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