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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using GFGGame;
- using UnityEngine;
- namespace GFGEditor
- {
- public class LeagueScanner
- {
- private static Dictionary<int, int> skilCountDic = new Dictionary<int, int>();
- private static Dictionary<int, int> layerCountDic = new Dictionary<int, int>();
- private static string[] names = { "选茶", "备器", "择水", "取火", "候汤", "习茶" };
- public static void StartScan()
- {
- skilCountDic.Clear();
- layerCountDic.Clear();
- int typeValue = 1;
- List<LeagueSkillCfg> skillCfgs = LeagueSkillCfgArray.Instance.GetCfgsBytype(typeValue);
- while (skillCfgs != null && skillCfgs.Count > 0)
- {
- skilCountDic[typeValue] = skillCfgs.Count;
- layerCountDic[typeValue] = 0;
- int layer = 1;
- List<LeagueSkillCfg> skillLayerCfgs = LeagueSkillCfgArray.Instance.GetCfgsBytypeAndlayer(typeValue, layer);
- while (skillLayerCfgs != null && skillLayerCfgs.Count > 0)
- {
- layerCountDic[typeValue] = layer;
- layer++;
- skillLayerCfgs = LeagueSkillCfgArray.Instance.GetCfgsBytypeAndlayer(typeValue, layer);
- }
- typeValue++;
- skillCfgs = LeagueSkillCfgArray.Instance.GetCfgsBytype(typeValue);
- }
- SQLiteHelper.Instance.OpenConnection();
- try
- {
- ICollection<int> keys = layerCountDic.Keys;
- foreach (int key in skilCountDic.Keys)
- {
- string type = key.ToString();
- string layerCount = layerCountDic[key].ToString();
- string skillCount = skilCountDic[key].ToString();
- var names = new string[] { "layerCount", "skillCount" };
- var values = new string[] { layerCount, skillCount };
- SQLiteHelper.Instance.UpdateValues(nameof(LeagueSkillCountCfgArray), names, values, "type", key.ToString());
- // SQLiteHelper.Instance.InsertValues(nameof(LeagueSkillCountCfgArray), values);
- }
- }
- catch (Exception e)
- {
- ET.Log.Error(e.ToString());
- }
- finally
- {
- SQLiteHelper.Instance.CloseConnection();
- }
- }
- }
- }
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