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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 CardScanner
- {
- private static Dictionary<int, int> levelCountDIc = new Dictionary<int, int>();
- 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<int> 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()
- {
- }
- }
- }
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