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