using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using GFGGame; using UnityEngine; namespace GFGEditor { public class CardScanner { private static Dictionary levelCountDIc = new Dictionary(); public static void StartScan() { levelCountDIc.Clear(); var dataArray = CardLvlCfgArray.Instance.dataArray; SQLiteHelper.Instance.OpenConnection(); try { foreach (var cfg in dataArray) { int count = levelCountDIc.ContainsKey(cfg.cardRarity) ? levelCountDIc[cfg.cardRarity] : 0; levelCountDIc[cfg.cardRarity] = count + 1; } } catch (Exception e) { ET.Log.Error(e.ToString()); } finally { SQLiteHelper.Instance.CloseConnection(); } SQLiteHelper.Instance.OpenConnection(); try { ICollection keys = levelCountDIc.Keys; foreach (int key in keys) { int count = levelCountDIc[key]; var names = new string[] { "maxCardLvl" }; var values = new string[] { "" + count }; SQLiteHelper.Instance.UpdateValues(nameof(CardRarityCfgArray), names, values, "cardRarity", key.ToString()); } } catch (Exception e) { ET.Log.Error(e.ToString()); } finally { SQLiteHelper.Instance.CloseConnection(); } } public static void WriteCardRarity() { } } }