CardScanner.cs 1.8 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using System.Text;
  6. using GFGGame;
  7. using UnityEngine;
  8. namespace GFGEditor
  9. {
  10. public class CardScanner
  11. {
  12. private static Dictionary<int, int> levelCountDIc = new Dictionary<int, int>();
  13. public static void StartScan()
  14. {
  15. levelCountDIc.Clear();
  16. var dataArray = CardLvlCfgArray.Instance.dataArray;
  17. SQLiteHelper.Instance.OpenConnection();
  18. try
  19. {
  20. foreach (var cfg in dataArray)
  21. {
  22. int count = levelCountDIc.ContainsKey(cfg.cardRarity) ? levelCountDIc[cfg.cardRarity] : 0;
  23. levelCountDIc[cfg.cardRarity] = count + 1;
  24. }
  25. }
  26. catch (Exception e)
  27. {
  28. ET.Log.Error(e.ToString());
  29. }
  30. finally
  31. {
  32. SQLiteHelper.Instance.CloseConnection();
  33. }
  34. SQLiteHelper.Instance.OpenConnection();
  35. try
  36. {
  37. ICollection<int> keys = levelCountDIc.Keys;
  38. foreach (int key in keys)
  39. {
  40. int count = levelCountDIc[key];
  41. var names = new string[] { "maxCardLvl" };
  42. var values = new string[] { "" + count };
  43. SQLiteHelper.Instance.UpdateValues(nameof(CardRarityCfgArray), names, values, "cardRarity", key.ToString());
  44. }
  45. }
  46. catch (Exception e)
  47. {
  48. ET.Log.Error(e.ToString());
  49. }
  50. finally
  51. {
  52. SQLiteHelper.Instance.CloseConnection();
  53. }
  54. }
  55. public static void WriteCardRarity()
  56. {
  57. }
  58. }
  59. }