using Newtonsoft.Json.Linq; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Assets.MyGame.Scripts.Net.WebResponses { [Serializable] public class RoomKillNotice { /// /// 鱼编号(配置里的 fishNumber) /// public string fishNumber; /// /// 玩家 ID /// public string userId; /// /// 获得金币 /// public long gold; public int beishu; /// /// 鱼的唯一实例 ID /// public string fishId; public long timespan; public int killtime; public string msg; public long skillsGold; public long fishScore; /// /// 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 /// public JToken param; /// /// 掉落道具(击杀 Boss 鱼时可能掉落,与 gold 一样仅占位,掉落道具弹窗逻辑暂未实现) /// public RoomKillNoticeDrop drop; /// /// 本次击杀获得的经验 /// public long gainExp; /// /// 击杀后当前经验 /// public long exp; /// /// 击杀后当前等级 /// public int level; /// /// 当前等级升级所需最大经验 /// public long expMax; } /// /// 击杀掉落道具信息 /// [Serializable] public class RoomKillNoticeDrop { /// 掉落道具编号 public string propNumber; /// 掉落道具名称 public string propName; /// 掉落数量 public int count; } }