using System.Collections; using System.Collections.Generic; using UnityEngine; using LzFramework; using System; namespace DisComputer { public class GameDataConfig : Singleton { [Header("零件配置信息")] public List infoConfig; /// /// 电脑id /// public int pcId = -1; public List spareDetailDatas; /// /// 返回计算机固定配置详细信息 /// /// 0商务 1游戏 /// public List gameSpareInfos() { if (pcId == -1) return null; List infos = new List(); for (int i = 0; i < GameConfig.GetStoreItemInfos.Length; i++) { if (GameConfig.GetStoreItemInfos[i] == infoConfig[i].type) { infos.Add(infoConfig[i].infos[pcId]); } } return infos; } /// /// 零件混合 /// /// public List AllSpareInfos() { List infos = new List(); for (int i = 0; i < GameConfig.GetStoreItemInfos.Length; i++) { if (GameConfig.GetStoreItemInfos[i] == infoConfig[i].type) { int id = UnityEngine.Random.Range(0, 2); infos.Add(infoConfig[i].infos[id]); } } return infos; } /// /// 返回当前零件详细说明 /// /// /// public SpareDetailData CurSpareDetailInfo(SpareType type) { foreach(var item in spareDetailDatas) { if (item.spareType == type) return item; } return null; } } [Serializable] public class SpareInfoConfig { public SpareType type; public List infos = new List(); } [Serializable] public class SpareInfo { public string name; public string simpleInfoStr; public string detailInfoStr; public Texture2D texture; public SpareType type; //适配id public int fitId; } }