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;
}
}
}