using UnityEngine; using System.Collections; using System.Collections.Generic; using System; namespace YLBattle { /// /// 地图数据适配器 /// public class FieldAdapter : IFieldAdapter { #region 临时变量设定,如果启用,则转移到BattleParm中 /// /// 卡牌最大宽度 /// private int mCardWidth = 150; /// /// 每个队列的最大数 /// private int mCartMaxCount = 5; #endregion /// /// 根据角色出生索引获取出生位置(临时。。。。) /// /// 出生索引 /// 入口位置信息 public int FighterMonsterOffset(int _bornIndex) { int result = 0; Dictionary seatSetting = new Dictionary() { }; seatSetting.Add(0, 0); seatSetting.Add(1, 1); seatSetting.Add(2, -1); seatSetting.Add(3, 2); seatSetting.Add(4, -2); if (seatSetting.ContainsKey(_bornIndex)) { return seatSetting[_bornIndex]; } return result; } /// /// 检测是否完成指定关卡 /// /// 关卡难度 /// 关卡编号 /// 场景序号 /// true已完成,false未完成 public bool HasFinishLevel(int dif, int level, int indx, int levelmode = 0) { //PVP模式 if (levelmode == 2) { return true; } string levelstr = string.Empty; switch (levelmode) { case 0: //var gateInfo = ArenasProxy.Instance.GetCombatDataInfoById(level); var gateInfo = sm_gate_combat.GetMoById(level); levelstr = gateInfo.level; break; case 1: //var mFroeverInfo = ArenasProxy.Instance.GetCombatDataInfoById(level); var mFroeverInfo = sm_gate_combat.GetMoById(level); levelstr = mFroeverInfo.level; break; } string[] levelScene = levelstr.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries); if (indx + 1 >= levelScene.Length) { return true; } return false; } } }