95 lines
2.7 KiB
C#
95 lines
2.7 KiB
C#
using Newtonsoft.Json.Linq;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Assets.MyGame.Scripts.Net.WebResponses
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{
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[Serializable]
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public class RoomKillNotice
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{
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/// <summary>
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/// 鱼编号(配置里的 fishNumber)
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/// </summary>
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public string fishNumber;
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/// <summary>
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/// 玩家 ID
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/// </summary>
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public string userId;
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/// <summary>
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/// 获得金币
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/// </summary>
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public long gold;
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public int beishu;
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/// <summary>
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/// 鱼的唯一实例 ID
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/// </summary>
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public string fishId;
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public long timespan;
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public int killtime;
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public string msg;
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public long skillsGold;
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public long fishScore;
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/// <summary>
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/// 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)。
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/// 用 BossKillParamParser.DetectType(param) 判定类型后按结构解析:
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/// - Options : ParseOptions → BossOptionsParam(幸运轮盘/小丑扑克/幸运飞碟/弹药箱)
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/// - MultiDeath : ParseMultiDeath → BossMultiDeathParam(星际巡航/烈焰风暴 isKill/beishu/fishId)
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/// - Bomb : ParseBomb → BossBombParam(破坏球 beishu/type)
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/// - Dragon : ParseDragon → BossDragonParam(神龙转盘 res.option/res.beizhu)
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/// - Probability : ParseProbability → int(概率击杀,param 直接是倍数)
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/// - None : 普通鱼 / 全屏秒怪 / 范围秒怪
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/// </summary>
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public JToken param;
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/// <summary>
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/// 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)
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/// </summary>
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public RoomKillNoticeDrop drop;
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/// <summary>
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/// 本次击杀获得的经验
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/// </summary>
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public long gainExp;
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/// <summary>
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/// 击杀后当前经验
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/// </summary>
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public long exp;
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/// <summary>
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/// 击杀后当前等级
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/// </summary>
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public int level;
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/// <summary>
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/// 当前等级升级所需最大经验
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/// </summary>
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public long expMax;
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}
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/// <summary>
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/// 击杀掉落道具信息
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/// </summary>
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[Serializable]
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public class RoomKillNoticeDrop
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{
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/// <summary>掉落道具编号</summary>
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public string propNumber;
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/// <summary>掉落道具名称</summary>
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public string propName;
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/// <summary>掉落数量</summary>
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public int count;
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}
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}
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