// EventCubeMeltData.cs // 锻刀活动存储数据 using System; using System.Collections.Generic; using cfg; using UnityEngine; namespace EventCubeMelt.Data { // /// /// 单条收集需求:TypeKey 为配置表 EventCubeMeltItem 的 ID,CellType 为盘面 CellType。 /// public readonly struct EventCubeMeltCollectionItemInfo { public int TrueId { get; } public int RequiredCount { get; } public EventCubeMeltCollectionItemInfo(int trueId, int requiredCount) { TrueId = trueId; RequiredCount = requiredCount; } } public class CollectItem { public int ItemId{ get; set; } public int Count{ get; set; } public int MaxCount { get; set; } public int ItemTrueId { get; set; } } public class PieceItem { public int MeltId { get; set; } public int Weight { get; set; } public float Complexity { get; set; } public int Row { get; set; } public int Col { get; set; } public int WeightDifficultyParam { get; set; } public double ComplexityWeight { get; set; } public List PieceConfig { get; set; } } public class EventCubeMeltData { // 代币数量 public int TicketCount { get; set; } // 公用的 // public bool FirstOpen { get; set; } = true; // 是否结束 public bool IsFinished { get; set; } = false; // 当前活动 是否结束 // 事件ID public int EventId { get; set; } // 新手引导小手是否完成 public bool IsInGuide { get; set; } = false; //TODO:看着应该去掉也可以 // 开始时间 public DateTime StartTime { get; set; } // 结束时间 public DateTime EndTime { get; set; } // 当前关卡Id public int CurrentStagetId { get; set; } = 0; // 当前收集的材料 public List CollectItems { get; set; } // 记录当前Board 数值 public List BoardData { get; set; } //- 当前View的Size,都记录下来省的出错 public Vector2Int BoardViewSize { get; set; } // 获取奖励的关卡 public List CollectRewardsId { get; set; } public bool IsFinalRewardGet { get; set; } = false; //-最后的礼物是否领了 public List> PieceDatas { set; get; } // 是否处于新手轮还是循环轮 public int Cycle { set; get; } public float InflationRate { set; get; } //通货膨胀率 } }