Files
5.24BuYu/Assets/Framework/Tool/RedPacket/LayeredPool.cs
T
2026-05-06 01:34:23 +08:00

55 lines
1.7 KiB
C#

using UnityEngine;
using System.Collections.Generic;
public class LayeredPool
{
public LayeredPool(int poolNum,int prizeCount)
{
game = new CascadeRedPacketInt(poolNum, prizeCount);
}
CascadeRedPacketInt game;
public List<RedPacketRecord> BossGlodCoin(int count,Vector3 v3Point)
{
if (game.HasNext())
{
int currentSubCount = count;
// 传入动态的个数
List<RedPacketRecord> result = game.GrabFullCycle(currentSubCount);
CreateFishManager.Instance.SyncGameData_SendRendromDieFishID(currentSubCount, result, v3Point);
return result;
}
return null;
}
public List<RedPacketRecord> BossGlodCoinNotFish(int count)
{
if (game.HasNext())
{
int currentSubCount = count;
// 传入动态的个数
List<RedPacketRecord> result = game.GrabFullCycle(currentSubCount);
return result;
}
return null;
}
public List<RedPacketRecord> BossGlodCoinRandrom(Vector3 v3Point, int min=3,int max=8)
{
if (game.HasNext())
{
// --- 模拟动态逻辑 ---
// 假设:第1个人裂变成3个包,第2个人裂变成10个包...
// 这里用随机数模拟每次裂变个数不同 (3 到 8 之间)
int currentSubCount = Random.Range(min, max + 1);
// 传入动态的个数
List<RedPacketRecord> result = game.GrabFullCycle(currentSubCount);
CreateFishManager.Instance.SyncGameData_SendRendromDieFishID(currentSubCount, result, v3Point);
return result;
}
return null;
}
}