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;
}
}