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- using System.Collections.Generic;
- using UnityEngine;
- namespace GFGGame
- {
- public class SkillDataManager : SingletonBase<SkillDataManager>
- {
- public Dictionary<int, Dictionary<int, int>> CardSkillData = new Dictionary<int, Dictionary<int, int>>();
- public void Clear()
- {
- CardSkillData.Clear();
- }
- /*********************************************************卡牌技能****************************************************/
- public void InitCardData(int cardId, List<int> skillIds, List<int> skillLvs)
- {
- if (!this.CardSkillData.ContainsKey(cardId))
- {
- this.CardSkillData[cardId] = new Dictionary<int, int>();
- }
- for (int i = 0; i < skillIds.Count; i++)
- {
- UpdateCardSkill(cardId, skillIds[i], skillLvs[i]);
- }
- }
- public void UpdateCardSkill(int cardId, int skillId, int skillLv)
- {
- this.CardSkillData[cardId][skillId] = skillLv;
- }
- public int GetCardSkillLv(int cardId, int skillId)
- {
- int lv = 1;
- if (this.CardSkillData.ContainsKey(cardId) && this.CardSkillData[cardId].ContainsKey(skillId))
- {
- lv = this.CardSkillData[cardId][skillId];
- }
- return lv;
- }
- public List<int> GetCardSkillLvs(int cardId)
- {
- List<int> skillLvs = new List<int>();
- List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- skillLvs.Add(GetCardSkillLv(cardId, skillCfgs[i].skillId));
- }
- return skillLvs;
- }
- /*************************************************************************************************************/
- }
- }
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