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using System;
using System.Collections.Generic;
using XUtliPoolLib;
namespace XMainClient
{
internal class EquipSlotAttrData
{
public uint Slot
{
get
{
return this.m_slot;
}
}
public List<EquipAttrData> AttrDataList
{
get
{
return this.m_attrDataList;
}
}
private uint m_slot = 0u;
private List<EquipAttrData> m_attrDataList;
public EquipSlotAttrData(uint slot)
{
this.m_slot = slot;
this.m_attrDataList = new List<EquipAttrData>();
}
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;
}
}
}
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