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							- using System.Collections.Generic;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class SkillDataManager : SingletonBase<SkillDataManager>
 
-     {
 
-         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<int, Dictionary<int, int>> skillData = new Dictionary<int, Dictionary<int, int>>();
 
-         public void Clear()
 
-         {
 
-             skillData.Clear();
 
-         }
 
-         public void InitServerData(int cardId, List<int> skillIds, List<int> skillLvs)
 
-         {
 
-             if (!this.skillData.ContainsKey(cardId))
 
-             {
 
-                 this.skillData[cardId] = new Dictionary<int, int>();
 
-             }
 
-             for (int i = 0; i < skillIds.Count; i++)
 
-             {
 
-                 UpdateSkill(cardId, skillIds[i], skillLvs[i]);
 
-             }
 
-         }
 
-         public void UpdateSkill(int cardId, int skillId, int skillLv)
 
-         {
 
-             this.skillData[cardId][skillId] = skillLv;
 
-         }
 
-         // //获取npc释放技能顺序
 
-         // public Dictionary<int, RoleSkillCfg> GetNpcSkill()
 
-         // {
 
-         //     Dictionary<int, RoleSkillCfg> npcSkillDic = new Dictionary<int, RoleSkillCfg>();
 
-         //     RoleSkillCfg[] roleSkillCfgs = RoleSkillCfgArray.Instance.dataArray;
 
-         //     List<int> arr = new List<int> { 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;
 
-         // }
 
-         public int GetSkillLv(int cardId, int skillId)
 
-         {
 
-             int lv = 1;
 
-             if (this.skillData.ContainsKey(cardId) && this.skillData[cardId].ContainsKey(skillId))
 
-             {
 
-                 lv = this.skillData[cardId][skillId];
 
-             }
 
-             return lv;
 
-         }
 
-     }
 
- }
 
 
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