using System; using System.Collections.Generic; using XUtliPoolLib; namespace XMainClient { internal class EquipSlotAttrData { public uint Slot { get { return this.m_slot; } } public List AttrDataList { get { return this.m_attrDataList; } } private uint m_slot = 0u; private List m_attrDataList; public EquipSlotAttrData(uint slot) { this.m_slot = slot; this.m_attrDataList = new List(); } public void Add(RandomAttributes.RowData row) { EquipAttrData equipAttrData = new EquipAttrData(row); int index; bool flag = this.FindIndex((uint)row.AttrID, out index); if (flag) { this.m_attrDataList[index] = equipAttrData; } else { this.m_attrDataList.Add(equipAttrData); } } public void Add(ForgeAttributes.RowData row) { EquipAttrData equipAttrData = new EquipAttrData(row); int index; bool flag = this.FindIndex((uint)row.AttrID, out index); if (flag) { this.m_attrDataList[index] = equipAttrData; } else { this.m_attrDataList.Add(equipAttrData); } } public EquipAttrData GetAttrData(uint attrId) { for (int i = 0; i < this.m_attrDataList.Count; i++) { bool flag = this.m_attrDataList[i].AttrId == attrId; if (flag) { return this.m_attrDataList[i]; } } return null; } private bool FindIndex(uint attrId, out int index) { for (int i = 0; i < this.m_attrDataList.Count; i++) { bool flag = this.m_attrDataList[i].AttrId == attrId; if (flag) { index = i; return true; } } index = 0; return false; } } }