                 //筛选
@@ -80,8 +70,6 @@ namespace GFGGame
             _ui.m_listCard.data = cardList;
             _ui.m_listCard.numItems = cardList.Count;
 
-            // }
-
             _ui.m_txtTips.visible = _ui.m_listCard.numItems == 0 ? true : false;
         }
         private void RenderListCardItem(int index, GObject obj)
@@ -102,7 +90,7 @@ namespace GFGGame
         private void OnClickListCardItem(EventContext context)
         {
 
-            ViewManager.Show(ViewName.CARD_FOSTER_VIEW, (context.data as GObject).data, new object[] { ViewName.CARD_DETAIL_VIEW });
+            ViewManager.Show(ViewName.CARD_FOSTER_VIEW, (context.data as GObject).data, new object[] { ViewName.CARD_DETAIL_VIEW, _ui.m_listRole.selectedIndex });
             this.Clear();
 
         }
@@ -113,7 +101,7 @@ namespace GFGGame
         private void OnClickListRoleItem(EventContext context)
         {
             int index = (int)(context.data as GObject).data;
-            this._selectType = index == 0 ? 0 : listRoleCount - index;
+            // this._selectType = index == 0 ? 0 : listRoleCount - index;
             this.UpdateCardList(index);
 
         }
@@ -139,7 +127,7 @@ namespace GFGGame
         }
         private void Clear()
         {
-            this._selectType = 0;
+            // this._selectType = 0;
             CardDataManager._selectList.Clear();
             _ui.m_listRole.selectedIndex = 0;
             _ui.m_listCard.selectedIndex = 0;

+ 1 - 0
GameClient/Assets/Game/HotUpdate/Views/Card/CardSkillView.cs

@@ -69,6 +69,7 @@ namespace GFGGame
         }
         private void UpdateComLv(UI_ComSkillDiscribe com, int lv, string title)
         {
+            PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(lv, _skillId);
             com.m_txtLv.text = title;
             com.m_txtDiscribe.text = string.Format(skillCfg.describe, skillLvCfg.probability, skillLvCfg.count);
         }