using System.Collections.Generic; using UnityEngine; namespace GFGGame { public class SkillDataManager : SingletonBase { public const int MINE = 0; public const int NPC = 1; public const string SKILL_ADD = "add"; public const string SKILL_MINUS = "minus"; public const string SKILL_BREAK = "break"; public const string SKILL_SHIELD = "shield"; public Dictionary skillData = new Dictionary(); public void Clear() { skillData.Clear(); } public void InitServerData(List skillDatas) { skillData.Clear(); if (skillDatas != null && skillDatas.Count > 0) { foreach (SkillData skillData in skillDatas) { this.skillData.Add(skillData.id, skillData); } } } public void UpSkill(int skillId) { if (!skillData.ContainsKey(skillId)) { SkillData skillData = new SkillData(); skillData.id = skillId; skillData.lv = 1; this.skillData.Add(skillId, skillData); } skillData[skillId].lv += 1; } //获取npc释放技能顺序 public Dictionary GetNpcSkill() { Dictionary npcSkillDic = new Dictionary(); RoleSkillCfg[] roleSkillCfgs = RoleSkillCfgArray.Instance.dataArray; List arr = new List { 0, 1, 2, 3, 4, 5, 6, 7 }; for (int i = 0; i < roleSkillCfgs.Length; i++) { int partIndex = Random.Range(0, arr.Count); npcSkillDic.Add(arr[partIndex], roleSkillCfgs[i]); arr.RemoveAt(partIndex); } return npcSkillDic; } } }