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m_ChildStateMachines: []
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@@ -3631,15 +3631,7 @@ MonoBehaviour:
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propConfig: []
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propFragments: []
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vipLevelConfigs: []
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signConfigs: []
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monthCardConfigs: []
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reliefConfigs:
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isOpen: 0
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gold: 0
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transform.position = next;
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}
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public bool isRotate = true;
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public bool isNot1 = false;
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/// <summary>
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/// 根据 forwordXYZ 字段将物体朝向目标点方向。
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/// 为空时 2D 鱼用 up,3D 鱼用 forward。
|
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@@ -441,8 +442,16 @@ public class MonsterContral : MonoBehaviour
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{
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transform.GetChild(0).forward = toNext.normalized;
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var vv = transform.GetChild(0).eulerAngles;
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if (isNot1)
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{
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vv.z = rotationPY;
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vv.z = rotationPY * (vv.y < 180 ? -1 : 1);
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}
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else
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{
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vv.z = rotationPY * (vv.y < 180 ? -1 : 1);
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}
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transform.GetChild(0).eulerAngles = vv;
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}
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@@ -1,4 +1,4 @@
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using Assets.MyGame.Scripts.Net;
|
||||
using Assets.MyGame.Scripts.Net;
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using Assets.MyGame.Scripts.Net.API;
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using Assets.MyGame.Scripts.Net.WebResponses;
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using System.Collections;
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@@ -64,6 +64,14 @@ public class BullitMove : MonoBehaviour
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void Update()
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{
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// 子弹生命周期:超时自动销毁(默认10秒)
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currShowTime += Time.deltaTime;
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if (currShowTime >= desTime)
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{
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Destroy(gameObject);
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return;
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}
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if (isLock)
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{
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// 目标无效 → 解除锁定
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@@ -104,7 +112,6 @@ public class BullitMove : MonoBehaviour
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else
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{
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// 非锁定模式:保持原有直线 + 反弹逻辑(不变)
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currShowTime += Time.deltaTime;
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Vector3 targetPoint = transform.up.normalized * currShowTime * moveSpeed;
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targetPoint.z = 0;
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transform.position = vector3_startPosition + targetPoint;
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@@ -617,15 +617,17 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
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//bossTimer = 3f;
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if (!fishTypeConfig.TryGetValue(FishTypeEnum.Boss鱼, out var bossList) || bossList.Count == 0)
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return;
|
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foreach (var item in bossList)
|
||||
{
|
||||
//if (item.fishNumber == "11027")
|
||||
// item.isCreate = 2;
|
||||
//foreach (var item in bossList)
|
||||
//{
|
||||
// if (item.fishNumber == "13036")
|
||||
// item.isCreate = 2;
|
||||
|
||||
//if (item.fishNumber == "11042")
|
||||
// item.isCreate = 2;
|
||||
// // if (item.fishNumber == "11027")
|
||||
// // item.isCreate = 2;
|
||||
// // if (item.fishNumber == "11030")
|
||||
// // item.isCreate = 2;
|
||||
|
||||
}
|
||||
//}
|
||||
|
||||
StartCoroutine(buchongfu(bossList, bossCount, fishDatas_hashCodekey_Boss, bossRecentList, bossRecentMax));
|
||||
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
using Assets.MyGame.Scripts.Net.API;
|
||||
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net
|
||||
{
|
||||
public static partial class APIRequestList
|
||||
{
|
||||
#region ActivityConfig
|
||||
|
||||
/// <summary>
|
||||
/// 获取活动配置(聚合)(GET)
|
||||
/// 返回:ActivityConfig
|
||||
/// </summary>
|
||||
public static void GetActivityConfig(Action<ActivityConfig> callback)
|
||||
{
|
||||
APIManager.Response<ActivityConfig>(APIType.ActivityConfig_Get, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取钻石商城列表(GET)
|
||||
/// </summary>
|
||||
public static void GetDiamondShopList(Action<List<DiamondShopConfig>> callback)
|
||||
{
|
||||
APIManager.Response<List<DiamondShopConfig>>(APIType.ActivityConfig_DiamondShopList, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取金币商城列表(GET)
|
||||
/// </summary>
|
||||
public static void GetGoldShopList(Action<List<GoldShopConfig>> callback)
|
||||
{
|
||||
APIManager.Response<List<GoldShopConfig>>(APIType.ActivityConfig_GoldShopList, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取救济金配置(GET)
|
||||
/// </summary>
|
||||
public static void GetReliefConfig(Action<ReliefConfig> callback)
|
||||
{
|
||||
APIManager.Response<ReliefConfig>(APIType.ActivityConfig_ReliefConfig, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取签到池配置(GET)
|
||||
/// </summary>
|
||||
public static void GetSignConfigs(Action<List<SignConfig>> callback)
|
||||
{
|
||||
APIManager.Response<List<SignConfig>>(APIType.ActivityConfig_SignConfigs, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取注册配置(GET)
|
||||
/// </summary>
|
||||
public static void GetRegisterConfig(Action<RegisterConfig> callback)
|
||||
{
|
||||
APIManager.Response<RegisterConfig>(APIType.ActivityConfig_RegisterConfig, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取战令配置(GET)
|
||||
/// </summary>
|
||||
public static void GetBattleOrderConfig(Action<BattleOrderConfig> callback)
|
||||
{
|
||||
APIManager.Response<BattleOrderConfig>(APIType.ActivityConfig_BattleOrderConfig, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取捕鱼返利配置(GET)
|
||||
/// </summary>
|
||||
public static void GetFishingReturnConfig(Action<FishingReturnConfig> callback)
|
||||
{
|
||||
APIManager.Response<FishingReturnConfig>(APIType.ActivityConfig_FishingReturnConfig, callback);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 196e84aecdf457e448d7b20b64beb1de
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,70 @@
|
||||
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
|
||||
using Assets.MyGame.Scripts.Net.API.UserData_SubClass;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.API
|
||||
{
|
||||
/// <summary>
|
||||
/// 活动配置实体类(独立于 GameConfig)
|
||||
/// 商店金币/钻石、签到、救济金等已从 GameConfig 迁移至此
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class ActivityConfig
|
||||
{
|
||||
/// <summary>
|
||||
/// 数据ID
|
||||
/// </summary>
|
||||
public string id;
|
||||
|
||||
/// <summary>
|
||||
/// 是否删除
|
||||
/// </summary>
|
||||
public bool isDelete;
|
||||
|
||||
/// <summary>
|
||||
/// 创建人信息
|
||||
/// </summary>
|
||||
public OptionUserInfo createInfo;
|
||||
|
||||
/// <summary>
|
||||
/// 战令配置
|
||||
/// </summary>
|
||||
public BattleOrderConfig battleOrderConfig;
|
||||
|
||||
/// <summary>
|
||||
/// 救济金配置
|
||||
/// </summary>
|
||||
public ReliefConfig reliefConfig;
|
||||
|
||||
/// <summary>
|
||||
/// 签到池配置
|
||||
/// </summary>
|
||||
public List<SignConfig> signConfigs;
|
||||
|
||||
/// <summary>
|
||||
/// 金币商城配置
|
||||
/// </summary>
|
||||
public List<GoldShopConfig> goldShopConfigs;
|
||||
|
||||
/// <summary>
|
||||
/// 钻石商城配置
|
||||
/// </summary>
|
||||
public List<DiamondShopConfig> diamondShopConfigs;
|
||||
|
||||
/// <summary>
|
||||
/// 注册配置
|
||||
/// </summary>
|
||||
public RegisterConfig registerConfig;
|
||||
|
||||
/// <summary>
|
||||
/// 捕鱼返利配置
|
||||
/// </summary>
|
||||
public FishingReturnConfig fishingReturnConfig;
|
||||
|
||||
/// <summary>
|
||||
/// 抽奖活动配置
|
||||
/// </summary>
|
||||
public LotteryActivityConfig lotteryActivityConfig;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f6f82be72e53a94aa1f11af3fd90261
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,4 +1,4 @@
|
||||
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
|
||||
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
|
||||
using Assets.MyGame.Scripts.Net.API.UserData_SubClass;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -6,6 +6,7 @@ namespace Assets.MyGame.Scripts.Net.API
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏后台配置(Unity 解析版)
|
||||
/// 注:商店/签到/救济等配置已迁移至 ActivityConfig
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class GameConfig
|
||||
@@ -65,35 +66,14 @@ namespace Assets.MyGame.Scripts.Net.API
|
||||
/// </summary>
|
||||
public List<VipLevelConfig> vipLevelConfigs;
|
||||
|
||||
/// <summary>
|
||||
/// 签到池配置
|
||||
/// </summary>
|
||||
public List<SignConfig> signConfigs;
|
||||
|
||||
/// <summary>
|
||||
/// 月卡配置
|
||||
/// </summary>
|
||||
public List<MonthCardConfig> monthCardConfigs;
|
||||
|
||||
/// <summary>
|
||||
/// 救济金配置
|
||||
/// </summary>
|
||||
public ReliefConfig reliefConfigs;
|
||||
|
||||
/// <summary>
|
||||
/// 金币商城配置
|
||||
/// </summary>
|
||||
public List<GoldShopConfig> goldShopConfigs;
|
||||
|
||||
/// <summary>
|
||||
/// 钻石商城配置
|
||||
/// </summary>
|
||||
public List<DiamondShopConfig> diamondShopConfigs;
|
||||
/// <summary>
|
||||
/// 击杀配置
|
||||
/// </summary>
|
||||
|
||||
public object killConfig ;
|
||||
public object killConfig;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
|
||||
{
|
||||
/// <summary>
|
||||
/// 战令配置
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class BattleOrderConfig
|
||||
{
|
||||
public bool isOpen;
|
||||
public long endTime;
|
||||
public string ruleDesc;
|
||||
public string buyDesc;
|
||||
public string advanceGiftDesc;
|
||||
public List<BattleOrderLevelConfig> levelConfig;
|
||||
public List<AdvanceGiftConfig> advanceGift;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 战令等级配置
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class BattleOrderLevelConfig
|
||||
{
|
||||
public int level;
|
||||
public int exp;
|
||||
public GiftConfig normalGift;
|
||||
public GiftConfig luxuryGift;
|
||||
public GiftConfig supremeGift;
|
||||
public int payType;
|
||||
public int payCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 进阶奖励配置
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class AdvanceGiftConfig
|
||||
{
|
||||
public int type;
|
||||
public string name;
|
||||
public int count;
|
||||
public string imageUrl;
|
||||
public int payType;
|
||||
public int payCount;
|
||||
public List<GiftConfig> giftList;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dce793a3439f7564ebdca4d510156939
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
|
||||
@@ -34,8 +34,15 @@ namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
|
||||
/// 现金价格
|
||||
/// </summary>
|
||||
public double money;
|
||||
|
||||
/// <summary>
|
||||
/// 经销商价格
|
||||
/// </summary>
|
||||
public double dealerMoney;
|
||||
|
||||
/// <summary>
|
||||
/// 是否首充限制
|
||||
/// </summary>
|
||||
public bool isFirst;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
|
||||
{
|
||||
/// <summary>
|
||||
/// 捕鱼返金币活动配置
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class FishingReturnConfig
|
||||
{
|
||||
/// <summary>
|
||||
/// 是否开启活动
|
||||
/// </summary>
|
||||
public bool isEnabled;
|
||||
|
||||
/// <summary>
|
||||
/// 返利比例(千分之一 = 0.001)
|
||||
/// </summary>
|
||||
public double returnRate;
|
||||
|
||||
/// <summary>
|
||||
/// 每日返利上限(0=无上限)
|
||||
/// </summary>
|
||||
public long dailyMaxReturn;
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a7dc1e056fdffd49943877ede5cfa7d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
|
||||
@@ -31,10 +31,18 @@ namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
|
||||
public long gold;
|
||||
|
||||
/// <summary>
|
||||
/// 钻石数量
|
||||
/// 钻石数量(购买所需钻石)
|
||||
/// </summary>
|
||||
public int diamond;
|
||||
|
||||
/// <summary>
|
||||
/// 经销商价格(钻石)
|
||||
/// </summary>
|
||||
public int dealerDiamond;
|
||||
|
||||
/// <summary>
|
||||
/// 是否首充限制
|
||||
/// </summary>
|
||||
public bool isFirst;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
|
||||
{
|
||||
[Serializable]
|
||||
public class LotteryActivityConfig
|
||||
{
|
||||
public string activityName;
|
||||
public bool isOpen;
|
||||
public long startTime;
|
||||
public long endTime;
|
||||
public List<LotteryPoolLevel> pools;
|
||||
public List<long> costs;
|
||||
public int userMaxDraw;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class LotteryPoolLevel
|
||||
{
|
||||
public string level;
|
||||
public int count;
|
||||
public int weight;
|
||||
public List<LotteryPrize> prizeList;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class LotteryPrize
|
||||
{
|
||||
public string type;
|
||||
public long count;
|
||||
public string name;
|
||||
public string icon;
|
||||
public int weight;
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0eb06d724025e75439446a16126c5a78
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,28 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Assets.MyGame.Scripts.Net.API.UserData_SubClass;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
|
||||
{
|
||||
/// <summary>
|
||||
/// 注册配置
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class RegisterConfig
|
||||
{
|
||||
/// <summary>
|
||||
/// 注册初始金币
|
||||
/// </summary>
|
||||
public int initGold;
|
||||
|
||||
/// <summary>
|
||||
/// 注册初始钻石
|
||||
/// </summary>
|
||||
public int initDiamond;
|
||||
|
||||
/// <summary>
|
||||
/// 注册初始道具列表
|
||||
/// </summary>
|
||||
public List<BaseProductCount> initProductList;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4eec481164da9f74592228e1f000d967
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace Assets.MyGame.Scripts.Net
|
||||
namespace Assets.MyGame.Scripts.Net
|
||||
{
|
||||
/// <summary>
|
||||
/// 所有接口类型(自动生成)
|
||||
@@ -18,6 +18,32 @@
|
||||
GameConfig_Update,
|
||||
|
||||
|
||||
// ---------------- ActivityConfig ----------------
|
||||
/// <summary>获取活动配置·聚合(GET)</summary>
|
||||
ActivityConfig_Get,
|
||||
|
||||
/// <summary>钻石商城列表(GET)</summary>
|
||||
ActivityConfig_DiamondShopList,
|
||||
|
||||
/// <summary>金币商城列表(GET)</summary>
|
||||
ActivityConfig_GoldShopList,
|
||||
|
||||
/// <summary>救济金配置(GET)</summary>
|
||||
ActivityConfig_ReliefConfig,
|
||||
|
||||
/// <summary>签到池配置(GET)</summary>
|
||||
ActivityConfig_SignConfigs,
|
||||
|
||||
/// <summary>注册配置(GET)</summary>
|
||||
ActivityConfig_RegisterConfig,
|
||||
|
||||
/// <summary>战令配置(GET)</summary>
|
||||
ActivityConfig_BattleOrderConfig,
|
||||
|
||||
/// <summary>捕鱼返利配置(GET)</summary>
|
||||
ActivityConfig_FishingReturnConfig,
|
||||
|
||||
|
||||
// ---------------- Hall ----------------
|
||||
/// <summary>存入保险箱(GET)</summary>
|
||||
Hall_SaveSafeBox,
|
||||
@@ -297,4 +323,4 @@
|
||||
/// <summary>获取聊天记录(GET)</summary>
|
||||
Customer_ChatLog,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,6 +5,7 @@ using UnityEngine;
|
||||
|
||||
public class LLBTDieEvent : BJEventBase
|
||||
{
|
||||
public GameObject obj;
|
||||
private void Awake()
|
||||
{
|
||||
scoreCount = 2;
|
||||
@@ -12,9 +13,21 @@ public class LLBTDieEvent : BJEventBase
|
||||
public override void Init(int goldCount, int posID, int paobei, int fishScore, int beishu, Action<int> action, Action action1 = null)
|
||||
{
|
||||
base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
|
||||
StartCoroutine(yanshi());
|
||||
}
|
||||
public void bjLLBT()
|
||||
{
|
||||
CallBJ();
|
||||
}
|
||||
IEnumerator yanshi()
|
||||
{
|
||||
yield return new WaitForSeconds(3.5f);
|
||||
CallBJ();
|
||||
|
||||
yield return new WaitForSeconds(5f);
|
||||
CallBJ();
|
||||
|
||||
yield return new WaitForSeconds(3.6f);
|
||||
obj.SetActive(false);
|
||||
}
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||||
}
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||||
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||||
File diff suppressed because it is too large
Load Diff
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bingDongEffect: {fileID: 0}
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depthOffset: 0
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bossName:
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@@ -68,6 +68,22 @@ PrefabInstance:
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objectReference: {fileID: 0}
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objectReference: {fileID: 3346501188439748426, guid: 01a250db6b8b0264792df81b66b91d6c,
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type: 2}
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type: 3}
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propertyPath: m_SceneBindings.Array.data[5].value
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value:
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objectReference: {fileID: 1621037776088824803}
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type: 3}
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propertyPath: m_CameraType
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@@ -82,10 +98,10 @@ PrefabInstance:
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type: 3}
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insertIndex: -1
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- targetCorrespondingSourceObject: {fileID: 1264887924163234, guid: 185787de59441cf49be38e6b31956cd1,
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- targetCorrespondingSourceObject: {fileID: 1646037670075368, guid: 185787de59441cf49be38e6b31956cd1,
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type: 3}
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insertIndex: -1
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addedObject: {fileID: 3615978696677865829}
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addedObject: {fileID: 1621037776088824803}
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- targetCorrespondingSourceObject: {fileID: 1913982629221611, guid: 185787de59441cf49be38e6b31956cd1,
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type: 3}
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insertIndex: -1
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@@ -95,57 +111,6 @@ PrefabInstance:
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insertIndex: -1
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addedObject: {fileID: 5171096580736390918}
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m_SourcePrefab: {fileID: 100100000, guid: 185787de59441cf49be38e6b31956cd1, type: 3}
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m_CorrespondingSourceObject: {fileID: 1264887924163234, guid: 185787de59441cf49be38e6b31956cd1,
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type: 3}
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m_PrefabInstance: {fileID: 2981400861485360273}
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m_PrefabAsset: {fileID: 0}
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--- !u!114 &3615978696677865829
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2982629942220973619}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: e52de21a22b6dd44c9cc19f810c65059, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Events:
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m_Signals:
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- {fileID: 11400000, guid: 344d1087c2077664ebcfebc51d6cf167, type: 2}
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- {fileID: 11400000, guid: aca498d52b11314418047bc8d6c097ae, type: 2}
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m_Events:
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- m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 5786818863089195692}
|
||||
m_TargetAssemblyTypeName: YGLGDieEvent, Assembly-CSharp
|
||||
m_MethodName: SetScore
|
||||
m_Mode: 1
|
||||
m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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- m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 5786818863089195692}
|
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m_TargetAssemblyTypeName: YGLGDieEvent, Assembly-CSharp
|
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m_MethodName: Die
|
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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--- !u!1 &2982826138642937302 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 1461080587964743, guid: 185787de59441cf49be38e6b31956cd1,
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@@ -235,6 +200,7 @@ MonoBehaviour:
|
||||
coinFlyDuration: 0.5
|
||||
coinArrivalInterval: 0.1
|
||||
isSelf: 0
|
||||
autoFinishOnScoreFull: 1
|
||||
totalBJCount: 0
|
||||
currBJCount: 0
|
||||
isEffEnd: 0
|
||||
@@ -242,6 +208,51 @@ MonoBehaviour:
|
||||
isScoreEnd: 0
|
||||
isGoldEffectStart: 0
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playable: {fileID: 0}
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--- !u!114 &1621037776088824803
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2983011714766503801}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: e52de21a22b6dd44c9cc19f810c65059, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Events:
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m_Signals:
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- {fileID: 11400000, guid: 344d1087c2077664ebcfebc51d6cf167, type: 2}
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- {fileID: 11400000, guid: aca498d52b11314418047bc8d6c097ae, type: 2}
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m_Events:
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- m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 5786818863089195692}
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m_TargetAssemblyTypeName: YGLGDieEvent, Assembly-CSharp
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m_MethodName: SetScore
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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- m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 5786818863089195692}
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m_TargetAssemblyTypeName: YGLGDieEvent, Assembly-CSharp
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m_MethodName: Die
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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--- !u!1 &2983314281452826746 stripped
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GameObject:
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||||
@@ -11,6 +11,9 @@ public class YGLGDieEvent : BJEventBase
|
||||
public override void Init(int goldCount, int posID, int paobei, int fishScore, int beishu, Action<int> action, Action action1 = null)
|
||||
{
|
||||
base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
|
||||
|
||||
StartCoroutine(ScrollTo_Time(bJbeishu, () => MoveToSit()));
|
||||
|
||||
}
|
||||
public void SetScore()
|
||||
{
|
||||
@@ -60,4 +63,45 @@ public class YGLGDieEvent : BJEventBase
|
||||
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
private IEnumerator ScrollTo_Time(int target, Action onComplete)
|
||||
{
|
||||
yield return new WaitForSeconds(3.6f);
|
||||
|
||||
int from = currScore;
|
||||
float duration = 5f;
|
||||
float elapsed = 0f;
|
||||
float coinInterval = 0.12f;
|
||||
float nextCoinTime = 0f;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = elapsed / duration;
|
||||
currScore = (int)Mathf.Lerp(from, target, t);
|
||||
if (tMP_Score != null)
|
||||
tMP_Score.text = currScore.ToString();
|
||||
|
||||
// 每隔 coinInterval 爆一波金币
|
||||
if (elapsed >= nextCoinTime)
|
||||
{
|
||||
|
||||
nextCoinTime += coinInterval;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
currScore = target;
|
||||
if (tMP_Score != null)
|
||||
tMP_Score.text = target.ToString();
|
||||
|
||||
//// 最后补一波金币
|
||||
//layeredPool = new LayeredPool(paoBei * fishScore / 2, 1);
|
||||
//BigPrize(5, 10);
|
||||
//yield return new WaitForSeconds(0.3f); // 等最后一批金币飞到
|
||||
|
||||
onComplete?.Invoke();
|
||||
yield return new WaitForSeconds(5f);
|
||||
Die();
|
||||
}
|
||||
}
|
||||
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@@ -16,7 +16,7 @@ PrefabInstance:
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@@ -188,6 +188,7 @@ MonoBehaviour:
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bingDongEffect: {fileID: 0}
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rotationPY: 60
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isRotate: 0
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isNot1: 0
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bossName:
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--- !u!4 &3718238474006946628
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Transform:
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@@ -59,7 +59,7 @@ MonoBehaviour:
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pathList:
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skeleton: {fileID: 0}
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||||
isSpine: 1
|
||||
fishTypeID: 0
|
||||
fishTypeID: 13033
|
||||
currState: 0
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HP: 5
|
||||
effect_Die: {fileID: 0}
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+3
-3
@@ -132,8 +132,8 @@ MonoBehaviour:
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m_Calls:
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m_TargetAssemblyTypeName: BJEventBase, Assembly-CSharp
|
||||
m_MethodName: ManualFinishBJ
|
||||
m_TargetAssemblyTypeName: DefaultBJEvent, Assembly-CSharp
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m_MethodName: TimeLineEnd
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m_Mode: 1
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@@ -162,7 +162,7 @@ MonoBehaviour:
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||||
type: 3}
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||||
currScore: 0
|
||||
maxScore: 0
|
||||
scoreCount: 0
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||||
scoreCount: 1
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||||
posID: 0
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paoBei: 0
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fishScore: 0
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@@ -13,6 +13,16 @@ PrefabInstance:
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@@ -102,7 +102,6 @@ using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using static UnityEditor.Progress;
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public class GameMainPanel_FishBase : GameMainPanel_Base
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{
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@@ -772,11 +771,17 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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screenPos, null, out Vector2 localPos);
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Vector2 dir = localPos - sit.tra_CurrTurret.GetComponent<RectTransform>().anchoredPosition;
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// ⭐ 鱼太近时 dir 接近零向量,Atan2 会不稳定导致原地转圈 → 跳过
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const float minDistance = 5f;
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if (dir.sqrMagnitude < minDistance * minDistance) return;
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float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
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if (sit.IsFlipped) angle = (angle + 180f) % 360f;
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sit.SetRotation(angle);
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SyncRotate(angle);
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}
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private void HandleAutoRotate()
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@@ -899,6 +904,13 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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clickTime += Time.deltaTime;
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if (clickTime < attackTime) return;
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// ⭐ 子弹上限校验(先于扣费和状态切换)
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if (IsBulletLimitReached(currSitData.user))
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{
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clickTime = 0; // 重置计时,下次再试
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return;
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}
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clickTime = 0;
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float angle = currSitData.currentAngle;
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@@ -1021,6 +1033,13 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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autoFireTimer += Time.deltaTime;
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if (autoFireTimer < attackTime) return;
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// ⭐ 子弹上限校验(先于状态切换和扣费)
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if (IsBulletLimitReached(currSitData.user))
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{
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autoFireTimer = 0f; // 重置计时,下次再试
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return;
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}
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autoFireTimer = 0f;
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float angle = currSitData.currentAngle;
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@@ -1364,6 +1383,27 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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#endregion
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#region BulletModule(子弹系统)
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public int sitBulletMaxCount = 80;
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/// <summary>
|
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/// 检查指定用户是否已达50发子弹上限
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/// </summary>
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private bool IsBulletLimitReached(string userId)
|
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{
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if (bulletParent == null) return false;
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int count = 0;
|
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foreach (Transform child in bulletParent.transform)
|
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{
|
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if (child.TryGetComponent<BullitMove>(out var bm) && bm.userid == userId)
|
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count++;
|
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}
|
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if (count >= sitBulletMaxCount)
|
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{
|
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UIManager.Instance.ShowBoardError("子弹已达上限");
|
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return true;
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}
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return false;
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}
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private BullitMove CreateBullet(SitPosData sit, Vector2 pos, float angle, bool isDouble, bool isLock, string id,
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MonsterContral lockTarget = null, Transform lockHitPos = null)
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{
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@@ -1376,6 +1416,19 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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GameObject prefab = isDouble ? sit.currentTurret.bulletPrefab_Two : sit.currentTurret.bulletPrefab;
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// ⭐ 每座位最多50发子弹(先校验,不扣钱)
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int activeBullets = 0;
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foreach (Transform child in bulletParent.transform)
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{
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if (child.TryGetComponent<BullitMove>(out var bm) && bm.userid == sit.user)
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activeBullets++;
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}
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if (activeBullets >= 50)
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{
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UIManager.Instance.ShowBoardError($"[子弹上限] 座位{sit.posID}已达50发上限");
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return null;
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}
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if (!sit.ConsumeGold(isDouble ? 2 : 1))
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return null;
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@@ -1139,7 +1139,7 @@ MonoBehaviour:
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@@ -3129,7 +3129,7 @@ MonoBehaviour:
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@@ -33,12 +33,14 @@ public class UIHome_BY_JJJPanel : SubUIBase
|
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{
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base.OnShow(args);
|
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|
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var jjjData = GameManager.Instance.gameConfig.reliefConfigs;
|
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txt_coinsNum.text = "金币" + jjjData.gold.ToString();
|
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if (GameManager.Instance.user.assets.gold < jjjData.limit&& GameManager.Instance.user.@static.reliefGoldCount>0)
|
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img_DisReceive.gameObject.SetActive(false);
|
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else
|
||||
img_DisReceive.gameObject.SetActive(true);
|
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APIRequestList.GetReliefConfig(jjjData =>
|
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{
|
||||
txt_coinsNum.text = "金币" + jjjData.gold.ToString();
|
||||
if (GameManager.Instance.user.assets.gold < jjjData.limit && GameManager.Instance.user.@static.reliefGoldCount > 0)
|
||||
img_DisReceive.gameObject.SetActive(false);
|
||||
else
|
||||
img_DisReceive.gameObject.SetActive(true);
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Assets.Framework.Tool;
|
||||
using Assets.Framework.Tool;
|
||||
using Assets.MyGame.Scripts.Net;
|
||||
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
|
||||
using Assets.MyGame.Scripts.Net.APIRequest.Params;
|
||||
@@ -35,44 +35,48 @@ public class UIHome_BY_ShopPanel : SubUIBase
|
||||
Destroy(tra_PrefabParent.GetChild(i).gameObject);
|
||||
|
||||
}
|
||||
foreach (var item in gameConfig.goldShopConfigs)
|
||||
// 金币商城配置已从 GameConfig 迁移至 ActivityConfig API
|
||||
APIRequestList.GetGoldShopList(goldList =>
|
||||
{
|
||||
var obj = Instantiate(obj_ItemPrefab, tra_PrefabParent).transform;
|
||||
foreach (var item in goldList)
|
||||
{
|
||||
var obj = Instantiate(obj_ItemPrefab, tra_PrefabParent).transform;
|
||||
|
||||
if (item.sprite_Icon==null)
|
||||
{
|
||||
WebTool.DownImage(APIManager.baseURL + item.icon, (texture) =>
|
||||
if (item.sprite_Icon==null)
|
||||
{
|
||||
item.sprite_Icon = Sprite.Create(texture,new Rect(0,0, texture.width,texture.height),new Vector2(0.5f,0.5f));
|
||||
obj.GetChild(0).GetComponent<Image>().sprite= item.sprite_Icon;
|
||||
});
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
}
|
||||
obj.name = item.number;
|
||||
dic_GoldItems[item.number] = item;
|
||||
obj.GetChild(2).GetComponent<Button>().onClick.AddListener(() =>
|
||||
{
|
||||
//这里调用api
|
||||
APIRequestList.BuyGold(new BuyGoldParam { number = item.number, count = 1 }, (response) =>
|
||||
{
|
||||
UIManager.Instance.ShowBoardError(response);
|
||||
WebTool.DownImage(APIManager.baseURL + item.icon, (texture) =>
|
||||
{
|
||||
item.sprite_Icon = Sprite.Create(texture,new Rect(0,0, texture.width,texture.height),new Vector2(0.5f,0.5f));
|
||||
obj.GetChild(0).GetComponent<Image>().sprite= item.sprite_Icon;
|
||||
});
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
}
|
||||
obj.name = item.number;
|
||||
dic_GoldItems[item.number] = item;
|
||||
obj.GetChild(2).GetComponent<Button>().onClick.AddListener(() =>
|
||||
{
|
||||
//这里调用api
|
||||
APIRequestList.BuyGold(new BuyGoldParam { number = item.number, count = 1 }, (response) =>
|
||||
{
|
||||
UIManager.Instance.ShowBoardError(response);
|
||||
|
||||
APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
|
||||
{
|
||||
GameManager.Instance.UpdataUserData(a);
|
||||
tMP_GoldCoinNum.text = GameManager.Instance.user.assets.gold.ToString();
|
||||
tMP_DiamondNum.text = GameManager.Instance.user.assets.diamond.ToString();
|
||||
APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
|
||||
{
|
||||
GameManager.Instance.UpdataUserData(a);
|
||||
tMP_GoldCoinNum.text = GameManager.Instance.user.assets.gold.ToString();
|
||||
tMP_DiamondNum.text = GameManager.Instance.user.assets.diamond.ToString();
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
obj.GetChild(2).GetChild(0).GetComponent<TextMeshProUGUI>().text ="\ue002"+item.diamond.ToString();
|
||||
obj.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.gold.ToString();
|
||||
}
|
||||
});
|
||||
|
||||
obj.GetChild(2).GetChild(0).GetComponent<TextMeshProUGUI>().text ="\ue002"+item.diamond.ToString();
|
||||
obj.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.gold.ToString();
|
||||
}
|
||||
|
||||
//
|
||||
});
|
||||
@@ -83,44 +87,48 @@ public class UIHome_BY_ShopPanel : SubUIBase
|
||||
Destroy(tra_PrefabParent.GetChild(i).gameObject);
|
||||
|
||||
}
|
||||
foreach (var item in gameConfig.diamondShopConfigs)
|
||||
// 钻石商城配置已从 GameConfig 迁移至 ActivityConfig API
|
||||
APIRequestList.GetDiamondShopList(diamondList =>
|
||||
{
|
||||
var obj = Instantiate(obj_ItemPrefab, tra_PrefabParent).transform;
|
||||
|
||||
if (item.sprite_Icon == null)
|
||||
foreach (var item in diamondList)
|
||||
{
|
||||
WebTool.DownImage(APIManager.baseURL + item.icon, (texture) =>
|
||||
var obj = Instantiate(obj_ItemPrefab, tra_PrefabParent).transform;
|
||||
|
||||
if (item.sprite_Icon == null)
|
||||
{
|
||||
item.sprite_Icon = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
|
||||
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
});
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
}
|
||||
obj.name = item.number;
|
||||
dic_DiamondItems[item.number] = item;
|
||||
obj.GetChild(2).GetComponent<Button>().onClick.AddListener(() =>
|
||||
{
|
||||
//这里调用api
|
||||
APIRequestList.BuyDiamond(new BuyDiamondParam { number = item.number, count = 1 }, (response) =>
|
||||
{
|
||||
UIManager.Instance.ShowBoardError(response);
|
||||
|
||||
APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
|
||||
WebTool.DownImage(APIManager.baseURL + item.icon, (texture) =>
|
||||
{
|
||||
GameManager.Instance.UpdataUserData(a);
|
||||
tMP_GoldCoinNum.text = GameManager.Instance.user.assets.gold.ToString();
|
||||
tMP_DiamondNum.text = GameManager.Instance.user.assets.diamond.ToString();
|
||||
item.sprite_Icon = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
|
||||
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
});
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.GetChild(0).GetComponent<Image>().sprite = item.sprite_Icon;
|
||||
}
|
||||
obj.name = item.number;
|
||||
dic_DiamondItems[item.number] = item;
|
||||
obj.GetChild(2).GetComponent<Button>().onClick.AddListener(() =>
|
||||
{
|
||||
//这里调用api
|
||||
APIRequestList.BuyDiamond(new BuyDiamondParam { number = item.number, count = 1 }, (response) =>
|
||||
{
|
||||
UIManager.Instance.ShowBoardError(response);
|
||||
|
||||
APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
|
||||
{
|
||||
GameManager.Instance.UpdataUserData(a);
|
||||
tMP_GoldCoinNum.text = GameManager.Instance.user.assets.gold.ToString();
|
||||
tMP_DiamondNum.text = GameManager.Instance.user.assets.diamond.ToString();
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
obj.GetChild(2).GetChild(0).GetComponent<TextMeshProUGUI>().text = item.money.ToString()+"元";
|
||||
obj.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.diamond.ToString();
|
||||
}
|
||||
obj.GetChild(2).GetChild(0).GetComponent<TextMeshProUGUI>().text = item.money.ToString()+"元";
|
||||
obj.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.diamond.ToString();
|
||||
}
|
||||
});
|
||||
|
||||
//
|
||||
});
|
||||
@@ -246,4 +254,4 @@ public class UIHome_BY_ShopPanel : SubUIBase
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user