This commit is contained in:
2026-08-16 00:38:45 +08:00
parent 7d911a9c2e
commit cf53476c44
11 changed files with 469 additions and 713 deletions
@@ -1,588 +0,0 @@
using System.Collections.Generic;
using System.Linq;
// ============================================================
// 文件:BossConfig.cs
// 职责:Boss 各种死亡爆奖配置(幸运轮盘/小丑扑克/幸运飞碟/破坏球/烈焰风暴/星际巡航/神龙转盘 等)
// - 服务端下发配置,客户端解析后用 GetResponse() 取随机结果
// - 已将服务端依赖(GlobalRandom/RandomBossOption/BsonIgnoreExtraElements)
// 替换为 Unity 客户端兼容实现
// ============================================================
namespace Assets.MyGame.Scripts.Net.APIResponses.GameConfig_SubClass
{
/// <summary>
/// Boss设定配置信息
/// </summary>
public class BossConfig
{
/// <summary>幸运轮盘配置信息</summary>
public List<LuckWheelConfig> LuckWheel { get; set; } = new List<LuckWheelConfig>();
/// <summary>小丑扑克</summary>
public LuckPokerConfig LuckPoker { get; set; } = new LuckPokerConfig();
/// <summary>幸运飞碟</summary>
public List<LuckFlyDiskConfig> LuckFlyDisk { get; set; } = new List<LuckFlyDiskConfig>();
/// <summary>全屏秒怪</summary>
public BaseBossConfig FullScreen { get; set; } = new BaseBossConfig();
/// <summary>范围秒怪</summary>
public BaseBossConfig Range { get; set; } = new BaseBossConfig();
/// <summary>弹药箱配置</summary>
public AmmunitionBoxConfig AmmunitionBox { get; set; } = new AmmunitionBoxConfig();
/// <summary>星际巡航配置</summary>
public InterstellarCruiseConfig InterstellarCruise { get; set; } = new InterstellarCruiseConfig();
/// <summary>烈焰风暴-死亡配置</summary>
public BossFlameStormConfig FlameStorm { get; set; } = new BossFlameStormConfig();
/// <summary>破坏球-死亡配置</summary>
public BossBombConfig Bomb { get; set; } = new BossBombConfig();
/// <summary>概率击杀</summary>
public List<BossProbabilityConfig> Probability { get; set; } = new List<BossProbabilityConfig>();
/// <summary>神龙转盘</summary>
public List<LuckDragonConfig> LuckDragon { get; set; } = new List<LuckDragonConfig>();
/// <summary>
/// 根据权重随机获取一个 Boss 选项
/// </summary>
public static int GetBossProbabilityConfigResponse(List<BossProbabilityConfigParam> configParams)
{
if (configParams == null || configParams.Count == 0) return 0;
int totalWeight = configParams.Sum(p => p.TriggerRate);
if (totalWeight <= 0) return 0;
int randomValue = GlobalRandom.Next(0, totalWeight);
int currentWeightSum = 0;
foreach (var param in configParams)
{
currentWeightSum += param.TriggerRate;
if (randomValue < currentWeightSum)
{
return GlobalRandom.NextInclusive(param.Min, param.Max);
}
}
return 0;
}
/// <summary>
/// 根据权重随机获取一个死亡次数配置
/// </summary>
public static CruiseConfigCount GetRandomCountConfigOption(List<CruiseConfigCount> options)
{
if (options == null || !options.Any()) return null;
long totalWeight = options.Sum(o => (long)o.TriggerRate);
if (totalWeight <= 0) return null;
long randomValue = GlobalRandom.NextInt64(0, totalWeight);
long currentWeightSum = 0;
foreach (var option in options)
{
currentWeightSum += option.TriggerRate;
if (randomValue < currentWeightSum)
{
return option;
}
}
return options.FirstOrDefault(o => o.TriggerRate > 0);
}
/// <summary>死亡次数配置参数</summary>
public class CruiseConfigCount
{
/// <summary>死亡次数</summary>
public int Count { get; set; }
/// <summary>触发权重</summary>
public int TriggerRate { get; set; } = 0;
/// <summary>击杀权重</summary>
public int KillRate { get; set; } = 0;
}
/// <summary>神龙转盘</summary>
public class LuckDragonConfig : BaseBossConfig
{
/// <summary>外圈配置 下一个配置为-1</summary>
public List<BossProbabilityConfigParam> OuterConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>中圈配置 下一个配置为-1</summary>
public List<BossProbabilityConfigParam> MiddleConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>内圈配置 下一个配置为-1</summary>
public List<BossProbabilityConfigParam> InnerConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>获取结果</summary>
public (List<int> option, int beizhu) GetResponse()
{
int beishu = 1;
var result = new List<int>();
int outerResult = GetBossProbabilityConfigResponse(OuterConfig);
result.Add(outerResult);
if (outerResult == -1)
{
int middleResult = GetBossProbabilityConfigResponse(MiddleConfig);
result.Add(middleResult);
if (outerResult == -1)
{
int innerResult = GetBossProbabilityConfigResponse(InnerConfig);
result.Add(innerResult);
beishu = innerResult;
}
else
{
beishu = middleResult;
}
}
else
{
beishu = outerResult;
}
UnityEngine.Debug.Log($"[BossConfig] LuckDragon.GetResponse 选项=[{string.Join(",", result)}] 倍数={beishu}");
return (result, beishu);
}
}
/// <summary>破坏球配置参数</summary>
public class BossBombConfig : BaseBossConfig
{
/// <summary>死亡次数配置</summary>
public List<CruiseConfigCount> CountConfig { get; set; } = new List<CruiseConfigCount>();
/// <summary>第一次死亡配置</summary>
public List<BossProbabilityConfigParam> OneDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>第二次死亡配置</summary>
public List<BossProbabilityConfigParam> TwoDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>获取破坏球配置响应信息</summary>
public (int beishu, int type) GetResponse(string fishId)
{
int beishu = 0;
var countConfig = GetRandomCountConfigOption(CountConfig);
if (countConfig == null)
{
UnityEngine.Debug.Log("[BossConfig] Bomb.GetResponse countConfig为null 返回 (1,1)");
return (1, 1);
}
if (countConfig.Count == 1)
{
beishu = GetBossProbabilityConfigResponse(OneDeathConfig);
UnityEngine.Debug.Log($"[BossConfig] Bomb.GetResponse 死亡次数={countConfig.Count} 倍数={beishu} type=1 fishId={fishId}");
return (beishu, 1);
}
else
{
beishu = GetBossProbabilityConfigResponse(TwoDeathConfig);
UnityEngine.Debug.Log($"[BossConfig] Bomb.GetResponse 死亡次数={countConfig.Count} 倍数={beishu} type=2 fishId={fishId}");
return (beishu, 2);
}
}
}
/// <summary>烈焰风暴配置</summary>
public class BossFlameStormConfig : BaseBossConfig
{
/// <summary>死亡次数配置</summary>
public List<CruiseConfigCount> CountConfig { get; set; } = new List<CruiseConfigCount>();
/// <summary>第一次死亡配置</summary>
public List<BossProbabilityConfigParam> OneDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>第二次死亡配置</summary>
public List<BossProbabilityConfigParam> TwoDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>获取烈焰风暴配置响应信息</summary>
public (bool isKill, int beishu, string fishId) GetResponse(string fishId)
{
bool isKill = false;
int beishu = 0;
int count = 1;
int sumcount = 1;
if (!fishId.Contains("-")) // 首次击杀
{
var countConfig = GetRandomCountConfigOption(CountConfig);
if (countConfig == null)
{
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 首击 countConfig为null 返回 (true,1,{fishId})");
return (true, 1, fishId);
}
count = countConfig.Count;
beishu = GetBossProbabilityConfigResponse(OneDeathConfig);
if (count == 1)
{
isKill = true;
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 首击一次死 isKill=true 倍数={beishu} fishId={fishId}-{count}-{sumcount}");
return (isKill, beishu, $"{fishId}-{count}-{sumcount}");
}
else
{
sumcount = countConfig.Count;
}
}
else
{
var parts = fishId.Split('-');
count = int.Parse(parts[1]);
sumcount = int.Parse(parts[2]);
}
if (count == 1)
{
beishu = GetBossProbabilityConfigResponse(TwoDeathConfig);
if (sumcount == 2 && count == 1)
{
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 二击致死 isKill=true 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (true, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
else
{
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 二击未死 isKill=false 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (false, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
}
UnityEngine.Debug.Log($"[BossConfig] FlameStorm.GetResponse 三击致死 isKill=true 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (true, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
}
/// <summary>星际巡航配置</summary>
public class InterstellarCruiseConfig : BaseBossConfig
{
/// <summary>死亡次数配置</summary>
public List<CruiseConfigCount> CountConfig { get; set; } = new List<CruiseConfigCount>();
/// <summary>第一次死亡配置</summary>
public List<BossProbabilityConfigParam> OneDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>第二次死亡配置</summary>
public List<BossProbabilityConfigParam> TwoDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>第三次死亡配置</summary>
public List<BossProbabilityConfigParam> ThreeDeathConfig { get; set; } = new List<BossProbabilityConfigParam>();
/// <summary>获取星际巡航配置响应信息</summary>
public (bool isKill, int beishu, string fishId) GetResponse(string fishId)
{
bool isKill = false;
int beishu = 0;
int count = 1;
int sumcount = 1;
if (!fishId.Contains("-")) // 首次击杀
{
var countConfig = GetRandomCountConfigOption(CountConfig);
if (countConfig == null)
{
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 首击 countConfig为null 返回 (true,1,{fishId})");
return (true, 1, fishId);
}
count = countConfig.Count;
beishu = GetBossProbabilityConfigResponse(OneDeathConfig);
if (count == 1)
{
isKill = true;
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 首击一次死 isKill=true 倍数={beishu} fishId={fishId}-{count}-{sumcount}");
return (isKill, beishu, $"{fishId}-{count}-{sumcount}");
}
else
{
sumcount = countConfig.Count;
}
}
else
{
var parts = fishId.Split('-');
count = int.Parse(parts[1]);
sumcount = int.Parse(parts[2]);
}
if (count == 1)
{
beishu = GetBossProbabilityConfigResponse(TwoDeathConfig);
if (sumcount == 2 && count == 1)
{
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 二击致死 isKill=true 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (true, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
else
{
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 二击未死 isKill=false 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (false, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
}
beishu = GetBossProbabilityConfigResponse(ThreeDeathConfig);
UnityEngine.Debug.Log($"[BossConfig] Cruise.GetResponse 三击致死 isKill=true 倍数={beishu} fishId={fishId}-{count + 1}-{sumcount}");
return (true, beishu, $"{fishId}-{count + 1}-{sumcount}");
}
}
/// <summary>概率击杀</summary>
public class BossProbabilityConfig : BaseBossConfig
{
public List<BossProbabilityConfigParam> configParams { get; set; } = new List<BossProbabilityConfigParam>();
public int GetResponse()
{
int beishu = GetBossProbabilityConfigResponse(configParams);
UnityEngine.Debug.Log($"[BossConfig] Probability.GetResponse 倍数={beishu}");
return beishu;
}
}
/// <summary>弹药箱配置</summary>
public class AmmunitionBoxConfig : BaseBossConfig
{
/// <summary>3个一样的</summary>
public List<BossOptionBaseParam> OptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>获取随机结果</summary>
public List<BossOptionBaseParam> GetResponse()
{
var opt = RandomBossOption.GetRandomBossOption(OptionList);
if (opt == null)
{
UnityEngine.Debug.LogWarning("[BossConfig] AmmunitionBox.GetResponse 选中为null");
return null;
}
UnityEngine.Debug.Log($"[BossConfig] AmmunitionBox.GetResponse 选项Id={opt.OptionId} 倍数/分值={opt.Score}");
return new List<BossOptionBaseParam>() { opt };
}
}
/// <summary>幸运飞碟配置信息</summary>
public class LuckFlyDiskConfig : BaseBossConfig
{
/// <summary>内层配置选项列表</summary>
public List<BossOptionBaseParam> InnerOptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>外层配置选项列表</summary>
public List<BossOptionBaseParam> OuterOptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>获取随机结果</summary>
public List<BossOptionBaseParam> GetResponse()
{
List<BossOptionBaseParam> result = new List<BossOptionBaseParam>();
var opt = RandomBossOption.GetRandomBossOption(InnerOptionList);
result.Add(opt);
var opt1 = RandomBossOption.GetRandomBossOption(OuterOptionList);
result.Add(opt1);
UnityEngine.Debug.Log($"[BossConfig] FlyDisk.GetResponse 内层={(opt?.OptionId.ToString() ?? "null")} 外层={(opt1?.OptionId.ToString() ?? "null")}");
return result;
}
}
/// <summary>小丑扑克</summary>
public class LuckPokerConfig : BaseBossConfig
{
/// <summary>配置选项列表</summary>
public List<BossOptionBaseParam> OptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>获取随机结果</summary>
public List<BossOptionBaseParam> GetResponse()
{
var opt = RandomBossOption.GetRandomBossOption(OptionList);
if (opt == null)
{
UnityEngine.Debug.LogWarning("[BossConfig] Poker.GetResponse 选中为null");
return null;
}
UnityEngine.Debug.Log($"[BossConfig] Poker.GetResponse 选项Id={opt.OptionId} 倍数/分值={opt.Score}");
return new List<BossOptionBaseParam>() { opt };
}
}
/// <summary>幸运轮盘配置信息</summary>
public class LuckWheelConfig : BaseBossConfig
{
/// <summary>配置选项列表</summary>
public List<BossOptionBaseParam> OptionList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>配置项数量配置列表</summary>
public List<BossOptionBaseParam> CountList { get; set; } = new List<BossOptionBaseParam>();
/// <summary>获取随机结果</summary>
public List<BossOptionBaseParam> GetResponse()
{
List<double> count = new List<double>();
List<BossOptionBaseParam> option = new List<BossOptionBaseParam>();
foreach (var item in CountList)
{
if (item.TriggerRate >= 100)
{
count.Add(item.OptionId);
continue;
}
if (GlobalRandom.Next(100) < item.TriggerRate)
{
count.Add(item.OptionId);
continue;
}
break;
}
foreach (var item in count)
{
var opt = RandomBossOption.GetRandomBossOption(OptionList);
if (opt == null) continue;
option.Add(opt);
}
UnityEngine.Debug.Log($"[BossConfig] Wheel.GetResponse 触发次数={count.Count} 选项Ids=[{string.Join(",", option.Select(o => o.OptionId))}]");
return option;
}
}
/// <summary>Boss配置基类</summary>
public class BaseBossConfig
{
/// <summary>鱼编号</summary>
public List<string> FishNumber { get; set; } = new List<string>();
}
/// <summary>boss 概率配置参数</summary>
public class BossProbabilityConfigParam
{
public BossProbabilityConfigParam() { }
public BossProbabilityConfigParam(int min, int max, int triggerRate)
{
Min = min;
Max = max;
TriggerRate = triggerRate;
}
/// <summary>最小值</summary>
public int Min { get; set; }
/// <summary>最大值</summary>
public int Max { get; set; }
/// <summary>触发权重</summary>
public int TriggerRate { get; set; } = 0;
}
}
/// <summary>Boss道具掉落配置项</summary>
public class BossDropItemConfig
{
/// <summary>道具编号</summary>
public string PropNumber { get; set; } = string.Empty;
/// <summary>道具名称</summary>
public string PropName { get; set; } = string.Empty;
/// <summary>掉落数量</summary>
public int Count { get; set; } = 1;
/// <summary>掉落权重(概率 = Weight / 10000)</summary>
public int Weight { get; set; } = 0;
}
/// <summary>Boss道具掉落配置</summary>
public class BossDropConfig
{
/// <summary>不掉落权重(概率 = NoDropWeight / 总权重和)</summary>
public int NoDropWeight { get; set; } = 5000;
/// <summary>掉落道具列表</summary>
public List<BossDropItemConfig> DropItems { get; set; } = new List<BossDropItemConfig>();
}
/// <summary>公共选项配置</summary>
public class BossOptionBaseParam
{
public BossOptionBaseParam() { }
public BossOptionBaseParam(double optionId, int triggerRate, double score = 0)
{
OptionId = optionId;
TriggerRate = triggerRate;
Score = score;
}
/// <summary>选项编号</summary>
public double OptionId { get; set; }
/// <summary>触发权重</summary>
public int TriggerRate { get; set; } = 0;
/// <summary>分值</summary>
public double Score { get; set; } = 0;
}
// ============================================================
// 服务端依赖的 Unity 客户端兼容实现
// ============================================================
/// <summary>
/// 线程安全的随机数工具(替代服务端的 GlobalRandom)。
/// 全部走 UnityEngine.Random,保证客户端单线程主逻辑使用。
/// </summary>
public static class GlobalRandom
{
/// <summary>[min, max) 的随机整数</summary>
public static int Next(int min, int max)
{
return UnityEngine.Random.Range(min, max);
}
/// <summary>[0, max) 的随机整数</summary>
public static int Next(int max)
{
return UnityEngine.Random.Range(0, max);
}
/// <summary>[min, max] 闭区间的随机整数(含两端)</summary>
public static int NextInclusive(int min, int max)
{
// Range 的整数重载是 [min, max) 上界开,这里补 1 实现闭区间
if (min > max) return min;
return UnityEngine.Random.Range(min, max + 1);
}
/// <summary>[min, max) 的随机 long</summary>
public static long NextInt64(long min, long max)
{
if (min >= max) return min;
// UnityEngine.Random 无 long 重载,用 double 映射
double t = UnityEngine.Random.value;
return (long)(min + (max - min) * t);
}
}
/// <summary>
/// Boss 选项权重随机工具(替代服务端的 RandomBossOption)。
/// </summary>
public static class RandomBossOption
{
/// <summary>
/// 按权重随机选中一个 Boss 选项。
/// </summary>
public static BossOptionBaseParam GetRandomBossOption(List<BossOptionBaseParam> options)
{
if (options == null || options.Count == 0) return null;
long totalWeight = options.Sum(o => (long)o.TriggerRate);
if (totalWeight <= 0) return null;
long randomValue = GlobalRandom.NextInt64(0, totalWeight);
long currentWeightSum = 0;
foreach (var option in options)
{
currentWeightSum += option.TriggerRate;
if (randomValue < currentWeightSum)
{
return option;
}
}
return options.FirstOrDefault(o => o.TriggerRate > 0);
}
}
}
@@ -0,0 +1,288 @@
using Newtonsoft.Json.Linq;
using System;
using System.Collections.Generic;
// ============================================================
// 文件:BossKillParam.cs
// 职责:Boss 爆奖(击杀奖励)param 的客户端专用解析模型。
// 对应《Boss爆浆数据前端对接文档》第三节各 Boss 的 param 结构。
// 所有数据由服务端 RoomKillNotice.param 直接下发,客户端只负责
// 解析和渲染,不做任何随机计算(旧 BossConfig 的 GetResponse 已全部删除)。
//
// param 结构速查(按 Boss 类型):
// 1. 幸运轮盘/小丑扑克/弹药箱 → { res:[{optionId,triggerRate,score}], count } 总倍数=score之和
// 2. 幸运飞碟 → { res:[内层,外层], count:2 } 总倍数=内层×外层
// 3. 星际巡航/烈焰风暴 → { isKill, beishu, fishId } 多次死亡
// 4. 破坏球 → { beishu, type } type=2 为最终死亡
// 5. 神龙转盘 → { res:{ option:[...], beizhu } } beizhu=最终倍数
// 6. 概率击杀 → param 直接是整数(倍数)
// 7. 全屏/范围秒怪 → param = null
// ============================================================
namespace Assets.MyGame.Scripts.Net.WebResponses
{
/// <summary>Boss 爆奖 param 类型(由 BossKillParamParser.DetectType 判定)</summary>
public enum BossKillParamType
{
/// <summary>无 param(普通鱼 / 全屏秒怪 / 范围秒怪)</summary>
None = 0,
/// <summary>选项数组类:幸运轮盘 / 小丑扑克 / 幸运飞碟 / 弹药箱(res 是数组)</summary>
Options = 1,
/// <summary>多次死亡:星际巡航 / 烈焰风暴(含 isKill + fishId)</summary>
MultiDeath = 2,
/// <summary>破坏球(含 type,无 isKill)</summary>
Bomb = 3,
/// <summary>神龙转盘(res 是对象,含 option 数组)</summary>
Dragon = 4,
/// <summary>概率击杀(param 直接是整数倍数)</summary>
Probability = 5,
}
/// <summary>
/// 选项数组项:幸运轮盘/小丑扑克/幸运飞碟/弹药箱的 res 数组元素。
/// JSON: { "optionId": 2, "triggerRate": 30, "score": 3 }
/// </summary>
[Serializable]
public class BossKillOption
{
/// <summary>选项编号(转盘位置/扑克牌编号/飞碟内外层索引)</summary>
public double optionId;
/// <summary>触发权重(客户端一般用不到,仅透传)</summary>
public int triggerRate;
/// <summary>该项倍数/分值</summary>
public double score;
public BossKillOption() { }
public BossKillOption(double optionId, int triggerRate, double score = 0)
{
this.optionId = optionId;
this.triggerRate = triggerRate;
this.score = score;
}
}
/// <summary>
/// 选项数组类 param:幸运轮盘/小丑扑克/幸运飞碟/弹药箱。
/// JSON: { "res": [...], "count": N }
/// </summary>
[Serializable]
public class BossOptionsParam
{
/// <summary>选中的选项数组(长度=转动/抽取次数;飞碟固定2:res[0]=内层 res[1]=外层)</summary>
public List<BossKillOption> res = new List<BossKillOption>();
/// <summary>选项个数(= res.Length)</summary>
public int count;
}
/// <summary>
/// 多次死亡 param:星际巡航(最多3次)/ 烈焰风暴(最多2次)。
/// JSON: { "isKill": true, "beishu": 155, "fishId": "13009-3-3" }
/// </summary>
[Serializable]
public class BossMultiDeathParam
{
/// <summary>true=最终击杀(鱼死亡爆炸);false=未死(鱼复活继续打)</summary>
public bool isKill;
/// <summary>本次奖励倍数</summary>
public int beishu;
/// <summary>鱼ID,格式:原ID-总次数-当前次数(如 13009-3-2)</summary>
public string fishId = "";
/// <summary>从 fishId 解析总死亡次数(解析失败返回 0)</summary>
public int TotalCount
{
get
{
var parts = fishId?.Split('-');
return parts != null && parts.Length >= 3 && int.TryParse(parts[1], out int v) ? v : 0;
}
}
/// <summary>从 fishId 解析当前第几次死亡(解析失败返回 0)</summary>
public int CurrentCount
{
get
{
var parts = fishId?.Split('-');
return parts != null && parts.Length >= 3 && int.TryParse(parts[2], out int v) ? v : 0;
}
}
}
/// <summary>
/// 破坏球 param。
/// JSON: { "beishu": 420, "type": 1 }
/// </summary>
[Serializable]
public class BossBombParam
{
/// <summary>本次奖励倍数</summary>
public int beishu;
/// <summary>死亡类型:1=第一次死亡(鱼继续存活),2=第二次死亡(最终死亡,鱼爆炸)</summary>
public int type;
/// <summary>是否最终死亡(type==2)</summary>
public bool IsFinalKill => type >= 2;
}
/// <summary>
/// 神龙转盘 param。
/// JSON: { "res": { "option": [80, 160], "beizhu": 160 } }
/// option 数组长度=停靠圈数(1~3):外圈先判定,-1 则继续中圈,再 -1 判定内圈。
/// </summary>
[Serializable]
public class BossDragonParam
{
/// <summary>转盘结果(内层结构)</summary>
public DragonRes res = new DragonRes();
[Serializable]
public class DragonRes
{
/// <summary>各圈数值结果(外→中→内,-1 表示未停靠该圈)</summary>
public List<int> option = new List<int>();
/// <summary>最终倍数(取最内层已停靠圈的数值)</summary>
public int beizhu;
}
}
// ============================================================
// 解析器
// ============================================================
/// <summary>
/// BossKillNotice.param 解析器(客户端专用,只解析不随机)。
/// 用法:
/// var type = BossKillParamParser.DetectType(notice.param);
/// switch (type) {
/// case BossKillParamType.MultiDeath: var p = BossKillParamParser.ParseMultiDeath(notice.param); ...
/// }
/// </summary>
public static class BossKillParamParser
{
/// <summary>
/// 判定 param 类型(对齐文档第四节 JS 判定逻辑)。
/// </summary>
public static BossKillParamType DetectType(JToken param)
{
if (param == null || param.Type == JTokenType.Null)
return BossKillParamType.None;
// 整数 = 概率击杀
if (param.Type == JTokenType.Integer || param.Type == JTokenType.Float)
return BossKillParamType.Probability;
if (param is JObject obj)
{
// 多次死亡:isKill + fishId
if (obj["isKill"] != null && obj["fishId"] != null)
return BossKillParamType.MultiDeath;
// 破坏球:type
if (obj["type"] != null)
return BossKillParamType.Bomb;
// 神龙转盘:res 是对象且含 option
if (obj["res"] is JObject resObj && resObj["option"] != null)
return BossKillParamType.Dragon;
// 选项数组类:res 是数组
if (obj["res"] is JArray)
return BossKillParamType.Options;
}
return BossKillParamType.None;
}
/// <summary>解析选项数组类(幸运轮盘/小丑扑克/幸运飞碟/弹药箱),失败返回空对象</summary>
public static BossOptionsParam ParseOptions(JToken param)
{
try
{
if (param is JObject obj)
{
var result = obj.ToObject<BossOptionsParam>();
if (result != null) return result;
}
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseOptions 失败: {e.Message}");
}
return new BossOptionsParam();
}
/// <summary>解析多次死亡(星际巡航/烈焰风暴),失败返回 null</summary>
public static BossMultiDeathParam ParseMultiDeath(JToken param)
{
try
{
if (param is JObject obj)
return obj.ToObject<BossMultiDeathParam>();
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseMultiDeath 失败: {e.Message}");
}
return null;
}
/// <summary>解析破坏球,失败返回 null</summary>
public static BossBombParam ParseBomb(JToken param)
{
try
{
if (param is JObject obj)
return obj.ToObject<BossBombParam>();
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseBomb 失败: {e.Message}");
}
return null;
}
/// <summary>解析神龙转盘,失败返回 null</summary>
public static BossDragonParam ParseDragon(JToken param)
{
try
{
if (param is JObject obj)
return obj.ToObject<BossDragonParam>();
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseDragon 失败: {e.Message}");
}
return null;
}
/// <summary>解析概率击杀(param 直接是整数倍数),失败返回 0</summary>
public static int ParseProbability(JToken param)
{
try
{
if (param != null && (param.Type == JTokenType.Integer || param.Type == JTokenType.Float))
return (int)param.Value<double>();
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"[BossKillParam] ParseProbability 失败: {e.Message}");
}
return 0;
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 69ace07c67208384189ccb057cbecba5
guid: 46b52b22a0770114bbc78dada374f6fe
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -38,12 +38,14 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
public long fishScore;
/// <summary>
/// Boss 爆奖结果(服务端按 Boss 类型下发不同结构)。
/// 调用方按鱼类型用 ToObject&lt;T&gt;() 解析为具体结构:
/// - LuckDragon: 取 option(int 数组)、beishu
/// - Bomb: 取 beishu、type
/// - FlameStorm/Cruise: 取 isKill、beishu、fishId
/// - 选项类(Wheel/Poker/FlyDisk/AmmunitionBox): List&lt;BossOptionBaseParam&gt;
/// Boss 爆奖结果(服务端按 Boss 类型下发不同结构,客户端只解析不随机)。
/// 用 BossKillParamParser.DetectType(param) 判定类型后按结构解析:
/// - Options : ParseOptions → BossOptionsParam(幸运轮盘/小丑扑克/幸运飞碟/弹药箱)
/// - MultiDeath : ParseMultiDeath → BossMultiDeathParam(星际巡航/烈焰风暴 isKill/beishu/fishId)
/// - Bomb : ParseBomb → BossBombParam(破坏球 beishu/type)
/// - Dragon : ParseDragon → BossDragonParam(神龙转盘 res.option/res.beizhu)
/// - Probability : ParseProbability → int(概率击杀,param 直接是倍数)
/// - None : 普通鱼 / 全屏秒怪 / 范围秒怪
/// </summary>
public JToken param;