同步进度

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2026-02-03 11:35:19 +08:00
parent c9d717b773
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5118 changed files with 511866 additions and 120462 deletions
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using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.APIRequest;
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Security.Cryptography;
using System.Text;
using UnityEngine;
using UnityEngine.Networking;
namespace Assets.MyGame.Scripts.Net
{
public static class APIManager
{
public static Dictionary<APIType, string> dic_API = new Dictionary<APIType, string>();
public const string baseURL = "http://524game.32.hzgqapp.com";
static string token;
static APIManager()
{
// ---------------- GameConfig ----------------
dic_API[APIType.GameConfig_Init] = "/api/GameConfig/init";
dic_API[APIType.GameConfig_Get] = "/api/GameConfig";
dic_API[APIType.GameConfig_Update] = "/api/GameConfig/Update";
// ---------------- Hall ----------------
dic_API[APIType.Hall_SaveSafeBox] = "/api/Hall/SaveSafeBox";
dic_API[APIType.Hall_GetSafeBox] = "/api/Hall/GetSafeBox";
dic_API[APIType.Hall_SetSafeBoxPassword] = "/api/Hall/SetSafeBoxPassword";
dic_API[APIType.Hall_ResetSafeBoxPassword] = "/api/Hall/ResetSafeBoxPassword";
dic_API[APIType.Hall_GetRelief] = "/api/Hall/GetRelief";
dic_API[APIType.Hall_SynthesisFragment] = "/api/Hall/SynthesisFragment";
dic_API[APIType.Hall_BuyMonthCard] = "/api/Hall/BuyMonthCard";
dic_API[APIType.Hall_BuyProp] = "/api/Hall/BuyProp";
dic_API[APIType.Hall_BuyGold] = "/api/Hall/BuyGold";
dic_API[APIType.Hall_BuyDiamond] = "/api/Hall/BuyDiamond";
dic_API[APIType.Hall_SignIn] = "/api/Hall/SignIn";
dic_API[APIType.Hall_ChangeCannon] = "/api/Hall/ChangeCannon";
dic_API[APIType.Hall_ChangeWing] = "/api/Hall/ChangeWing";
dic_API[APIType.Hall_ChangeGodWar] = "/api/Hall/ChangeGodWar";
dic_API[APIType.Hall_GetVipDayGift] = "/api/Hall/GetVipDayGift";
dic_API[APIType.Hall_GetVipGift] = "/api/Hall/GetVipGift";
dic_API[APIType.Hall_GetMonthCardDayGift] = "/api/Hall/GetMonthCardDayGift";
dic_API[APIType.Hall_GetMonthCardGift] = "/api/Hall/GetMonthCardGift";
dic_API[APIType.Hall_GetUserTaskList] = "/api/Hall/GetUserTaskList";
dic_API[APIType.Hall_DistributeRewards] = "/api/Hall/DistributeRewards";
// ---------------- HubsReceive ----------------
dic_API[APIType.Hubs_GetRoomList] = "/hubs/GetRoomList";
dic_API[APIType.Hubs_JoinRoom] = "/hubs/JoinRoom";
dic_API[APIType.Hubs_SyncGameData] = "/hubs/SyncGameData";
dic_API[APIType.Hubs_ShootBullet] = "/hubs/ShootBullet";
dic_API[APIType.Hubs_UseProp] = "/hubs/UseProp";
dic_API[APIType.Hubs_KillFish] = "/hubs/KillFish";
dic_API[APIType.Hubs_LeaveRoom] = "/hubs/LeaveRoom";
dic_API[APIType.Hubs_ChangeGunMultiple] = "/hubs/ChangeGunMultiple";
// ---------------- HubsSend ----------------
dic_API[APIType.Send_BindSuccess] = "/send/BindSuccess";
dic_API[APIType.Send_ErrorMessage] = "/send/ErrorMessage";
dic_API[APIType.Send_GetRoomListResult] = "/send/GetRoomListResult";
dic_API[APIType.Send_KillNotice] = "/send/KillNotice";
dic_API[APIType.Send_RoomChange] = "/send/RoomChange";
dic_API[APIType.Send_RoomDisconnectNotice] = "/send/RoomDisconnectNotice";
dic_API[APIType.Send_RoomJoinNotice] = "/send/RoomJoinNotice";
dic_API[APIType.Send_RoomKillNotice] = "/send/RoomKillNotice";
dic_API[APIType.Send_ChangeGunMultipleNotice] = "/send/ChangeGunMultipleNotice";
dic_API[APIType.Send_RoomLeaveNotice] = "/send/RoomLeaveNotice";
dic_API[APIType.Send_UsePropNotice] = "/send/UsePropNotice";
dic_API[APIType.Send_SyncGameData] = "/send/SyncGameData";
// ---------------- ImageUpload ----------------
dic_API[APIType.ImageUpload_Upload] = "/api/ImageUpload/upload";
// ---------------- Login ----------------
dic_API[APIType.Login_GetAccessToken] = "/api/Login/GetAccessToken";
dic_API[APIType.Login_GetSessionToken] = "/api/Login/GetSessionToken";
dic_API[APIType.Login_RegisterWX] = "/api/Login/registerWX";
dic_API[APIType.Login_Register] = "/api/Login/register";
dic_API[APIType.Login_SendMobileCode] = "/api/Login/SendMobileCode";
dic_API[APIType.Login_LoginWx] = "/api/Login/LoginWx";
dic_API[APIType.Login_Login] = "/api/Login/Login";
// ---------------- Notice ----------------
dic_API[APIType.Notice_Add] = "/api/Notice/add";
dic_API[APIType.Notice_Update] = "/api/Notice/update";
dic_API[APIType.Notice_Delete] = "/api/Notice/delete";
dic_API[APIType.Notice_List] = "/api/Notice/list";
dic_API[APIType.Notice_Get] = "/api/Notice/get";
dic_API[APIType.Notice_GetNewOne] = "/api/Notice/get/newone";
// ---------------- System ----------------
dic_API[APIType.System_AddUser] = "/api/System/user/add";
}
// ---------------- GET ----------------
static void GetSend<T>(string url, RequestParamBase request_Params, Action<T> action)
{
UIManager.Instance.StartCoroutine(IEGetSend<T>(url, request_Params, action));
}
static IEnumerator IEGetSend<T>(string url, RequestParamBase paramObj, Action<T> action)
{
Debug.Log("url----" + url);
// 将 RequestParamBase 转成 GET 参数
if (paramObj != null)
{
var fields = paramObj.GetType().GetFields();
List<string> paramList = new List<string>();
foreach (var f in fields)
{
object value = f.GetValue(paramObj);
if (value != null)
{
string key = f.Name;
string val = UnityWebRequest.EscapeURL(value.ToString());
paramList.Add($"{key}={val}");
}
}
if (paramList.Count > 0)
{
url += "?" + string.Join("&", paramList);
}
}
using (UnityWebRequest req = UnityWebRequest.Get(url))
{
req.SetRequestHeader("Content-Type", "application/json");
if (!string.IsNullOrEmpty(token))
req.SetRequestHeader("token", token);
yield return req.SendWebRequest();
if (req.result == UnityWebRequest.Result.Success)
{
var json = req.downloadHandler.text;
var res = JsonConvert.DeserializeObject<APIResponse<T>>(json);
// 自动保存 token
if (typeof(T) == typeof(UserToken))
{
var ut = res.data as UserToken;
if (ut != null) token = ut.token;
Debug.Log("微信登录成功 Token" + token);
}
Log(json + "\n------Get");
if (res.code==0)
{
action?.Invoke(res.data);
}
else
{
ErrorHandle(res.code, res.info);
}
}
else
{
Debug.LogError(req.error);
}
}
}
// ---------------- POST ----------------
static void PostSend<T>(string url, APIRequest.RequestObjBase body, Action<T> action)
{
UIManager.Instance.StartCoroutine(IEPostSend<T>(url, body, action));
}
static IEnumerator IEPostSend<T>(string url, APIRequest.RequestObjBase body, Action<T> action)
{
string upBodyJson = JsonConvert.SerializeObject(body);
byte[] buff = Encoding.UTF8.GetBytes(upBodyJson);
using (UnityWebRequest req = new UnityWebRequest(url, "POST"))
{
req.SetRequestHeader("Content-Type", "application/json");
req.downloadHandler = new DownloadHandlerBuffer();
req.uploadHandler = new UploadHandlerRaw(buff);
if (!string.IsNullOrEmpty(token))
req.SetRequestHeader("token", token);
yield return req.SendWebRequest();
if (req.result == UnityWebRequest.Result.Success)
{
var json = req.downloadHandler.text;
var res = JsonConvert.DeserializeObject<APIResponse<T>>(json);
Log(json+"\n------Post");
if (res.code == 0)
{
action?.Invoke(res.data);
}
else
{
ErrorHandle(res.code, res.info);
}
}
else
{
Debug.LogError(req.error);
}
}
}
// ---------------- 调用入口 ----------------
public static void Response<T>(APIType aPIType, RequestBase request, Action<T> action = null)
{
string url = baseURL + dic_API[aPIType];
if (request is RequestParamBase param)
{
GetSend<T>(url, param, action);
}
else if (request is APIRequest.RequestObjBase obj)
{
PostSend<T>(url, obj, action);
}
else
{
Debug.LogError("RequestBase 不是 RequestParamBase 或 RequestObjBase");
}
}
/// <summary>
/// 无参
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="apiType"></param>
/// <param name="action"></param>
public static void Response<T>(APIType apiType,Action<T> action = null)
{
string url = baseURL + dic_API[apiType];
GetSend<T>(url, null, action);
}
public static void Log(string json)
{
Debug.Log(json);
}
public static void ErrorHandle(int code,string message)
{
Debug.LogError("错误代码:"+code+"错误信息:"+message);
//这里之后补弹窗
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIRequest.Objs
{
public class RegisterObj:RequestObjBase
{
/// <summary>
/// 用户手机号
/// </summary>
public string mobile;
/// <summary>
/// 验证码
/// </summary>
public string code;
/// <summary>
/// 用户密码
/// </summary>
public string password;
/// <summary>
/// 邀请码(可选)
/// </summary>
public string inviteCode;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.APIRequest.Params
{
/// <summary>
/// 存入保险箱请求参数
/// </summary>
[Serializable]
public class SaveSafeBoxParam : RequestParamBase
{
public int amount; // 存入金额
}
/// <summary>
/// 设置保险箱密码请求参数
/// </summary>
[Serializable]
public class SetSafeBoxPasswordParam : RequestParamBase
{
public string newPwd; // 新密码
}
/// <summary>
/// 重置保险箱密码请求参数
/// </summary>
[Serializable]
public class ResetSafeBoxPasswordParam : RequestParamBase
{
public string code; // 验证码
}
/// <summary>
/// 合成碎片请求参数
/// </summary>
[Serializable]
public class SynthesisFragmentParam : RequestParamBase
{
public int fragmentId; // 碎片ID
public int count; // 数量
}
/// <summary>
/// 购买月卡请求参数
/// </summary>
[Serializable]
public class BuyMonthCardParam : RequestParamBase
{
public int cardType; // 月卡类型
}
/// <summary>
/// 购买道具请求参数
/// </summary>
[Serializable]
public class BuyPropParam : RequestParamBase
{
public int propId; // 道具ID
public int count; // 数量
}
/// <summary>
/// 购买金币请求参数
/// </summary>
[Serializable]
public class BuyGoldParam : RequestParamBase
{
public int goldAmount; // 金币数量
}
/// <summary>
/// 购买钻石请求参数
/// </summary>
[Serializable]
public class BuyDiamondParam : RequestParamBase
{
public int diamondAmount; // 钻石数量
}
/// <summary>
/// 切换炮台请求参数
/// </summary>
[Serializable]
public class ChangeCannonParam : RequestParamBase
{
public int cannonId; // 炮台ID
}
/// <summary>
/// 切换翅膀请求参数
/// </summary>
[Serializable]
public class ChangeWingParam : RequestParamBase
{
public int wingId; // 翅膀ID
}
/// <summary>
/// 切换战神请求参数
/// </summary>
[Serializable]
public class ChangeGodWarParam : RequestParamBase
{
public int godWarId; // 战神ID
}
/// <summary>
/// 发放奖励请求参数
/// </summary>
[Serializable]
public class DistributeRewardsParam : RequestParamBase
{
public int rewardId; // 奖励ID
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.APIRequest.Params
{
/// <summary>
/// 登录接口请求参数(GET)
/// </summary>
[Serializable]
public class LoginParam : RequestParamBase
{
/// <summary>
/// 用户手机号
/// </summary>
public string mobile;
/// <summary>
/// 验证码
/// </summary>
public string code;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.APIRequest.Params
{
/// <summary>
/// 微信登录参数(GET)
/// </summary>
[Serializable]
public class LoginWxParam : RequestParamBase
{
/// <summary>
/// 微信 openId
/// </summary>
public string openId;
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIRequest
{
[Serializable]
public class RequestBase
{
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIRequest
{
[Serializable]
public class RequestObjBase : RequestBase
{
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIRequest
{
[Serializable]
public class RequestParamBase: RequestBase
{
}
}
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using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.APIRequest.Objs;
using Assets.MyGame.Scripts.Net.APIRequest.Params;
using Assets.MyGame.Scripts.Net.APIResponses;
using System;
namespace Assets.MyGame.Scripts.Net
{
public static partial class APIRequestList
{
#region Hall
/// <summary>
/// 存入保险箱(POST)
/// 参数:用户ID、存入金额
/// 返回:SafeBoxInfo(保险箱余额信息)
/// </summary>
public static void SaveSafeBox(SaveSafeBoxParam req, Action<SafeBoxInfo> callback)
{
APIManager.Response<SafeBoxInfo>(APIType.Hall_SaveSafeBox, req, callback);
}
/// <summary>
/// 获取保险箱信息(GET)
/// 参数:用户ID
/// 返回:SafeBoxInfo(保险箱余额信息)
/// </summary>
public static void GetSafeBox(Action<SafeBoxInfo> callback)
{
APIManager.Response<SafeBoxInfo>(APIType.Hall_GetSafeBox, callback);
}
/// <summary>
/// 设置保险箱密码(POST)
/// 参数:用户ID、新密码
/// 返回:StringBaseResponse(操作结果信息)
/// </summary>
public static void SetSafeBoxPassword(SetSafeBoxPasswordParam req, Action<StringBaseResponse> callback)
{
APIManager.Response<StringBaseResponse>(APIType.Hall_SetSafeBoxPassword, req, callback);
}
/// <summary>
/// 重置保险箱密码(POST)
/// 参数:用户ID、验证码
/// 返回:StringBaseResponse(操作结果信息)
/// </summary>
public static void ResetSafeBoxPassword(ResetSafeBoxPasswordParam req, Action<StringBaseResponse> callback)
{
APIManager.Response<StringBaseResponse>(APIType.Hall_ResetSafeBoxPassword, req, callback);
}
/// <summary>
/// 领取救济金(GET)
/// 参数:用户ID
/// 返回:GetReliefResponse(救济金数量、提示信息)
/// </summary>
public static void GetRelief(Action<GetReliefResponse> callback)
{
APIManager.Response<GetReliefResponse>(APIType.Hall_GetRelief, callback);
}
/// <summary>
/// 合成碎片(POST)
/// 参数:碎片ID、数量
/// 返回:PropInfo(道具信息)
/// </summary>
public static void SynthesisFragment(SynthesisFragmentParam req, Action<PropInfo> callback)
{
APIManager.Response<PropInfo>(APIType.Hall_SynthesisFragment, req, callback);
}
/// <summary>
/// 购买月卡(POST)
/// 参数:用户ID、月卡类型
/// 返回:MonthCardInfo(月卡信息)
/// </summary>
public static void BuyMonthCard(BuyMonthCardParam req, Action<MonthCardInfo> callback)
{
APIManager.Response<MonthCardInfo>(APIType.Hall_BuyMonthCard, req, callback);
}
/// <summary>
/// 购买道具(POST)
/// 参数:道具ID、数量
/// 返回:PropInfo(道具信息)
/// </summary>
public static void BuyProp(BuyPropParam req, Action<PropInfo> callback)
{
APIManager.Response<PropInfo>(APIType.Hall_BuyProp, req, callback);
}
/// <summary>
/// 购买金币(POST)
/// 参数:用户ID、金币数量
/// 返回:GoldInfo(金币信息)
/// </summary>
public static void BuyGold(BuyGoldParam req, Action<GoldInfo> callback)
{
APIManager.Response<GoldInfo>(APIType.Hall_BuyGold, req, callback);
}
/// <summary>
/// 购买钻石(POST)
/// 参数:用户ID、钻石数量
/// 返回:DiamondInfo(钻石信息)
/// </summary>
public static void BuyDiamond(BuyDiamondParam req, Action<DiamondInfo> callback)
{
APIManager.Response<DiamondInfo>(APIType.Hall_BuyDiamond, req, callback);
}
/// <summary>
/// 签到(GET)
/// 参数:用户ID
/// 返回:SignInfo(签到结果)
/// </summary>
public static void SignIn(Action<SignInfo> callback)
{
APIManager.Response<SignInfo>(APIType.Hall_SignIn, callback);
}
/// <summary>
/// 切换炮台(POST)
/// 参数:炮台ID
/// 返回:UserInfo(用户信息)
/// </summary>
public static void ChangeCannon(ChangeCannonParam req, Action<UserInfo> callback)
{
APIManager.Response<UserInfo>(APIType.Hall_ChangeCannon, req, callback);
}
/// <summary>
/// 切换翅膀(POST)
/// 参数:翅膀ID
/// 返回:UserInfo(用户信息)
/// </summary>
public static void ChangeWing(ChangeWingParam req, Action<UserInfo> callback)
{
APIManager.Response<UserInfo>(APIType.Hall_ChangeWing, req, callback);
}
/// <summary>
/// 切换战神(POST)
/// 参数:战神ID
/// 返回:UserInfo(用户信息)
/// </summary>
public static void ChangeGodWar(ChangeGodWarParam req, Action<UserInfo> callback)
{
APIManager.Response<UserInfo>(APIType.Hall_ChangeGodWar, req, callback);
}
/// <summary>
/// 领取 Vip 每日礼包(GET)
/// 参数:用户ID
/// 返回:GiftInfo(礼包信息)
/// </summary>
public static void GetVipDayGift( Action<GiftInfo> callback)
{
APIManager.Response<GiftInfo>(APIType.Hall_GetVipDayGift, callback);
}
/// <summary>
/// 领取 Vip 权益礼包(GET)
/// 参数:用户ID
/// 返回:GiftInfo(礼包信息)
/// </summary>
public static void GetVipGift(Action<GiftInfo> callback)
{
APIManager.Response<GiftInfo>(APIType.Hall_GetVipGift, callback);
}
/// <summary>
/// 领取月卡每日礼包(GET)
/// 参数:用户ID
/// 返回:GiftInfo(礼包信息)
/// </summary>
public static void GetMonthCardDayGift(Action<GiftInfo> callback)
{
APIManager.Response<GiftInfo>(APIType.Hall_GetMonthCardDayGift, callback);
}
/// <summary>
/// 领取月卡权益礼包(GET)
/// 参数:用户ID
/// 返回:GiftInfo(礼包信息)
/// </summary>
public static void GetMonthCardGift( Action<GiftInfo> callback)
{
APIManager.Response<GiftInfo>(APIType.Hall_GetMonthCardGift,callback);
}
/// <summary>
/// 获取用户任务列表(Get)
/// 参数:用户ID
/// 返回:UserTaskListResponse(任务列表)
/// </summary>
public static void GetUserTaskList(Action<UserTaskListResponse> callback)
{
APIManager.Response<UserTaskListResponse>(APIType.Hall_GetUserTaskList, callback);
}
/// <summary>
/// 发放奖励(POST)
/// 参数:奖励ID、用户ID
/// 返回:RewardInfo(奖励信息)
/// </summary>
public static void DistributeRewards(DistributeRewardsParam req, Action<RewardInfo> callback)
{
APIManager.Response<RewardInfo>(APIType.Hall_DistributeRewards, req, callback);
}
#endregion
}
}
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using Assets.MyGame.Scripts.Net.API;
using Assets.MyGame.Scripts.Net.APIRequest.Objs;
using Assets.MyGame.Scripts.Net.APIRequest.Params;
using System;
using System.Security.Cryptography;
using UnityEngine;
namespace Assets.MyGame.Scripts.Net
{
public static partial class APIRequestList
{
static void lizi()
{
APIRequestList.Login(
new LoginParam { mobile = "13800138000", code = "1234" },
res =>
{
}
);
APIRequestList.Register(
new RegisterObj { mobile = "13800138000", code = "1234", password = "abc123" },
res =>
{
}
);
APIRequestList.LoginWx(
new LoginWxParam
{
openId = "wx_openid_123456"
},
res =>
{
}
);
}
#region Login
/// <summary>
/// 微信用户登录(GET)
/// Swagger Summary: 微信用户登陆
/// 参数:
/// openId: 微信 openId
/// 返回:
/// UserToken(包含 token、用户信息等)
/// </summary>
public static void LoginWx(LoginWxParam req, Action<UserToken> callback)
{
APIManager.Response<UserToken>(APIType.Login_LoginWx, req, obj =>
{
GameManager.Instance.user = obj;
callback?.Invoke(obj);
});
}
/// <summary>
/// 登录(GET)
/// </summary>
public static void Login(LoginParam req, Action<UserToken> callback)
{
APIManager.Response<UserToken>(APIType.Login_Login, req, obj =>
{
GameManager.Instance.user=obj;
callback?.Invoke(obj);
});
}
/// <summary>
/// 注册(POST)
/// </summary>
public static void Register(RegisterObj req, Action<UserToken> callback)
{
APIManager.Response<UserToken>(APIType.Login_Register, req, obj =>
{
callback?.Invoke(obj);
});
}
#endregion
}
}
@@ -0,0 +1,11 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class APIResponse<T>
{
public int code;
public string info;
public T data;
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.API
{
public class APIRespostData<T>
{
public APIType aPIType;
public APIResponse<T> Data;
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIResponses.Enum
{
/// <summary>
/// 鱼的类型枚举类
/// </summary>
public enum FishTypeEnum
{
普通鱼=1,
Boss鱼=2,
黄金鱼=3,
特殊鱼=4
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,19 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIResponses.Enum
{
/// <summary>
/// 游戏类型枚举
/// </summary>
public enum GameTypeEnum
{
风雷之渊=1,
太古仙墟=2,
中国象棋=3,
星际迷航=4,
黑神话悟空=5
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIResponses.Enum
{
/// <summary>
/// 产品分类枚举
/// </summary>
public enum ProductTypeEnum
{
炮台=1,
翅膀=2,
炮塔碎片 = 3,
翅膀碎片=4,
战神=5,
战神碎片=6,
刮刮卡=7,
改名卡=8,
大喇叭=9,
技能=10,
召唤卡=11,
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIResponses.Enum
{
/// <summary>
/// 售卖方式
/// </summary>
public enum SaleTypeEnum
{
金币=1,
钻石=2
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIResponses.Enum
{
/// <summary>
/// 任务类型枚举
/// </summary>
public enum TaskType
{
每日任务=1,
在线时长任务=2
}
/// <summary>
/// 任务事件
/// </summary>
public enum TaskEvent
{
整点在线奖励=1,
在线时长=2,
捕获任意鱼=3,
捕获黄金鱼 =4,
捕获Boss鱼=5,
赢取金币=6,
使用狂暴=7,
开炮任务=8,
登录任务=9,
充值任务=10
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.APIResponses.Enum
{
/// <summary>
/// 用户资产变动类型枚举类
/// </summary>
public enum UserAssetChangeTypeEnum
{
增加=1,
减少=2
}
}
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using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.API.UserData_SubClass;
using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API
{
/// <summary>
/// 游戏后台配置(Unity 解析版)
/// </summary>
[Serializable]
public class GameConfig
{
/// <summary>
/// 数据id(来自 MongoBaseEntity)
/// </summary>
public string id;
/// <summary>
/// 是否删除
/// </summary>
public bool isDelete;
/// <summary>
/// 创建人信息
/// </summary>
public OptionUserInfo createInfo;
/// <summary>
/// 鱼种配置
/// </summary>
public List<FishTypeConfig> fishTypeConfigs;
/// <summary>
/// 房间配置
/// </summary>
public List<RoomConfig> roomConfigs;
/// <summary>
/// 出鱼配置
/// </summary>
public List<RoomFishConfig> roomFishConfigs;
/// <summary>
/// 鱼阵配置
/// </summary>
public List<FishArrayConfig> fishArrayConfigs;
/// <summary>
/// 用户等级配置
/// </summary>
public List<UserLevelConfig> userLevelConfigs;
/// <summary>
/// 道具表
/// </summary>
public List<PropInfConfig> propConfig;
/// <summary>
/// 道具碎片表
/// </summary>
public List<PropFragmentConfig> propFragments;
/// <summary>
/// Vip等级配置
/// </summary>
public List<VipLevelConfig> vipLevelConfigs;
/// <summary>
/// 签到池配置
/// </summary>
public List<SignConfig> signConfigs;
/// <summary>
/// 月卡配置
/// </summary>
public List<MonthCardConfig> monthCardConfigs;
/// <summary>
/// 救济金配置
/// </summary>
public ReliefConfig reliefConfigs;
/// <summary>
/// 金币商城配置
/// </summary>
public List<GoldShopConfig> goldShopConfigs;
/// <summary>
/// 钻石商城配置
/// </summary>
public List<DiamondShopConfig> diamondShopConfigs;
/// <summary>
/// 击杀配置
/// </summary>
public object killConfig ;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 基础商品信息
/// </summary>
[Serializable]
public class BaseProduct
{
/// <summary>
/// 商品编号
/// </summary>
public string number;
/// <summary>
/// 商品名称
/// </summary>
public string name;
/// <summary>
/// 商品描述
/// </summary>
public string desc;
/// <summary>
/// 图片地址
/// </summary>
public string imageUrl;
/// <summary>
/// 商品类型
/// </summary>
public int type;
/// <summary>
/// 道具等级
/// </summary>
public int level;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 商品 + 数量
/// </summary>
[Serializable]
public class BaseProductCount : BaseProduct
{
/// <summary>
/// 数量
/// </summary>
public int count;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 道具基础信息
/// </summary>
[Serializable]
public class BasePropInfo : BaseProduct
{
/// <summary>
/// 售卖方式(金币/钻石)
/// </summary>
public int saleType;
/// <summary>
/// 售卖价格
/// </summary>
public int price;
/// <summary>
/// 售卖数量
/// </summary>
public int saleCount;
/// <summary>
/// 会员价格
/// </summary>
public int vipPrice;
/// <summary>
/// 经销商价格
/// </summary>
public int dealerPrice;
/// <summary>
/// 是否启用
/// </summary>
public bool isEnable;
/// <summary>
/// 是否销售
/// </summary>
public bool isSale;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 钻石商城配置
/// </summary>
[Serializable]
public class DiamondShopConfig
{
/// <summary>
/// 商品编号
/// </summary>
public string number;
/// <summary>
/// 商品名称
/// </summary>
public string name;
/// <summary>
/// 图标地址
/// </summary>
public string icon;
/// <summary>
/// 钻石数量
/// </summary>
public int diamond;
/// <summary>
/// 现金价格
/// </summary>
public double money;
}
}
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using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 鱼阵配置
/// </summary>
[Serializable]
public class FishArrayConfig
{
/// <summary>
/// 鱼阵编号
/// </summary>
public string fishArrayNumber;
/// <summary>
/// 名字
/// </summary>
public string name;
/// <summary>
/// Boss鱼编号
/// </summary>
public string bossFishNumber;
/// <summary>
/// Boss数量
/// </summary>
public int boosCount;
/// <summary>
/// 普通鱼编号
/// </summary>
public string fishNumber;
/// <summary>
/// 普通鱼数量
/// </summary>
public int fishCount;
/// <summary>
/// 阵型编号
/// </summary>
public string arrayNumber;
/// <summary>
/// 路径集合
/// </summary>
public List<int> pathList;
/// <summary>
/// 阈值集合
/// </summary>
public List<int> thresholdList;
}
}
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using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 鱼种配置
/// </summary>
[Serializable]
public class FishTypeConfig
{
/// <summary>
/// 鱼种编号
/// </summary>
public string fishNumber;
/// <summary>
/// 鱼名字
/// </summary>
public string fishName;
/// <summary>
/// 鱼类型(普通鱼/Boss鱼/黄金鱼…)
/// </summary>
public int fishType;
/// <summary>
/// 基础分数
/// </summary>
public int fishScore;
/// <summary>
/// 击杀权重
/// </summary>
public int killWeight;
/// <summary>
/// 路径编号集合
/// </summary>
public List<int> pathList;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 礼包配置
/// </summary>
[Serializable]
public class GiftConfig
{
/// <summary>
/// 类型 1 金币 2 钻石 3 道具
/// </summary>
public int type;
/// <summary>
/// 是否随机
/// </summary>
public bool isRandom;
/// <summary>
/// 数量
/// </summary>
public int count;
/// <summary>
/// 随机最小数量
/// </summary>
public int minCount;
/// <summary>
/// 随机最大数量
/// </summary>
public int maxCount;
/// <summary>
/// 道具信息
/// </summary>
public BaseProduct product;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 金币商城配置
/// </summary>
[Serializable]
public class GoldShopConfig
{
/// <summary>
/// 商品编号
/// </summary>
public string number;
/// <summary>
/// 商品名称
/// </summary>
public string name;
/// <summary>
/// 图标地址
/// </summary>
public string icon;
/// <summary>
/// 金币数量
/// </summary>
public int gold;
/// <summary>
/// 钻石数量
/// </summary>
public int diamond;
}
}
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using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 月卡配置
/// </summary>
[Serializable]
public class MonthCardConfig
{
/// <summary>
/// 类型 1 周卡 2 月卡 3 年卡
/// </summary>
public int type;
/// <summary>
/// 名称
/// </summary>
public string name;
/// <summary>
/// 签到加成
/// </summary>
public double signInAdd;
/// <summary>
/// 金币价格
/// </summary>
public int gold;
/// <summary>
/// 现金价格
/// </summary>
public double money;
/// <summary>
/// 权益礼包
/// </summary>
public List<GiftConfig> giftList;
/// <summary>
/// 每日礼包
/// </summary>
public List<GiftConfig> dailyGift;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 道具碎片信息
/// </summary>
[Serializable]
public class PropFragmentConfig : BasePropInfo
{
/// <summary>
/// 合成所需碎片数量
/// </summary>
public int fragmentCount;
/// <summary>
/// 合成后的道具编号
/// </summary>
public string productNumber;
}
}
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using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 道具信息
/// </summary>
[Serializable]
public class PropInfConfig : BasePropInfo
{
/// <summary>
/// 关联游戏编号(空表示全部)
/// </summary>
public List<string> gameNumber;
/// <summary>
/// 有效期(天)0 表示不限
/// </summary>
public int day;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 救济金配置
/// </summary>
[Serializable]
public class ReliefConfig
{
/// <summary>
/// 是否开启
/// </summary>
public bool isOpen;
/// <summary>
/// 金币数量
/// </summary>
public int gold;
/// <summary>
/// 每天可领取次数
/// </summary>
public int count;
/// <summary>
/// 领取金币限制
/// </summary>
public int limit;
}
}
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using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 房间配置
/// </summary>
[Serializable]
public class RoomConfig
{
/// <summary>
/// 房间编号
/// </summary>
public string roomNumber;
/// <summary>
/// 房间名称
/// </summary>
public string roomName;
/// <summary>
/// 游戏类型
/// </summary>
public int gameType;
/// <summary>
/// 房间等级
/// </summary>
public int roomLevel;
/// <summary>
/// 房间分区数量
/// </summary>
public int roomPartitionNum;
/// <summary>
/// 房间数量
/// </summary>
public int roomCount;
/// <summary>
/// 进房金币限制
/// </summary>
public int roomGoldLimit;
/// <summary>
/// 炮倍列表
/// </summary>
public List<int> cannonMultipleList;
}
}
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using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 出鱼配置
/// </summary>
[Serializable]
public class RoomFishConfig
{
/// <summary>
/// 游戏类型
/// </summary>
public int gameType;
/// <summary>
/// 时间/速度
/// </summary>
public float times;
/// <summary>
/// 普通鱼配置列表
/// </summary>
public List<RoomFishDetailConfig> normalFishList;
/// <summary>
/// 按房间等级出鱼配置
/// </summary>
public List<RoomFishLevelConfig> roomFishLevelList;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 出鱼配置详情
/// </summary>
[Serializable]
public class RoomFishDetailConfig
{
/// <summary>
/// 类型 1 鱼 2 鱼阵
/// </summary>
public int type;
/// <summary>
/// 鱼种编号或鱼阵编号
/// </summary>
public string fishNumber;
/// <summary>
/// 出鱼权重
/// </summary>
public int fishWeight;
/// <summary>
/// 出鱼频率(秒)
/// </summary>
public int fishFrequency;
/// <summary>
/// 场内最大数量
/// </summary>
public int maxCount;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 按房间等级出鱼配置
/// </summary>
[Serializable]
public class RoomFishLevelConfig : RoomFishDetailConfig
{
/// <summary>
/// 房间等级
/// </summary>
public int roomLevel;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 签到奖励配置
/// </summary>
[Serializable]
public class SignConfig
{
/// <summary>
/// 排序
/// </summary>
public int order;
/// <summary>
/// 金币
/// </summary>
public int gold;
/// <summary>
/// 名称
/// </summary>
public string name;
/// <summary>
/// 图标
/// </summary>
public string icon;
/// <summary>
/// 概率
/// </summary>
public double probability;
}
}
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using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// 用户等级配置
/// </summary>
[Serializable]
public class UserLevelConfig
{
/// <summary>
/// 等级
/// </summary>
public int level;
/// <summary>
/// 经验下限
/// </summary>
public int expMin;
/// <summary>
/// 经验上限
/// </summary>
public int expMax;
/// <summary>
/// 奖励金币
/// </summary>
public int gold;
/// <summary>
/// 奖励钻石
/// </summary>
public int diamond;
/// <summary>
/// 奖励道具列表
/// </summary>
public List<BaseProductCount> productList;
}
}
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using System;
using System.Collections.Generic;
namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
{
/// <summary>
/// Vip等级配置
/// </summary>
[Serializable]
public class VipLevelConfig
{
/// <summary>
/// Vip等级
/// </summary>
public int level;
/// <summary>
/// 经验上限
/// </summary>
public int expMax;
/// <summary>
/// 经验下限
/// </summary>
public int expMin;
/// <summary>
/// 签到加成
/// </summary>
public double signInAdd;
/// <summary>
/// Vip等级礼包
/// </summary>
public List<GiftConfig> giftList;
/// <summary>
/// 每日礼包
/// </summary>
public List<GiftConfig> dailyGift;
public string remark;
}
}
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using System;
namespace Assets.MyGame.Scripts.Net.APIResponses
{
/// <summary>
/// 保险箱信息(存取款通用)
/// </summary>
[Serializable]
public class SafeBoxInfo
{
public int userId; // 用户ID
public int balance; // 保险箱余额
public int bagBalance; // 背包余额(如果接口返回)
}
/// <summary>
/// 通用字符串响应(设置密码、重置密码等)
/// </summary>
[Serializable]
public class StringBaseResponse
{
public int code; // 状态码
public string message; // 提示信息
}
/// <summary>
/// 救济金领取响应
/// </summary>
[Serializable]
public class GetReliefResponse
{
public int reliefAmount; // 领取的救济金数量
public int leftTimes; // 剩余可领取次数
public string message; // 提示信息
}
/// <summary>
/// 道具信息(购买道具、合成碎片)
/// </summary>
[Serializable]
public class PropInfo
{
public int propId; // 道具ID
public string name; // 道具名称
public string desc; // 描述
public string icon; // 图标地址
public int type; // 类型
public int level; // 等级
public int count; // 数量
}
/// <summary>
/// 月卡信息(购买月卡)
/// </summary>
[Serializable]
public class MonthCardInfo
{
public int cardId; // 月卡ID
public string name; // 月卡名称
public int days; // 有效天数
public DateTime expireTime; // 到期时间
}
/// <summary>
/// 金币购买响应
/// </summary>
[Serializable]
public class GoldInfo
{
public int userId; // 用户ID
public int gold; // 当前金币
public int addGold; // 本次增加金币
}
/// <summary>
/// 钻石购买响应
/// </summary>
[Serializable]
public class DiamondInfo
{
public int userId; // 用户ID
public int diamond; // 当前钻石
public int addDiamond; // 本次增加钻石
}
/// <summary>
/// 签到响应
/// </summary>
[Serializable]
public class SignInfo
{
public int day; // 第几天签到
public bool isToday; // 今日是否已签到
public int rewardGold; // 奖励金币
public int rewardDiamond;// 奖励钻石
}
/// <summary>
/// 用户信息(切换炮台、翅膀、战神)
/// </summary>
[Serializable]
public class UserInfo
{
public int userId; // 用户ID
public string nickname; // 昵称
public int level; // 等级
public int cannonId; // 当前炮台
public int wingId; // 当前翅膀
public int godWarId; // 当前战神
}
/// <summary>
/// 礼包信息(Vip礼包、月卡礼包)
/// </summary>
[Serializable]
public class GiftInfo
{
public int giftId; // 礼包ID
public string name; // 礼包名称
public string desc; // 礼包描述
public PropInfo[] items; // 礼包内物品
}
/// <summary>
/// 用户任务列表响应
/// </summary>
[Serializable]
public class UserTaskListResponse
{
public int userId; // 用户ID
public TaskInfo[] tasks; // 任务列表
}
/// <summary>
/// 单个任务信息
/// </summary>
[Serializable]
public class TaskInfo
{
public int taskId; // 任务ID
public string name; // 任务名称
public string desc; // 描述
public int progress; // 当前进度
public int target; // 完成目标
public bool isCompleted; // 是否完成
public bool isReceived; // 是否领取奖励
}
/// <summary>
/// 发放奖励响应
/// </summary>
[Serializable]
public class RewardInfo
{
public int rewardId; // 奖励ID
public string name; // 奖励名称
public PropInfo[] items; // 奖励物品
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Entity.BaseModel
{
/// <summary>
/// 基础ID数量模型类
/// </summary>
public class BaseIdCount
{
/// <summary>
/// Id
/// </summary>
public string Id { get; set; }
/// <summary>
/// 数量
/// </summary>
public int Count { get; set; }
}
}
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namespace Model.Entity.BaseModel
{
/// <summary>
/// 公共对象 ID和Name
/// </summary>
public class BaseIdName
{
/// <summary>
/// Id
/// </summary>
public string Id { get; set; }
/// <summary>
/// 名称
/// </summary>
public string Name { get; set; }
}
}
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
namespace Model.Entity.BaseModel
{
/// <summary>
/// 基础商品类
/// </summary>
public class BaseProduct
{
/// <summary>
/// 产品编号
/// </summary>
public string Number { get; set; }
/// <summary>
/// 产品名称
/// </summary>
public string Name { get; set; }
/// <summary>
/// 产品描述
/// </summary>
public string Desc { get; set; }
/// <summary>
/// 产品图片地址
/// </summary>
public string ImageUrl { get; set; }
/// <summary>
/// 产品类型
/// </summary>
public virtual ProductTypeEnum Type { get; set; }
/// <summary>
/// 道具等级
/// </summary>
public int Level { get; set; }
}
}
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namespace Model.Entity.BaseModel
{
/// <summary>
/// 产品和数量
/// </summary>
public class BaseProductCount :BaseProduct
{
/// <summary>
/// 数量
/// </summary>
public int Count { get; set; }
}
}
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namespace Model.Entity.BaseModel
{
/// <summary>
/// 公共对象 Title和Value
/// </summary>
public class BaseTitleValue
{
/// <summary>
/// 标题
/// </summary>
public string Title { get; set; }
/// <summary>
/// 名称
/// </summary>
public string Value { get; set; }
}
}
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using System;
namespace Model.Entity.BaseModel
{
/// <summary>
/// 创建人的信息
/// </summary>
public class CreateInfo
{
/// <summary>
/// 用户id
/// </summary>
public string UserId { get; set; }
/// <summary>
/// 用户名称
/// </summary>
public string UserName { get; set; }
/// <summary>
/// 用户头像
/// </summary>
public string UserHead { get; set; }
/// <summary>
/// 用户编号
/// </summary>
public string Number { get; set; }
/// <summary>
/// 创建时间
/// </summary>
public long CreateTime { get; set; }
public CreateInfo()
{
}
}
}
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
using System.Collections.Generic;
namespace Model.Entity.BaseModel
{
/// <summary>
/// 鱼种配置表模型类
/// </summary>
public class FishTypeConfig
{
/// <summary>
/// 鱼种编号
/// </summary>
public string FishNumber { get; set; } = string.Empty;
/// <summary>
/// 鱼名字
/// </summary>
public string FishName { get; set; } = string.Empty;
/// <summary>
/// 鱼类型
/// </summary>
public FishTypeEnum FishType { get; set; }
/// <summary>
/// 基础分数
/// </summary>
public int FishScore { get; set; } = 0;
/// <summary>
/// 击杀权重
/// </summary>
public int KillWeight { get; set; } = 0;
/// <summary>
/// 路径编号集合
/// </summary>
public List<int> PathList { get; set; } = new List<int>();
}
/// <summary>
/// 房间配置
/// </summary>
public class RoomConfig
{
/// <summary>
/// 房间编号
/// </summary>
public string RoomNumber { get; set; }=string.Empty;
/// <summary>
/// 房间名称
/// </summary>
public string RoomName { get; set; } = string.Empty;
/// <summary>
/// 游戏类型
/// </summary>
public GameTypeEnum GameType { get; set; }
/// <summary>
/// 房间等级
/// </summary>
public int RoomLevel { get; set; } = 0;
/// <summary>
/// 房间分区数量
/// </summary>
public int RoomPartitionNum { get; set; } = 0;
/// <summary>
/// 房间数量
/// </summary>
public int RoomCount{ get; set; } = 0;
/// <summary>
/// 进房金币限制
/// </summary>
public int RoomGoldLimit { get; set; } = 0;
/// <summary>
/// 炮倍列表
/// </summary>
public List<int> CannonMultipleList { get; set; } = new List<int>();
}
/// <summary>
/// 出鱼配置
/// </summary>
public class RoomFishConfig
{
/// <summary>
/// 游戏类型
/// </summary>
public GameTypeEnum GameType { get; set; }
/// <summary>
/// 普通鱼配置列表
/// </summary>
public List<RoomFishDetailConfig> NormalFishList { get; set; } = new List<RoomFishDetailConfig>();
/// <summary>
/// 按照房间等级出鱼配置
/// </summary>
public List<RoomFishLevelConfig> RoomFishLevelList { get; set; } = new List<RoomFishLevelConfig>();
}
/// <summary>
/// 按照房间等级出鱼配置
/// </summary>
public class RoomFishLevelConfig : RoomFishDetailConfig
{
public int RoomLevel { get; set; } = 0;
}
/// <summary>
/// 出鱼配置
/// </summary>
public class RoomFishDetailConfig
{
/// <summary>
/// 类型 1 鱼 2 鱼阵
/// </summary>
public int Type { get; set; } = 0;
/// <summary>
/// 鱼种编号或鱼阵编号
/// </summary>
public string FishNumber { get; set; } = string.Empty;
/// <summary>
/// 出鱼权重
/// </summary>
public int FishWeight { get; set; } = 0;
/// <summary>
/// 出鱼频率 秒
/// </summary>
public int FishFrequency { get; set; } = 0;
/// <summary>
/// 场内最大数量
/// </summary>
public int MaxCount { get; set; } = 0;
}
/// <summary>
/// 鱼阵配置
/// </summary>
public class FishArrayConfig
{
/// <summary>
/// 鱼阵编号
/// </summary>
public string FishArrayNumber { get; set; } = string.Empty;
/// <summary>
/// 名字
/// </summary>
public string Name { get; set; } = string.Empty;
/// <summary>
/// Boss鱼编号
/// </summary>
public string BossFishNumber { get; set; } = string.Empty;
/// <summary>
/// Boss数量
/// </summary>
public int BoosCount { get; set; } = 0;
/// <summary>
/// 普通鱼
/// </summary>
public string FishNumber { get; set; } = string.Empty;
/// <summary>
/// 普通鱼数量
/// </summary>
public int FishCount { get; set; } = 0;
/// <summary>
/// 阵型编号
/// </summary>
public string ArrayNumber { get; set; } = string.Empty;
/// <summary>
/// 路径集合
/// </summary>
public List<int> PathList { get; set; } = new List<int>();
/// <summary>
/// 阈值
/// </summary>
public List<int> ThresholdList { get; set; } = new List<int>();
}
/// <summary>
/// 用户等级配置
/// </summary>
public class UserLevelConfig
{
/// <summary>
/// 等级
/// </summary>
public int Level { get; set; } = 0;
/// <summary>
/// 经验值下限
/// </summary>
public int ExpMin { get; set; } = 0;
/// <summary>
/// 经验值上限
/// </summary>
public int ExpMax { get; set; } = 0;
/// <summary>
/// 金币
/// </summary>
public int Gold { get; set; } = 0;
/// <summary>
/// 钻石
/// </summary>
public int Diamond { get; set; } = 0;
/// <summary>
/// 道具列表
/// </summary>
public List<BaseProductCount> ProductList { get; set; } = new List<BaseProductCount>();
}
/// <summary>
/// 道具信息
/// </summary>
public class PropInfConfig: BasePropInfo
{
/// <summary>
/// 关联游戏 空为未设置 关联所有
/// </summary>
public List<string> GameNumber { get; set; } = new List<string>();
/// <summary>
/// 有效期 单位天 0为不限制天数
/// </summary>
public int Day { get; set; } = 0;
}
/// <summary>
/// 道具碎片信息
/// </summary>
public class PropFragmentConfig : BasePropInfo
{
/// <summary>
/// 碎片合成数量
/// </summary>
public int FragmentCount { get; set; } = 0;
/// <summary>
/// 碎片合成后道具编号
/// </summary>
public string ProductNumber { get; set; } = string.Empty;
}
/// <summary>
/// 道具基础信息
/// </summary>
public class BasePropInfo:BaseProduct
{
/// <summary>
/// 售卖方式
/// </summary>
public SaleTypeEnum SaleType { get; set; } = SaleTypeEnum.金币;
/// <summary>
/// 售卖价格
/// </summary>
public int Price { get; set; } = 0;
/// <summary>
/// 售卖数量
/// </summary>
public int SaleCount { get; set; } = 1;
/// <summary>
/// 会员价格
/// </summary>
public int VIPPrice { get; set; } = 0;
/// <summary>
/// 经销商价格
/// </summary>
public int DealerPrice { get; set; } = 0;
/// <summary>
/// 是否启用
/// </summary>
public bool IsEnable { get; set; } = true;
/// <summary>
/// 是否销售
/// </summary>
public bool IsSale { get; set; } = true;
}
/// <summary>
/// Vip等级配置
/// </summary>
public class VipLevelConfig
{
/// <summary>
/// Vip等级
/// </summary>
public int Level { get; set; } = 0;
/// <summary>
/// 经验值上限
/// </summary>
public int ExpMax { get; set; } = 0;
/// <summary>
/// 经验值下线
/// </summary>
public int ExpMin { get; set; } = 0;
/// <summary>
/// 签到加成
/// </summary>
public double SignInAdd { get; set; } = 0;
/// <summary>
/// Vip等级礼包列表
/// </summary>
public List<GiftConfig> GiftList { get; set; } = new List<GiftConfig>();
/// <summary>
/// 每日礼包
/// </summary>
public List<GiftConfig> DailyGift { get; set; } = new List<GiftConfig>();
}
/// <summary>
///礼包配置
/// </summary>
public class GiftConfig
{
/// <summary>
/// 类型 1 金币 2 钻石 3 道具
/// </summary>
public int Type { get; set; } = 0;
/// <summary>
/// 是否随机值
/// </summary>
public bool IsRandom { get; set; } = false;
/// <summary>
/// 奖励数量
/// </summary>
public int Count { get; set; } = 0;
/// <summary>
/// 道具数量随机最小值
/// </summary>
public int MinCount { get; set; } = 0;
/// <summary>
/// 道具数量随机最大值
/// </summary>
public int MaxCount { get; set; } = 0;
/// <summary>
/// 道具信息
/// </summary>
public BaseProduct Product { get; set; }
}
/// <summary>
/// 签到奖励配置
/// </summary>
public class SignConfig
{
/// <summary>
/// 排序
/// </summary>
public int Order { get; set; } = 0;
/// <summary>
/// 金币
/// </summary>
public int Gold { get; set; } = 0;
/// <summary>
/// 名称
/// </summary>
public string Name { get; set; } = string.Empty;
/// <summary>
/// 图标地址
/// </summary>
public string Icon { get; set; } = string.Empty;
/// <summary>
/// 概率
/// </summary>
public double Probability { get; set; } = 0;
}
/// <summary>
/// 月卡配置
/// </summary>
public class MonthCardConfig
{
/// <summary>
/// 类型 1 周卡 2 月卡 3 年卡
/// </summary>
public int Type { get; set; } = 0;
/// <summary>
/// 名称
/// </summary>
public string Name { get; set; } = string.Empty;
/// <summary>
/// 签到加成
/// </summary>
public double SignInAdd { get; set; } = 0;
/// <summary>
/// 价格 金币
/// </summary>
public int Gold { get; set; } = 0;
/// <summary>
/// 现金价格
/// </summary>
public double Money { get; set; } = 0;
/// <summary>
/// 权益礼包
/// </summary>
public List<GiftConfig> GiftList { get; set; } = new List<GiftConfig>();
/// <summary>
/// 每日礼包
/// </summary>
public List<GiftConfig> DailyGift { get; set; } = new List<GiftConfig>();
}
/// <summary>
/// 救济配置
/// </summary>
public class ReliefConfig
{
/// <summary>
/// 是否开启
/// </summary>
public bool IsOpen { get; set; } = true;
/// <summary>
/// 金币数量
/// </summary>
public int Gold { get; set; } = 10000;
/// <summary>
/// 每天可以领取的次数
/// </summary>
public int Count { get; set; } = 3;
/// <summary>
/// 领取金币的限制
/// </summary>
public int Limit { get; set; } = 10000;
}
/// <summary>
/// 金币商城配置
/// </summary>
public class GoldShopConfig
{
/// <summary>
/// 商品编号
/// </summary>
public string Number { get; set; } = string.Empty;
/// <summary>
/// 商品名称
/// </summary>
public string Name { get; set; } = string.Empty;
/// <summary>
/// 图标地址
/// </summary>
public string Icon { get; set; } = string.Empty;
/// <summary>
/// 金币数量
/// </summary>
public int Gold { get; set; } = 0;
/// <summary>
/// 钻石数量
/// </summary>
public int Diamond { get; set; } = 0;
}
/// <summary>
/// 钻石商城配置
/// </summary>
public class DiamondShopConfig
{
/// <summary>
/// 商品编号
/// </summary>
public string Number { get; set; } = string.Empty;
/// <summary>
/// 商品名称
/// </summary>
public string Name { get; set; } = string.Empty;
/// <summary>
/// 图标地址
/// </summary>
public string Icon { get; set; } = string.Empty;
/// <summary>
/// 钻石数量
/// </summary>
public int Diamond { get; set; } = 0;
/// <summary>
/// 现金价格
/// </summary>
public double Money { get; set; } = 0;
}
}

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