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using Assets.MyGame.Scripts.Net.API.UserData_SubClass;
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using System;
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using System.Collections.Generic;
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namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
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{
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/// <summary>
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/// 刮刮卡配置(GameConfig.scratchCardConfig)
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/// </summary>
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[Serializable]
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public class ScratchCardConfig
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{
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/// <summary>奖励类型:1=金币,2=钻石,3=道具</summary>
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public int type;
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/// <summary>道具详情</summary>
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public BaseProduct baseProduct;
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/// <summary>奖励数量</summary>
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public int count;
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/// <summary>权重</summary>
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public int weight;
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}
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/// <summary>
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/// Boss 掉落配置(GameConfig.bossDropConfig)
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/// </summary>
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[Serializable]
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public class BossDropConfig
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{
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/// <summary>不掉落权重(概率 = noDropWeight / 总权重和)</summary>
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public int noDropWeight;
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/// <summary>掉落道具列表</summary>
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public List<BossDropItemConfig> dropItems;
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}
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/// <summary>
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/// Boss 掉落道具配置
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/// </summary>
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[Serializable]
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public class BossDropItemConfig
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{
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/// <summary>道具编号</summary>
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public string propNumber;
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/// <summary>道具名称</summary>
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public string propName;
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/// <summary>掉落数量</summary>
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public int count;
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/// <summary>掉落权重(概率 = weight / 10000)</summary>
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public int weight;
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}
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/// <summary>
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/// 机器人击杀播报配置(GameConfig.robotKillConfig)
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/// </summary>
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[Serializable]
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public class RobotKillConfig
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{
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/// <summary>总开关</summary>
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public bool isEnabled;
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/// <summary>播报间隔(秒),默认 5</summary>
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public int intervalSeconds;
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/// <summary>播报场景配置</summary>
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public List<RobotKillScene> scenes;
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}
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/// <summary>
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/// 机器人击杀播报场景配置
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/// </summary>
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[Serializable]
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public class RobotKillScene
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{
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/// <summary>场次名称(如:风雷之渊)</summary>
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public string gameName;
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/// <summary>等级名称(如:初级场)</summary>
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public string levelName;
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/// <summary>游戏类型</summary>
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public int gameType;
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/// <summary>房间等级</summary>
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public int roomLevel;
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/// <summary>出现权重</summary>
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public int weight;
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/// <summary>鱼种名称</summary>
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public string fishName;
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/// <summary>鱼种编号</summary>
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public string fishNumber;
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/// <summary>倍数最小值</summary>
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public int multiplierMin;
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/// <summary>倍数最大值</summary>
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public int multiplierMax;
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/// <summary>爆奖金额最小值</summary>
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public long jackpotMin;
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/// <summary>爆奖金额最大值</summary>
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public long jackpotMax;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cea80cf2d728fed4ca31613ada9f1163
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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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@@ -11,7 +11,8 @@ namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
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public long startTime;
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public long endTime;
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public List<LotteryPoolLevel> pools;
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public List<long> costs;
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/// <summary>分奖池价格阶梯。Key:"1"=炮台,"2"=战神,"3"=翅膀;每个奖池独立计费,不再使用公共价格</summary>
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public Dictionary<string, List<long>> costsByPool;
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public int userMaxDraw;
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}
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@@ -0,0 +1,35 @@
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using System;
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using System.Collections.Generic;
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namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
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{
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/// <summary>
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/// 鱼雷道具配置(GameConfig.torpedoConfigs,本轮新增)
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/// </summary>
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[Serializable]
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public class TorpedoItemConfig
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{
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/// <summary>鱼雷编号</summary>
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public string number;
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/// <summary>鱼雷名称</summary>
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public string name;
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/// <summary>鱼雷颜色</summary>
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public string color;
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/// <summary>奖励范围列表(按权重随机取金币区间)</summary>
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public List<TorpedoRewardConfig> rewardRanges;
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}
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/// <summary>
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/// 鱼雷奖励范围配置
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/// </summary>
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[Serializable]
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public class TorpedoRewardConfig
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{
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/// <summary>最小金币</summary>
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public int minGold;
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/// <summary>最大金币</summary>
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public int maxGold;
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/// <summary>权重</summary>
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public int weight;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 256fe00634345604995f7e0a61127998
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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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