using System.Collections.Generic; using ET; namespace GFGGame { public class SuitFosterDataManager : SingletonBase { private Dictionary _suitInfoBySuitIdDic = new Dictionary(); public void InitData() { _suitInfoBySuitIdDic.Clear(); } public void InitServerData(List suitInfoList) { if (suitInfoList != null) { foreach (SuitInfoProto suitInfo in suitInfoList) { _suitInfoBySuitIdDic.Add(suitInfo.SuitId, suitInfo); } } EventAgent.DispatchEvent(ConstMessage.GET_SUIT_INFOS); } public void SetMaintainSuit(int suitId, M2C_MaintainSuit maintainSuit) { _suitInfoBySuitIdDic[suitId].MaintainStep = maintainSuit.MaintainStep; _suitInfoBySuitIdDic[suitId].MaintainBonusSteps = maintainSuit.MaintainBonusSteps; EventAgent.DispatchEvent(ConstMessage.MAINTAIN_SUIT); } public void SetMaintainBonusSteps(int suitId, M2C_GetMaintainSuitBonus getMaintainSuitBonus) { _suitInfoBySuitIdDic[suitId].MaintainBonusSteps = getMaintainSuitBonus.MaintainBonusSteps; EventAgent.DispatchEvent(ConstMessage.GET_MAINTAIN_SUIT_BONUS); } public void SetMakeNewSuit(int suitId, M2C_MakeNewSuit makeNewSuit) { _suitInfoBySuitIdDic[suitId].MakeNewState = makeNewSuit.MakeNewState; EventAgent.DispatchEvent(ConstMessage.MAKE_NEW_SUIT); } } }