using System.Collections.Generic; namespace Wizard; public class AIDataLibrary { private readonly AIDeckData _basicDic; private readonly AIDeckData _commonDic; private readonly AIDeckData _allyCommonDic; private readonly Dictionary _deckDic; private readonly AIStyleData _commonStyle; private readonly Dictionary _deckStyleDic; private AISetUpData setupInfoBuf; private readonly Dictionary emoteDic; public AISetUpData SetupInfoBuf => setupInfoBuf; public AIDataLibrary() { _basicDic = new AIDeckData(); _commonDic = new AIDeckData(); _allyCommonDic = new AIDeckData(); _commonStyle = new AIStyleData(); _deckStyleDic = new Dictionary(); _deckDic = new Dictionary(); emoteDic = new Dictionary(); } public void SaveBattleSetUpInfo(int classID, AI_LOGIC_LV logicLv, string deckName, string styleName, string emoteName, bool useEmote, bool useInnerEmote, int enemyAiID, List specialAbilityList) { setupInfoBuf = new AISetUpData(classID, logicLv, deckName, styleName, emoteName, useEmote, useInnerEmote, enemyAiID, specialAbilityList); } public AIDeckData SearchDeckData(string name) { if (!_deckDic.ContainsKey(name)) { return null; } return _deckDic[name]; } public AIStyleData SearchDeckStyle(string name) { if (!_deckStyleDic.ContainsKey(name)) { return null; } return _deckStyleDic[name]; } public AIEmoteSet SearchEmoteSet(string name) { if (!emoteDic.ContainsKey(name)) { return null; } return emoteDic[name]; } public AIDeckData GetCommonDic() { return _commonDic; } public AIDeckData GetAllyCommonDic() { return _allyCommonDic; } }