using System.ComponentModel; using Gameplay; using Gameplay.SubSystems; using Framework; using System; using cfg.CharacterCfg; using UnityEngine; public partial class SROptions { [Category("增加指定角色")] public int CfgId { get { return _cfgId; } set { _cfgId = value; } } private int _cfgId= 100001; [Category("增加指定角色")] public int Clevel { get { return _cLevel; } set { _cLevel = value; } } private int _cLevel=1; [Category("增加指定角色")] public int BreakLv { get { return _toPoLv; } set { _toPoLv = value; } } private int _toPoLv = 1; [Category("增加指定角色")] public int AwakeLv { get { return _jueXingLv; } set { _jueXingLv = value; } } private int _jueXingLv=1; [Category("增加指定角色")] public void AddCharacter() { CharacterDataInfo info=new CharacterDataInfo((uint)CfgId, (uint)Clevel, (uint)BreakLv,(uint)AwakeLv); CharacterDataInfoManager.Instance.Add(info); } [Category("增加指定角色")] public void AddAllCharacter() { foreach (var characterAttri in TableManager.Instance.Tables.CharacterAttri.DataList) { CharacterDataInfo info=new CharacterDataInfo((uint)characterAttri.RoleID, (uint)Clevel, (uint)BreakLv,(uint)AwakeLv); CharacterDataInfoManager.Instance.Add(info); } } [Category("查看当前选中的Team内部的ID")] public void PrintCurTeamSelectID() { uint selectID = TeamManager.Instance.SelectID; DebugUtil.LogError("当前选中的TeamManagerID: {0}", selectID); } [Category("快速创建默认队列")] public void CreateDefaultTeam() { Team team = new Team(0, "DefaultTeam", 1, new uint[] { 100001, 100002, 100003, 100004, 100005 }, new uint[] { 0, 0, 0 }, 300001); TeamEditManager.Instance.SaveTeam(team); } }