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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using System;
- namespace YLBattle
- {
- /// <summary>
- /// 地图数据适配器
- /// </summary>
- public class FieldAdapter : IFieldAdapter
- {
- #region 临时变量设定,如果启用,则转移到BattleParm中
- /// <summary>
- /// 卡牌最大宽度
- /// </summary>
- private int mCardWidth = 150;
- /// <summary>
- /// 每个队列的最大数
- /// </summary>
- private int mCartMaxCount = 5;
- #endregion
- /// <summary>
- /// 根据角色出生索引获取出生位置(临时。。。。)
- /// </summary>
- /// <param name="_bornIndex">出生索引</param>
- /// <returns>入口位置信息</returns>
- public int FighterMonsterOffset(int _bornIndex)
- {
- int result = 0;
- Dictionary<int, int> seatSetting = new Dictionary<int, int>() { };
- 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;
- }
- /// <summary>
- /// 检测是否完成指定关卡
- /// </summary>
- /// <param name="dif">关卡难度</param>
- /// <param name="level">关卡编号</param>
- /// <param name="indx">场景序号</param>
- /// <returns>true已完成,false未完成</returns>
- 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;
- }
- }
- }
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