bingo b面修改
This commit is contained in:
@@ -24,6 +24,17 @@ namespace BingoBrain
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public int[] offset;
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public int num;
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}
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public class ExchangeDesModel : BingoBrainConfigModel<ExchangeDescriptors>
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{
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}
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public class ExchangeDescriptors : BingoBrainConfigData
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{
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public string des_key;
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public string Mode_0;
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public string Mode_1;
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}
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}
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@@ -53,13 +53,13 @@ namespace BingoBrain
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public int Activetimes;
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public int rewardrate;
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public int roomrewardrate;
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public int Smallrewardsrate;
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public int exchangeCD;
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public float afSendLimit;
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public float afSendNum;
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public int Smallrewardsrate;
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public int exchangeCD;
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public float afSendLimit;
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public float afSendNum;
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public int rewardinsertion;
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public int propswitch;
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public int flyswitch;
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public int RevivalCoins;
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@@ -68,11 +68,11 @@ namespace BingoBrain
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public float Passportgift2;
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public float addspace;
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public float addspace2;
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public int []darkWVRefreshtime;
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public int[] darkWVRefreshtime;
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public int []darkWVDailyrefreshtimes;
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public int[] darkWVDailyrefreshtimes;
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public int WVswitch;
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public int[] WVClickAddTime;
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public int[] WVClickAddTime;
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public int PassTimes;
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public int FailedGiftProgress;
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@@ -81,9 +81,18 @@ namespace BingoBrain
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public int PiggyBankSwitch;
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public int FailedGiftCD;
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public int roomrate;
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public int[] WVOffset;
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public int[] darkWVRefreshtime2;
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public float[] WVClickCTAddTime1;
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public int[] WVOffset;
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public int[] darkWVRefreshtime2;
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public float[] WVClickCTAddTime1;
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public float[] WVClickCTAddTime2;
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//tixian
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public int WwalaccelerationCD;
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public int ExpiryUnlock;
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public int BalanceExpired;
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public int[] BalanceExchange;
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public int[] PotExchange;
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public int ExchangeModeToggle;
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public int ExchangeProcessMode;
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public int CHProcessMode;
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}
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}
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@@ -1,248 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Spine.Unity;
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using UnityEngine;
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using BingoBrain;
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using BingoBrain;
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using BingoBrain.Core;
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public class CreatAnimalCard : MonoBehaviour
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{
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private GameObject card_item;
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public static CreatAnimalCard instance;
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private List<Sprite> img_list;
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public Camera orthoCamera; // 这个变量应该被设置为您想要调整大小的正交相机
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private void Awake()
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{
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instance = this;
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card_item = Resources.Load<GameObject>("card/card_item/card_");
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img_list = new List<Sprite>();
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// img_list = Resources.LoadAll<Sprite>("card/card_sprite").ToList();
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// img_list.Sort((x, y) => String.Compare(x.name, y.name));
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for (int i = 0; i < 16; i++)
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{
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img_list.Add(Resources.Load<Sprite>("card/card_sprite/" + i));
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}
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orthoCamera = GameObject.Find("GameCamera").GetComponent<Camera>();
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float size = (float)Math.Round(28.125f / ((float)Screen.width / Screen.height), 4);
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string type = SystemInfo.deviceModel.ToLower().Trim();
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// Debug.Log($"type==========={type}");
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if(type.Substring(0, 3) == "ipa"){//iPad机型
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size = 49.9f;
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}
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orthoCamera.orthographicSize = size;
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}
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// Start is called before the first frame update
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public List<List<Card_item>> card_item_list = new List<List<Card_item>>();
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public List<List<Card_item>> CreatCardNew(int all_card_numbers, int card_type_max, int card_layer, int extra_max, List<List<Vector2>> map_list, List<Vector2> left_extra_list,
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List<Vector2> right_extra_list)
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{
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//all_card_numbers *= 3;
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int money_rate = ConfigSystem.GetConfig<CommonModel>().rewardrate;
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List<int> type_list = new List<int>();
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List<int> this_timetype_list = new List<int>();
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// Debug.Log(card_layer);
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card_item_list.Clear();
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// if (card_layer < extra_max)
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// {
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// card_layer = extra_max;
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// }
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for (int i = 0; i < all_card_numbers; i++)
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{
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int type = 0;
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if (GameHelper.IsGiftSwitch() && UnityEngine.Random.Range(0, 100) < money_rate) type = 15;
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else type = UnityEngine.Random.Range(0, card_type_max);
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// Debug.Log($"type_list.type==========={type}");
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type_list.Add(type);
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type_list.Add(type);
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type_list.Add(type);
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if (!this_timetype_list.Contains(type)) this_timetype_list.Add(type);
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}
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SaveData.GetSaveobject().this_time_cardtype = this_timetype_list.Count;
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for (int i = 0; i < card_layer; i++)
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{
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card_item_list.Add(new List<Card_item>());
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}
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if (left_extra_list.Count > 0 || right_extra_list.Count > 0)
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{
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for (int i = 0; i < left_extra_list.Count; i++)
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{
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Card_item _tempObject = new()
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{
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pos_x = left_extra_list[i].x,
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pos_y = left_extra_list[i].y,
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_layer = i
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};
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card_item_list[i].Add(_tempObject);
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}
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for (int i = 0; i < right_extra_list.Count; i++)
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{
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Card_item _tempObject1 = new()
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{
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pos_x = right_extra_list[i].x,
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pos_y = right_extra_list[i].y,
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_layer = i
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};
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card_item_list[i].Add(_tempObject1);
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}
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}
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var nums = 0;
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for (int i = 0; i < map_list.Count; i++)
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{
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nums += map_list[i].Count;
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}
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for (int i = 0; i < nums; i++)
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{
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Card_item _tempObject = new();
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int layer = getMaplayer(map_list);//确定层数
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int pos = UnityEngine.Random.Range(0, map_list[layer].Count);
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_tempObject.pos_x = map_list[layer][pos].x;
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_tempObject.pos_y = map_list[layer][pos].y;
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_tempObject._layer = layer;
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card_item_list[layer].Add(_tempObject);
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map_list[layer].RemoveAt(pos);
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}
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for (int i = 0; i < card_item_list.Count; i++)
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{
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card_item_list[i].Sort((x, y) => y.pos_y.CompareTo(x.pos_y));
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}
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int index = 0;
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for (int i = 0; i < card_item_list.Count; i++)
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{
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float z_offset = 0;//用来微调每层之间的z值,让下层盖住上层
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float last_posy = 0;
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for (int j = 0; j < card_item_list[i].Count; j++)
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{
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if (last_posy != card_item_list[i][j].pos_y)
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{
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z_offset += 0.05f;
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last_posy = card_item_list[i][j].pos_y;
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}
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GameObject temp = Instantiate(card_item, new Vector3(card_item_list[i][j].pos_x, card_item_list[i][j].pos_y, 400 - card_item_list[i][j]._layer - z_offset), Quaternion.identity, gameObject.transform);
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// Debug.Log($"type_list.Count==========={type_list.Count}");
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index = UnityEngine.Random.Range(0, type_list.Count);
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temp.GetComponent<SpriteRenderer>().sprite = img_list[type_list[index]];
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// Debug.Log(temp.GetComponent<SpriteRenderer>().sprite.bounds.size.x);
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// Debug.Log(temp.GetComponent<SpriteRenderer>().sprite.bounds.size.y);
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card_item_list[i][j].sheep_card = temp;
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card_item_list[i][j].card_type = type_list[index];
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temp.gameObject.name = i + "-" + j;
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type_list.RemoveAt(index);
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}
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}
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return card_item_list;
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}
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public void creatSaveCard(List<List<Card_item>> card_item_list)
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{
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this.card_item_list = card_item_list;
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for (int i = 0; i < card_item_list.Count; i++)
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{
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for (int j = 0; j < card_item_list[i].Count; j++)
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{
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GameObject temp;
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// if (card_item_list[i][j].is_out)
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// {
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// temp = Instantiate(card_item, new Vector3(card_item_list[i][j].pos_x, card_item_list[i][j].pos_y, 400 - card_item_list[i][j].out_layer), Quaternion.identity, gameObject.transform);
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// }
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// else
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temp = Instantiate(card_item, new Vector3(card_item_list[i][j].pos_x, card_item_list[i][j].pos_y, 400 - card_item_list[i][j]._layer), Quaternion.identity, gameObject.transform);
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temp.GetComponent<SpriteRenderer>().sprite = img_list[card_item_list[i][j].card_type];
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card_item_list[i][j].sheep_card = temp;
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if (card_item_list[i][j].in_slot || card_item_list[i][j].is_out) temp.transform.localScale = new Vector3(SheepPlayUI.card_slot_scale, SheepPlayUI.card_slot_scale, 1);
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temp.gameObject.name = i + "-" + j;
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}
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}
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}
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private GameObject Popup;
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#if UNITY_EDITOR || UNITY_IOS
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void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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if (Popup == null) Popup = GameObject.Find("Popup");
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if (Popup.transform.childCount != 0) return;
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Ray ray = orthoCamera.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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int layerMask = 1 << 6; // 只与第8层的碰撞器碰撞
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// 如果射线与layerMask指定层的碰撞器发生碰撞
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if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
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{
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Debug.Log("Hit " + hit.collider.gameObject.name);
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GameDispatcher.Instance.Dispatch(GameMsg.card_click, hit.collider.gameObject.name);
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// 在此处添加点击物体后的逻辑
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}
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else
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{
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Debug.Log("No hit");
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}
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}
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}
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#endif
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private GameObject disappear01;
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private GameObject disappear02;
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public void creatSpine(int type, Vector3 vec3)
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{
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if (disappear01 == null) disappear01 = Resources.Load<GameObject>("card/bg_img/fx_disaappear_1");
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if (disappear02 == null) disappear02 = Resources.Load<GameObject>("card/bg_img/fx_disaappear_2");
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if (type == 1)
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{
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SkeletonAnimation temp = Instantiate(disappear01, new Vector3(vec3.x, vec3.y, 110), Quaternion.identity, gameObject.transform).GetComponent<SkeletonAnimation>();
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temp.AnimationState.SetAnimation(0, "disappear01", true);
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temp.AnimationState.Complete += (trackEntry) =>
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{
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Destroy(temp.gameObject);
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};
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}
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if (type == 2)
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{
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SkeletonAnimation temp = Instantiate(disappear02, new Vector3(vec3.x, vec3.y, 110), Quaternion.identity, gameObject.transform).GetComponent<SkeletonAnimation>();
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temp.AnimationState.SetAnimation(0, "disappear02", true);
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temp.AnimationState.Complete += (trackEntry) =>
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{
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Destroy(temp.gameObject);
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};
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}
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// temp.GetComponent<SpriteRenderer>().sprite = img_list[card_item_list[i][j].card_type];
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}
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int getMaplayer(List<List<Vector2>> map_list)
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{
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int layer = UnityEngine.Random.Range(0, map_list.Count);//确定层数
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if (map_list[layer].Count == 0)
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{
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layer = getMaplayer(map_list);
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}
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return layer;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: afff9374e713d4f3fb16d174ad8becac
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -180,7 +180,7 @@ namespace BingoBrain
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if (gameObjTransform != null)
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{
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gameObjTransform.localPosition = originPos + new Vector3(index / BingoCell.bingoCount * offset,
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index % BingoCell.bingoCount * -offset);
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index % BingoCell.bingoCount * -(offset + 0.02f));
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}
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else
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{
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@@ -465,10 +465,10 @@ namespace BingoBrain
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public int IsBingo(List<int> selectList)
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{
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foreach (var kv in from kv in BingoCell.bingoDic
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where !bingoedList.Contains(kv.Key)
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let isAllMatch = kv.Value.All(selectList.Contains)
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where isAllMatch
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select kv)
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where !bingoedList.Contains(kv.Key)
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let isAllMatch = kv.Value.All(selectList.Contains)
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where isAllMatch
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select kv)
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{
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return kv.Key;
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}
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@@ -6,7 +6,7 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using Spine;
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using UnityEngine.UI;
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namespace BingoBrain
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{
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public class CardEntity
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@@ -14,7 +14,7 @@ namespace BingoBrain
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public CardData data = new CardData();
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public GameCell Game = new GameCell();
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private TextMeshPro text;
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private TextMeshPro alphaNum;
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private SpriteRenderer alphaNum;
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private GameObject selectStar;
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private GameObject coin;
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@@ -34,24 +34,24 @@ namespace BingoBrain
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selectStar = Game.transform.Find("selectStar").gameObject;
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reward = Game.transform.Find("reward");
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coin = Game.transform.Find("coin").gameObject;
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alphaNum = text.transform.GetChild(0).GetComponent<TextMeshPro>();
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alphaNum = text.transform.GetChild(0).GetComponent<SpriteRenderer>();
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Game.transform.localScale = Vector3.one * 1.04f;
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TriggerBingo.Get(Game.gameObject).onClick = OnClick;
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alphaNum.alpha = 0;
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alphaNum.color = new Color(1f, 1f, 1f, 0f);
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action?.Invoke();
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});
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}
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else
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{
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alphaNum.alpha = 0;
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alphaNum.color = new Color(1f, 1f, 1f, 0f);
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action?.Invoke();
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}
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}
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public void SetByData()
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{
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alphaNum.text = text.text = GameHelper.GetNum(data.num);
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// alphaNum.text = text.text = GameHelper.GetNum(data.num);
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text.text = GameHelper.GetNum(data.num);
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if (data.cardBoard.data.selectList.Contains(data.index))
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{
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data.isSelect = true;
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@@ -96,7 +96,7 @@ namespace BingoBrain
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alphaTween?.Pause();
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delayedCall?.Kill();
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delayedCall = null;
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alphaNum.alpha = 0;
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alphaNum.color = new Color(1f, 1f, 1f, 0f);
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data.cardBoard.isFinish = false;
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data.cardBoard.isBingoing = false;
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data.isSelect = false;
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@@ -164,7 +164,7 @@ namespace BingoBrain
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}
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alphaTween?.Pause();
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alphaNum.alpha = 0;
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alphaNum.color = new Color(1f, 1f, 1f, 0f);
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var effect = Battle.Instance.ShungTik.Get("Effect.spark.fx_number_enter", "fx_number_enter");
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effect.transform.SetParent(Game.transform, false);
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DOVirtual.DelayedCall(1, () => { ReleaseEffect(effect); }).SetAutoKill();
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@@ -212,7 +212,7 @@ namespace BingoBrain
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case CardPropType.cashx3:
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rewardSingleData.id = 102;
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rewardData.AddReward(rewardSingleData);
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if (GameHelper.IsGiftSwitch()) UICtrlDispatcher.Instance.Dispatch(SkinInfo.StarRewardUI_Open,true);
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if (GameHelper.IsGiftSwitch()) UICtrlDispatcher.Instance.Dispatch(SkinInfo.StarRewardUI_Open, true);
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else GameDispatcher.Instance.Dispatch(BingoInfo.GetReward, rewardData);
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break;
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case CardPropType.fanpai:
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@@ -283,8 +283,8 @@ namespace BingoBrain
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public int h5StayTime;
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public decimal makeupTaskH5Time;
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public List<MakeupTaskData> makeupTaskHistory;
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public List<MakeupTaskData> coinMakeupTaskHistory;
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public List<MakeupTaskData> makeupTaskHistory;
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public List<MakeupTaskData> coinMakeupTaskHistory;
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public decimal coinMakeupTaskH5Time;
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}
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}
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@@ -65,10 +65,12 @@ namespace BingoBrain.HotFix
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public static uint H5ViewClickBtn = ++Cursor_BASE;
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public static uint showBroadCast = ++Cursor_BASE;
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public static uint hideBroadCast = ++Cursor_BASE;
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public static uint resurgence = ++Cursor_BASE;
|
||||
public static uint resurgence = ++Cursor_BASE;
|
||||
public static uint resurgence_close = ++Cursor_BASE;
|
||||
public static uint RefreshSaveingPot = ++Cursor_BASE;
|
||||
public static uint updateRecordList = ++Cursor_BASE;
|
||||
public static uint Network_reconnection = ++Cursor_BASE;
|
||||
public static uint MakeUpConfirmUIClosed = ++Cursor_BASE;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -127,6 +127,10 @@ namespace BingoBrain
|
||||
public static uint SettingUI_Close = ++cursor_OpenClose;
|
||||
public static uint RegulationUI_Open = ++cursor_OpenClose;
|
||||
public static uint RegulationUI_Close = ++cursor_OpenClose;
|
||||
public static uint SaveingPotUI_Open = ++cursor_OpenClose;
|
||||
public static uint SaveingPotUI_Close = ++cursor_OpenClose;
|
||||
public static uint RecordViewUI_Open = ++cursor_OpenClose;
|
||||
public static uint RecordViewUI_Close = ++cursor_OpenClose;
|
||||
}
|
||||
public static partial class UICtrlMsg
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user