| | |
| | | public int TotalEffectWaves; |
| | | |
| | | /// <summary> |
| | | /// 记录玩家选择该buff的次数 |
| | | /// 记录被玩家选择的次数 |
| | | /// </summary> |
| | | public int SelectCount; |
| | | } |
| | |
| | | private static List<EndlessBuffConfig> randomBuffList; |
| | | |
| | | /// <summary> |
| | | /// 被移除掉的buff id 列表 |
| | | /// </summary> |
| | | private static List<int> removedIdList; |
| | | |
| | | /// <summary> |
| | | /// 颜色品阶 |
| | | /// </summary> |
| | | /// <typeparam name="Color"></typeparam> |
| | |
| | | endlessBuffList = JsonDataCenter.GetList<endless_buff>(); |
| | | allEndlessConfig = new List<EndlessBuffConfig>(); |
| | | randomBuffList = new List<EndlessBuffConfig>(); |
| | | removedIdList = new List<int>(); |
| | | random = new System.Random(); |
| | | |
| | | foreach (endless_buff data in endlessBuffList) |
| | |
| | | |
| | | for (int i = 0; i < allEndlessConfig.Count; ++i) |
| | | { |
| | | // 如果是一次性的buff就不再出现了 |
| | | if (removedIdList.Contains(allEndlessConfig[i].Config.id)) continue; |
| | | |
| | | if (level >= allEndlessConfig[i].Config.down_level && level <= allEndlessConfig[i].Config.upper_level) |
| | | endlessBuffPool.Add(allEndlessConfig[i]); |
| | | } |
| | |
| | | /// <param name="id"></param> |
| | | public static void RemoveFromBuffPool(int id) |
| | | { |
| | | for (int i = 0; i < endlessBuffPool.Count; ++i) |
| | | { |
| | | if (endlessBuffPool[i].Config.id == id) |
| | | { |
| | | endlessBuffPool.Remove(endlessBuffPool[i]); |
| | | break; |
| | | } |
| | | } |
| | | removedIdList.Add(id); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | |
| | | randomBuffList = ret; |
| | | |
| | | return ret; |
| | | } |
| | | |