This commit is contained in:
2026-09-02 19:57:55 +08:00
parent 63b1eb772e
commit 552a5da15a
24 changed files with 1559 additions and 140 deletions
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@@ -2575,7 +2575,7 @@ ParticleSystemRenderer:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1059526000286091}
m_Enabled: 1
m_Enabled: 0
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
@@ -3625,7 +3625,6 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 224436722206005839}
- component: {fileID: 223991820794942784}
- component: {fileID: 5176222625305695662}
m_Layer: 0
m_Name: Hl_Act_RebateView
@@ -3646,8 +3645,9 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 224384522050117679}
- {fileID: 224461570636962937}
- {fileID: 224384522050117679}
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m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: -0, z: -0}
m_AnchorMin: {x: 0, y: 0}
@@ -3655,29 +3655,6 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_SortingLayerID: -1356241285
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@@ -6142,7 +6119,7 @@ ParticleSystemRenderer:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1479513806937601}
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@@ -8486,7 +8463,7 @@ ParticleSystemRenderer:
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m_GameObject: {fileID: 1484316984629213}
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@@ -10906,7 +10883,7 @@ ParticleSystemRenderer:
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m_GameObject: {fileID: 1498589306494239}
m_Enabled: 1
m_Enabled: 0
m_CastShadows: 0
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m_DynamicOccludee: 1
@@ -13100,3 +13077,87 @@ MonoBehaviour:
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m_UseSpriteMesh: 0
m_PixelsPerUnitMultiplier: 1
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@@ -41,6 +41,7 @@ public enum UIPanel
VIPPenel = 151,
JJJPenel = 152,
ActivityPenel = 153,
JiGuHuiLi=154,
MonthCardPanel = 161,
BackPackPanel = 162,
+2
View File
@@ -7009,6 +7009,8 @@ MonoBehaviour:
userMaxDraw: 0
rankingRewardConfig:
isEnabled: 0
isMaintaining: 0
maintainingMessage:
groups: []
user:
BaseInfo:
@@ -1,4 +1,5 @@
using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.APIRequest.Params;
using Assets.MyGame.Scripts.Net.APIResponses;
using System;
@@ -8,7 +9,7 @@ namespace Assets.MyGame.Scripts.Net
{
/// <summary>
/// 补充请求方法:以下接口暂未接入业务,仅注册调用入口。
/// 字段类型为推测,接入业务前请按后端实际返回再调整。
/// 响应类型已按 2026-09-02 后端 swagger(/swagger/v1/swagger.json)校对同步。
/// </summary>
public static partial class APIRequestList
{
@@ -39,31 +40,31 @@ namespace Assets.MyGame.Scripts.Net
}
/// <summary>获取捕鱼返利信息(GET /api/User/GetFishingReturnInfo)</summary>
public static void GetFishingReturnInfo(Action<FishingReturnInfoResponse> callback)
public static void GetFishingReturnInfo(Action<FishingReturnDto> callback)
{
APIManager.Response<FishingReturnInfoResponse>(APIType.User_GetFishingReturnInfo, callback);
APIManager.Response<FishingReturnDto>(APIType.User_GetFishingReturnInfo, callback);
}
/// <summary>领取捕鱼返利金币(GET /api/User/ClaimFishingReturn)</summary>
public static void ClaimFishingReturn(Action<ClaimFishingReturnResponse> callback)
public static void ClaimFishingReturn(Action<ClaimFishingReturnDto> callback)
{
APIManager.Response<ClaimFishingReturnResponse>(APIType.User_ClaimFishingReturn, callback);
APIManager.Response<ClaimFishingReturnDto>(APIType.User_ClaimFishingReturn, callback);
}
// ---------------- ActivityConfig ----------------
/// <summary>奖池抽奖活动配置(GET /api/ActivityConfig/lotteryConfig)</summary>
public static void GetLotteryActivityConfig(Action<LotteryConfigResponse> callback)
public static void GetLotteryActivityConfig(Action<LotteryActivityConfig> callback)
{
APIManager.Response<LotteryConfigResponse>(APIType.ActivityConfig_LotteryConfig, callback);
APIManager.Response<LotteryActivityConfig>(APIType.ActivityConfig_LotteryConfig, callback);
}
// ---------------- Lottery ----------------
/// <summary>抽奖配置(GET /api/Lottery/Config)</summary>
public static void GetLotteryConfig(Action<LotteryConfigResponse> callback)
public static void GetLotteryConfig(Action<LotteryActivityConfig> callback)
{
APIManager.Response<LotteryConfigResponse>(APIType.Lottery_Config, callback);
APIManager.Response<LotteryActivityConfig>(APIType.Lottery_Config, callback);
}
/// <summary>抽奖(GET /api/Lottery/Draw)</summary>
@@ -73,37 +74,37 @@ namespace Assets.MyGame.Scripts.Net
}
/// <summary>用户抽奖状态(GET /api/Lottery/UserStatus)</summary>
public static void GetLotteryUserStatus(Action<LotteryUserStatusResponse> callback)
public static void GetLotteryUserStatus(Action<LotteryUserStatus> callback)
{
APIManager.Response<LotteryUserStatusResponse>(APIType.Lottery_UserStatus, callback);
APIManager.Response<LotteryUserStatus>(APIType.Lottery_UserStatus, callback);
}
/// <summary>已抽奖项(GET /api/Lottery/DrawnPrizes)</summary>
public static void GetLotteryDrawnPrizes(Action<List<LotteryDrawnPrizeItem>> callback)
/// <summary>已抽奖项ID列表(GET /api/Lottery/DrawnPrizes)</summary>
public static void GetLotteryDrawnPrizes(Action<List<string>> callback)
{
APIManager.Response<List<LotteryDrawnPrizeItem>>(APIType.Lottery_DrawnPrizes, callback);
APIManager.Response<List<string>>(APIType.Lottery_DrawnPrizes, callback);
}
// ---------------- SummonCard ----------------
/// <summary>使用召唤卡(GET /api/SummonCard/use)</summary>
public static void UseSummonCard(SummonCardUseParam req, Action<SummonCardUseResponse> callback)
/// <summary>使用召唤卡(GET /api/SummonCard/use,返回字符串消息)</summary>
public static void UseSummonCard(SummonCardUseParam req, Action<string> callback)
{
APIManager.Response<SummonCardUseResponse>(APIType.SummonCard_Use, req, callback);
APIManager.Response<string>(APIType.SummonCard_Use, req, callback);
}
// ---------------- Dict ----------------
/// <summary>字典单条查询(GET /api/Dict/GetByCode)</summary>
public static void GetDictByCode(DictGetByCodeParam req, Action<DictItem> callback)
public static void GetDictByCode(DictGetByCodeParam req, Action<SystemDic> callback)
{
APIManager.Response<DictItem>(APIType.Dict_GetByCode, req, callback);
APIManager.Response<SystemDic>(APIType.Dict_GetByCode, req, callback);
}
/// <summary>字典列表查询(GET /api/Dict/GetListByCode)</summary>
public static void GetDictListByCode(DictGetListByCodeParam req, Action<List<DictItem>> callback)
public static void GetDictListByCode(DictGetListByCodeParam req, Action<List<SystemDic>> callback)
{
APIManager.Response<List<DictItem>>(APIType.Dict_GetListByCode, req, callback);
APIManager.Response<List<SystemDic>>(APIType.Dict_GetListByCode, req, callback);
}
// ---------------- Hall ----------------
@@ -27,10 +27,25 @@ namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
[Serializable]
public class LotteryPrize
{
public string type;
public long count;
/// <summary>奖项唯一标识ID(如"A001"、"B002",用于唯一性控制:同一用户不能重复抽中)</summary>
public string prizeId;
/// <summary>奖项名称(用于前端展示)</summary>
public string name;
/// <summary>奖项图标地址</summary>
public string icon;
/// <summary>奖励类型 1=金币,2=钻石,3=道具,4=道具碎片</summary>
public int type;
/// <summary>奖励数量</summary>
public long count;
/// <summary>道具/碎片编号(type=3或4时使用)</summary>
public string otherId;
/// <summary>道具详情</summary>
public BaseProduct product;
/// <summary>在该等级内的抽中奖权重</summary>
public int weight;
/// <summary>该奖项总库存数量(全局,0=无限库存)</summary>
public int totalCount;
/// <summary>已抽中数量(运行时统计,用于判断库存是否充足)</summary>
public int drawnCount;
}
}
@@ -13,6 +13,10 @@ namespace Assets.MyGame.Scripts.Net.API
{
/// <summary>总开关</summary>
public bool isEnabled;
/// <summary>排行榜维护中开关,开启后前端请求排行榜会提示维护中</summary>
public bool isMaintaining;
/// <summary>维护中提示文案</summary>
public string maintainingMessage;
/// <summary>排行榜奖励分组列表</summary>
public List<RankingRewardGroup> groups;
}
@@ -1,3 +1,5 @@
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.API.UserData_SubClass;
using System;
using System.Collections.Generic;
@@ -6,7 +8,7 @@ namespace Assets.MyGame.Scripts.Net.APIResponses
// ============================================================
// 补充响应类:以下接口暂未接入业务,但已注册到 APIManager,
// 方便后续快速接入。按 swagger 路径分组放置。
// 字段类型为推测,接入业务前请按后端实际返回再调整。
// 字段已按 2026-09-02 后端 swagger(/swagger/v1/swagger.json)校对同步。
// ============================================================
// ---------------- /api/User/GetUserAssets ----------------
@@ -14,63 +16,35 @@ namespace Assets.MyGame.Scripts.Net.APIResponses
[Serializable]
public class UserAssetsResponse
{
public string userId;
public long gold;
public int diamond;
public long safeBoxGold;
public int level;
public long exp;
public int vipLevel;
public List<PropInfo> props;
public List<BaseProductCount> props;
}
// ---------------- /api/User/GetFishingReturnInfo ----------------
/// <summary>捕鱼返利信息</summary>
[Serializable]
public class FishingReturnInfoResponse
public class FishingReturnDto
{
/// <summary>待领取返利金币</summary>
public long pendingGold;
/// <summary>累计返利金币</summary>
public long totalGold;
/// <summary>上次结算时间</summary>
public long lastSettleTime;
/// <summary>是否可领取</summary>
public bool canClaim;
/// <summary>今日捕鱼消耗金币</summary>
public long todayConsume;
/// <summary>昨日捕鱼消耗金币</summary>
public long yesterdayConsume;
/// <summary>是否已领取昨日返利</summary>
public bool isClaimed;
/// <summary>可领取的金币数量</summary>
public long canClaimGold;
}
// ---------------- /api/User/ClaimFishingReturn ----------------
/// <summary>领取捕鱼返利响应</summary>
[Serializable]
public class ClaimFishingReturnResponse
public class ClaimFishingReturnDto
{
/// <summary>本次领取金币</summary>
public long claimedGold;
/// <summary>领取时间</summary>
public long claimTime;
}
// ---------------- /api/ActivityConfig/lotteryConfig & /api/Lottery/Config ----------------
/// <summary>抽奖活动配置</summary>
[Serializable]
public class LotteryConfigResponse
{
public int lotteryId;
public string name;
public long startTime;
public long endTime;
public List<LotteryPrizeInfo> prizes;
}
[Serializable]
public class LotteryPrizeInfo
{
public int prizeId;
public string prizeName;
public int prizeType; // 1=金币 2=钻石 3=道具
public int count;
public int weight; // 权重
public string icon;
/// <summary>领取的金币数量</summary>
public long gold;
/// <summary>结果消息</summary>
public string message;
}
// ---------------- /api/Lottery/Draw ----------------
@@ -78,65 +52,95 @@ namespace Assets.MyGame.Scripts.Net.APIResponses
[Serializable]
public class LotteryDrawResponse
{
public int prizeId;
public string prizeName;
public int prizeType;
public int count;
public long drawTime;
/// <summary>奖品Id</summary>
public string prizeId;
/// <summary>奖品名称</summary>
public string name;
/// <summary>奖品类型 1=金币 2=钻石 3=道具</summary>
public int type;
/// <summary>数量</summary>
public long count;
/// <summary>关联Id</summary>
public string otherId;
/// <summary>消耗</summary>
public long cost;
}
// ---------------- /api/Lottery/UserStatus ----------------
/// <summary>用户抽奖状态</summary>
/// <summary>用户抽奖状态实体</summary>
[Serializable]
public class LotteryUserStatusResponse
public class LotteryUserStatus
{
public int lotteryId;
public int freeCount; // 剩余免费次数
public int paidCount; // 剩余付费次数
public long lastDrawTime;
}
// ---------------- /api/Lottery/DrawnPrizes ----------------
/// <summary>已抽奖项记录</summary>
[Serializable]
public class LotteryDrawnPrizeItem
{
public int prizeId;
public string prizeName;
public int prizeType;
public int count;
public long drawTime;
public string id;
public bool isDelete;
public OptionUserInfo createInfo;
/// <summary>用户ID(每个用户一条状态记录)</summary>
public string userId;
/// <summary>用户已抽中的奖项ID列表(唯一性控制)</summary>
public List<string> drawnPrizeIds;
/// <summary>用户总抽奖次数</summary>
public int totalDrawCount;
/// <summary>用户活动是否结束(已抽完所有奖项)</summary>
public bool isFinished;
}
// ---------------- /api/SummonCard/use ----------------
/// <summary>使用召唤卡响应</summary>
[Serializable]
public class SummonCardUseResponse
{
public bool success;
public string message;
public List<PropInfo> drops; // 掉落道具列表
}
// 返回 StringBaseResponse(纯字符串),无需独立响应类。
// ---------------- /api/Dict/GetByCode ----------------
/// <summary>字典单条</summary>
// ---------------- /api/Dict/GetByCode、GetListByCode ----------------
/// <summary>字典实体</summary>
[Serializable]
public class DictItem
public class SystemDic
{
public string code;
public string id;
public bool isDelete;
public OptionUserInfo createInfo;
public string parentId;
public string name;
public int order;
public string icon;
public string value;
public string code;
public string remark;
public string remark1;
}
// ---------------- /api/Hall/GetBattleOrderLevelStatus ----------------
/// <summary>战令各等级奖励领取状态</summary>
/// <summary>战令各等级奖励领取状态响应</summary>
[Serializable]
public class BattleOrderLevelStatusResponse
{
/// <summary>当前等级</summary>
public int currentLevel;
public List<int> normalReceivedLevels; // 普通奖励已领取等级
public List<int> luxuryReceivedLevels; // 豪华奖励已领取等级
public List<int> supremeReceivedLevels; // 至尊奖励已领取等级
/// <summary>当前经验</summary>
public long currentExp;
/// <summary>是否已购买豪华版</summary>
public bool isLuxury;
/// <summary>是否已购买至尊版</summary>
public bool isSupreme;
/// <summary>各等级领取状态列表</summary>
public List<BattleOrderLevelStatus> levelStatusList;
}
/// <summary>单个战令等级领取状态</summary>
[Serializable]
public class BattleOrderLevelStatus
{
/// <summary>等级</summary>
public int level;
/// <summary>升级所需经验</summary>
public long exp;
/// <summary>普通奖励状态 1=不满足 2=未领取 3=已领取</summary>
public int normalStatus;
/// <summary>普通奖励列表</summary>
public List<GiftConfig> normalGiftList;
/// <summary>豪华奖励状态 0=未购买 1=不满足 2=未领取 3=已领取</summary>
public int luxuryStatus;
/// <summary>豪华奖励列表</summary>
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/// <summary>至尊奖励状态 0=未购买 1=不满足 2=未领取 3=已领取</summary>
public int supremeStatus;
/// <summary>至尊奖励列表</summary>
public List<GiftConfig> supremeGiftList;
}
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using Assets.MyGame.Scripts.Net;
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.APIResponses;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIHome_BY_JiGuHuiLiPanel : SubUIBase
{
public Text txt_MaxCoin;//text=每日返还上限n
public Text txt_currCoin;//text=今日可领取m
public Text txt_currCoinNum;//text=xm
public Button btn_Award;//领取按钮
private FishingReturnConfig returnCfg;
private FishingReturnDto returnInfo;
public override void Awake()
{
base.Awake();
btn_Award.interactable = false;
btn_Award.onClick.AddListener(OnClaimClick);
}
protected override void OnShow(object args = null)
{
base.OnShow(args);
RefreshPanel();
}
private void RefreshPanel()
{
APIRequestList.GetFishingReturnConfig(cfg =>
{
returnCfg = cfg;
APIRequestList.GetFishingReturnInfo(info =>
{
returnInfo = info;
UpdatePanel();
});
});
}
private void UpdatePanel()
{
if (returnCfg == null || returnInfo == null) return;
txt_MaxCoin.text = returnCfg.dailyMaxReturn > 0
? $"每日返还上限{FormatGold(returnCfg.dailyMaxReturn)}"
: "每日返还上限无上限";
txt_currCoin.text = $"今日可领取{FormatGold(returnInfo.canClaimGold)}";
txt_currCoinNum.text = FormatGold(returnInfo.canClaimGold);
btn_Award.interactable = returnCfg.isEnabled
&& !returnInfo.isClaimed
&& returnInfo.canClaimGold > 0;
}
private void OnClaimClick()
{
btn_Award.interactable = false;
APIRequestList.ClaimFishingReturn(res =>
{
UIManager.Instance.ShowBoardError(res.gold > 0
? $"领取成功,获得{FormatGold(res.gold)}金币"
: "领取成功");
APIRequestList.GetUser(user =>
{
GameManager.Instance.UpdataUserData(user);
RefreshPanel();
});
});
}
/// <summary>金币数值格式化(万/亿单位)</summary>
private static string FormatGold(long gold)
{
if (gold >= 100000000) // 亿
return $"{(gold / 100000000f):F1}亿";
if (gold >= 10000) // 万
return $"{(gold / 10000f):F1}万";
return gold.ToString("N0");
}
}
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@@ -340,12 +340,29 @@ public class UIHome_BY_ShopPanel : SubUIBase
{
APIRequestList.BuyProp(new BuyPropParam { propNumber = item.number, count = 1 }, (response) =>
{
UIManager.Instance.ShowBoardError("购买成功");
// 购买成功后刷新数据,再使用背包里全部VIP经验包(含之前存的)
APIRequestList.GetUser(GameManager.Instance.user.id, (a) =>
{
GameManager.Instance.UpdataUserData(a);
RefreshUI();
int total = GetBackPackVipExpCount();
if (total > 0)
{
APIRequestList.UseVipExp(total, (useRes) =>
{
UIManager.Instance.ShowBoardError("使用成功");
APIRequestList.GetUser(GameManager.Instance.user.id, (a2) =>
{
GameManager.Instance.UpdataUserData(a2);
RefreshUI();
});
});
}
else
{
UIManager.Instance.ShowBoardError("购买成功");
}
});
});
});
@@ -521,6 +538,19 @@ public class UIHome_BY_ShopPanel : SubUIBase
}
}
/// <summary>统计背包里VIP经验类道具的总数量</summary>
private int GetBackPackVipExpCount()
{
var user = GameManager.Instance.user;
if (user?.props == null || user.props.Count == 0) return 0;
int total = 0;
foreach (var prop in user.props)
if (prop.type == (int)PropEnum.VIP经验)
total += prop.count;
return total;
}
private void RefreshUI()
{
if (GameManager.Instance?.user?.assets == null) return;
@@ -225,8 +225,16 @@ public class UIHome_BY_VIPPanel : SubUIBase
protected override void OnHide()
{
base.OnHide();
GameManager.Instance.OnUserDataChanged -= OnUserDataChanged;
Destroy(this.gameObject);
}
private void OnDestroy()
{
// 兜底:防止面板被销毁后仍留在事件里(否则之后任何 UpdataUserData 都会调到已销毁的面板)
if (GameManager.Instance != null)
GameManager.Instance.OnUserDataChanged -= OnUserDataChanged;
}
private void ShowGiftItems(List<GiftConfig> gifts, Transform parent)
{
for (int i = parent.childCount - 1; i >= 0; i--)
+1 -1
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- target: {fileID: 4870890971057883554, guid: aab7adfb6126f094f8860d975314558b,
type: 3}
propertyPath: m_SizeDelta.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4904740237701586725, guid: aab7adfb6126f094f8860d975314558b,
type: 3}
propertyPath: m_AnchorMax.y
+1 -1
View File
@@ -26160,7 +26160,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 117.685, y: -25}
m_SizeDelta: {x: 235.37, y: 50}
m_SizeDelta: {x: 0, y: 50}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &4614401808319948171
CanvasRenderer:
+5
View File
@@ -46,6 +46,7 @@ public class UIHomeMain : UIBase
public Button btn_VIP;
public Button btn_JJJ;
public Button btn_Activity;
public Button btn_JGHL;
#endregion
[Header("Right")]
#region Right
@@ -127,6 +128,10 @@ public class UIHomeMain : UIBase
{
subUIManager.ShowAsync(UIPanel.ActivityPenel);
});
btn_JGHL.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.JiGuHuiLi);
});
#endregion
#region right
+21
View File
@@ -16,51 +16,72 @@ MonoBehaviour:
- name: "\u9009\u62E9\u623F\u95F4\u7B49\u7EA7"
type: 101
address: Assets/MyGame/aa/UI/Home/Sub/SelectRoomPanel.prefab
group: 0
- name: VIP
type: 151
address: Assets/MyGame/aa/UI/Home/Sub/VIPPanel.prefab
group: 0
- name: "\u4FDD\u9669\u7BB1"
type: 166
address: Assets/MyGame/aa/UI/Home/Sub/SafeBox.prefab
group: 0
- name: "\u6551\u6D4E\u91D1"
type: 152
address: Assets/MyGame/aa/UI/Home/Sub/JJJPanel.prefab
group: 0
- name: "\u6392\u884C\u699C"
type: 164
address: Assets/MyGame/aa/UI/Home/Sub/RankPanel.prefab
group: 0
- name: "\u5546\u5E97"
type: 168
address: Assets/MyGame/aa/UI/Home/Sub/ShopPanel.prefab
group: 0
- name: "\u6708\u5361"
type: 161
address: Assets/MyGame/aa/UI/Home/Sub/MonthCardPanel.prefab
group: 0
- name: "\u80CC\u5305"
type: 162
address: Assets/MyGame/aa/UI/Home/Sub/BackPack.prefab
group: 0
- name: "\u90AE\u4EF6"
type: 165
address: Assets/MyGame/aa/UI/Home/Sub/EmailPanel.prefab
group: 0
- name: "\u5BA2\u670D"
type: 167
address: Assets/MyGame/aa/UI/Home/Sub/ServicePanel.prefab
group: 0
- name: "\u516C\u544A"
type: 163
address: Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab
group: 0
- name: "\u8BBE\u7F6E"
type: 199
address: Assets/MyGame/aa/UI/Home/Sub/SettingPanel.prefab
group: 0
- name: "\u70AE\u53F0"
type: 181
address: Assets/MyGame/aa/UI/Home/Sub/TurretPanel.prefab
group: 0
- name: "\u6218\u795E"
type: 182
address: Assets/MyGame/aa/UI/Home/Sub/ZSPanel.prefab
group: 0
- name: "\u7528\u6237\u4FE1\u606F"
type: 141
address: Assets/MyGame/aa/UI/Home/Sub/UserInfo.prefab
group: 0
- name: "\u522E\u522E\u5361"
type: 900
address: Assets/MyGame/aa/UI/DefaultPanel/GGL.prefab
group: 0
- name: "\u6D3B\u52A8"
type: 153
address: Assets/MyGame/aa/UI/Home/Sub/ZhanLing.prefab
group: 0
- name: "\u51FB\u9F13\u56DE\u793C"
type: 154
address: Assets/MyGame/aa/UI/Home/Sub/Hl_Act_RebateView Variant.prefab
group: 0