This commit is contained in:
2026-03-09 09:25:01 +08:00
parent 3dd5a9bf4e
commit e39164fed4
113 changed files with 5154 additions and 3828 deletions
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@@ -1,25 +0,0 @@
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; }
}
}
@@ -1,18 +0,0 @@
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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@@ -1,39 +0,0 @@
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; }
}
}
@@ -1,15 +0,0 @@
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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@@ -1,42 +0,0 @@
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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namespace Model.Entity.BaseModel
{
/// <summary>
/// Mongo实体基类
/// </summary>
public class MongoBaseEntity
{
/// <summary>
/// 数据id
/// </summary>
public string Id { get; set; }
/// <summary>
/// 是否删除
/// </summary>
public bool IsDelete { get; set; }=false;
/// <summary>
/// 创建人信息
/// </summary>
public OptionUserInfo? CreateInfo { get; set; }
}
}
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using System;
namespace Model.Entity.BaseModel
{
/// <summary>
/// 操作人信息实体类
/// </summary>
public class OptionUserInfo
{
/// <summary>
/// 操作人ID
/// </summary>
public string UserId { get; set; }
/// <summary>
/// 操作人名称
/// </summary>
public string UserName { get; set; }
/// <summary>
/// 操作时间戳
/// </summary>
public long OptionTime { get; set; }
}
}
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namespace Model.Entity.BaseModel
{
/// <summary>
/// 用户简单信息
/// </summary>
public class UserSimpleInfo
{
/// <summary>
/// 用户名
/// </summary>
public string UserName { get; set; }
/// <summary>
/// 用户id
/// </summary>
public string UserId { get; set; }
/// <summary>
/// 序号,唯一标识用户身份的序号
/// </summary>
public string Number { get; set; }
/// <summary>
/// 头像地址
/// </summary>
public string AvatarUrl { get; set; }
}
}
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using Model.Entity.BaseModel;
using System.Collections.Generic;
namespace Model.Entity
{
/// <summary>
/// 后台配置信息实体类
/// </summary>
public class GameConfig : MongoBaseEntity
{
/// <summary>
/// 鱼种配置
/// </summary>
public List<FishTypeConfig> FishTypeConfigs { get; set; } = new List<FishTypeConfig>();
/// <summary>
/// 房间配置
/// </summary>
public List<RoomConfig> RoomConfigs { get; set; } = new List<RoomConfig>();
/// <summary>
/// 出鱼配置
/// </summary>
public List<RoomFishConfig> RoomFishConfigs { get; set; } = new List<RoomFishConfig>();
/// <summary>
/// 鱼阵配置
/// </summary>
public List<FishArrayConfig> FishArrayConfigs { get; set; } = new List<FishArrayConfig>();
/// <summary>
/// 用户等级配置
/// </summary>
public List<UserLevelConfig> UserLevelConfigs { get; set; } = new List<UserLevelConfig>();
/// <summary>
/// 道具表
/// </summary>
public List<PropInfConfig> PropConfig { get; set; } = new List<PropInfConfig>();
/// <summary>
/// 道具碎片表
/// </summary>
public List<PropFragmentConfig> PropFragments { get; set; } = new List<PropFragmentConfig>();
//刮刮卡配置
/// <summary>
/// Vip等级配置
/// </summary>
public List<VipLevelConfig> VipLevelConfigs { get; set; } = new List<VipLevelConfig>();
/// <summary>
/// 签到池配置
/// </summary>
public List<SignConfig> SignConfigs { get; set; } = new List<SignConfig>();
/// <summary>
/// 月卡配置
/// </summary>
public List<MonthCardConfig> MonthCardConfigs { get; set; } = new List<MonthCardConfig>();
/// <summary>
/// 救济金配置
/// </summary>
public ReliefConfig ReliefConfigs { get; set; } = new ReliefConfig();
/// <summary>
/// 金币商城配置
/// </summary>
public List<GoldShopConfig> GoldShopConfigs { get; set; } = new List<GoldShopConfig>();
/// <summary>
/// 钻石商城配置
/// </summary>
public List<DiamondShopConfig> DiamondShopConfigs { get; set; } = new List<DiamondShopConfig>();
}
}
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using Model.Entity.BaseModel;
namespace Model.Entity.Other
{
/// <summary>
/// 公告信息实体类
/// </summary>
public class Notice : MongoBaseEntity
{
/// <summary>
/// 标题
/// </summary>
public string Title { get; set; }
/// <summary>
/// 内容
/// </summary>
public string Content { get; set; }
/// <summary>
/// 简介
/// </summary>
public string Recommend { get; set; }
/// <summary>
/// 创建时间
/// </summary>
public long CreateTime { get; set; }
}
}
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using Model.Entity.BaseModel;
namespace Model.Entity.User
{
/// <summary>
/// 游戏房间
/// </summary>
public class GameRoom:MongoBaseEntity
{
}
}
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using Model.Entity.BaseModel;
using System;
using System.Collections.Generic;
namespace Model.Entity.User
{
/// <summary>
/// 用户邮件实体类
/// </summary>
public class UserEmail : MongoBaseEntity
{
/// <summary>
/// 用户id
/// </summary>
public string UserId { get; set; }
/// <summary>
/// 邮件标题
/// </summary>
public string Title { get; set; }
/// <summary>
/// 邮件内容
/// </summary>
public string Content { get; set; }
/// <summary>
/// 发送时间
/// </summary>
public long SendTime { get; set; }
/// <summary>
/// 阅读时间
/// </summary>
public long ReadTime { get; set; }=0;
/// <summary>
/// 是否已读
/// </summary>
public bool IsRead { get; set; }=false;
/// <summary>
/// 奖励是否领取
/// </summary>
public bool IsReward { get; set; }=false;
/// <summary>
/// 奖励钻石数量
/// </summary>
public int RewardDiamond { get; set; }=0;
/// <summary>
/// 奖励金币数量
/// </summary>
public int RewardGold { get; set; }=0;
/// <summary>
/// 奖励道具列表
/// </summary>
public List<BaseProductCount> RewardItems { get; set; } = new List<BaseProductCount>();
}
}
@@ -1,11 +0,0 @@
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@@ -1,364 +0,0 @@
using Model.Entity.BaseModel;
using System.Collections.Generic;
namespace Model.Entity.User
{
/// <summary>
/// 用户实体类
/// </summary>
public class UserEntity : MongoBaseEntity
{
/// <summary>
/// 基础信息,包括昵称、头像等基本信息
/// </summary>
public UserBaseInfo BaseInfo= new UserBaseInfo();
/// <summary>
/// 实名认证信息
/// </summary>
public RealNameInfo RealName { get; set; }
/// <summary>
/// 保险箱信息
/// </summary>
public SafeBoxInfo SafeBox { get; set; } = new SafeBoxInfo();
/// <summary>
/// 签到
/// </summary>
public SignInfo Sign { get; set; }
/// <summary>
/// 已有炮台列表
/// </summary>
public List<BaseUserProp> CannonList { get; set; }=new List<BaseUserProp>();
/// <summary>
/// 正在使用的炮台信息
/// </summary>
public BaseUserProp CannonUsing { get; set; }
/// <summary>
/// 使用中的翅膀
/// </summary>
public BaseUserProp WingUsing { get; set; }
/// <summary>
/// 已有翅膀列表
/// </summary>
public List<BaseUserProp> WingList { get; set; } = new List<BaseUserProp>();
/// <summary>
/// 使用中的战神
/// </summary>
public BaseUserProp GodWarUsing { get; set; }
/// <summary>
/// 已有战神列表
/// </summary>
public List<BaseUserProp> GodWarList { get; set; } = new List<BaseUserProp>();
/// <summary>
/// 我的背包
/// </summary>
public List<BaseProductCount> Props { get; set; } = new List<BaseProductCount>();
/// <summary>
/// 资产信息、
/// </summary>
public Assets Assets { get; set; } = new Assets();
/// <summary>
/// 注册时间戳,单位为秒
/// </summary>
public long CreateTime { get; set; } = 0;
/// <summary>
/// 封号信息
/// </summary>
public BanInfo BanInfo { get; set; }
/// <summary>
/// 玩家统计信息
/// </summary>
public StaticInfo Static { get; set; } = new StaticInfo();
}
/// <summary>
/// 签到信息
/// </summary>
public class SignInfo
{
/// <summary>
/// 是否签到,默认为false
/// </summary>
public bool IsSign { get; set; } = false;
/// <summary>
/// 签到时间戳,单位为秒
/// </summary>
public long SignTime { get; set; } = 0;
}
/// <summary>
/// 玩家统计信息
/// </summary>
public class StaticInfo
{
/// <summary>
/// 最后一次登录时间戳,单位为秒
/// </summary>
public long LastLoginTime { get; set; } = 0;
/// <summary>
/// 最后一次登录IP地址
/// </summary>
public string LastLoginIp { get; set; } = "";
/// <summary>
/// 在线时长
/// </summary>
public long OnlineTime { get; set; } = 0;
/// <summary>
/// 游戏时长
/// </summary>
public long GameTime { get; set; } = 0;
/// <summary>
/// 所在房间
/// </summary>
public string RoomNumber { get; set; } = "";
/// <summary>
/// 累计充值
/// </summary>
public double TotalRecharge { get; set; } = 0;
/// <summary>
/// 累计消费金币
/// </summary>
public int TotalConsumeGold { get; set; } = 0;
/// <summary>
/// 累计消费钻石
/// </summary>
public int TotalConsumeDiamond { get; set; } = 0;
/// <summary>
/// 可以领取的次数
/// </summary>
public int ReliefGoldCount {get; set; } = 0;
}
/// <summary>
/// 封号信息
/// </summary>
public class BanInfo
{
/// <summary>
/// 是否封号,true为封号状态,false为正常状态。默认值为false(未被封号)。
/// </summary>
public bool IsBan { get; set; } = false;
/// <summary>
/// 封号时间
/// </summary>
public long BanTime { get; set; } = 0;
/// <summary>
/// 封号原因
/// </summary>
public string BanReason { get; set; } = "";
/// <summary>
/// 封号天数
/// </summary>
public int BanDays { get; set; } = 0;
/// <summary>
/// 封号到期时间
/// </summary>
public long BanEndTime { get; set; } = 0;
}
/// <summary>
/// 用户基本信息
/// </summary>
public class UserBaseInfo
{
/// <summary>
/// 用户名
/// </summary>
public string UserName { get; set; } = string.Empty;
/// <summary>
/// 密码
/// </summary>
public string Password { get; set; } = string.Empty;
/// <summary>
/// 序号,唯一标识用户身份的序号
/// </summary>
public string Number { get; set; } = string.Empty;
/// <summary>
/// 头像地址
/// </summary>
public string AvatarUrl { get; set; } = string.Empty;
/// <summary>
/// 手机号
/// </summary>
public string Mobile { get; set; } = string.Empty;
/// <summary>
/// 第三方登陆信息
/// </summary>
public string WXOpenId { get; set; } = string.Empty;
/// <summary>
/// 渠道编号
/// </summary>
public string Channel { get; set; } = string.Empty;
/// <summary>
/// 是否红色昵称
/// </summary>
public bool IsRedName { get; set; } = false;
}
/// <summary>
/// 资产信息
/// </summary>
public class Assets
{
/// <summary>
/// 钻石数量
/// </summary>
public int Diamond { get; set; } = 0;
/// <summary>
/// 金币数量
/// </summary>
public int Gold { get; set; } = 0;
/// <summary>
/// 等级
/// </summary>
public int Level { get; set; } = 1;
/// <summary>
/// 经验值
/// </summary>
public int Exp { get; set; } = 0;
/// <summary>
/// Vip签到加成
/// </summary>
public double VipSignInAdd { get; set; } = 0;
/// <summary>
/// Vip等级
/// </summary>
public int VipLevel { get; set; } = 0;
/// <summary>
/// 未领取的Vip礼包集合
/// </summary>
public List<int> VipGift { get; set; } = new List<int>();
/// <summary>
/// vip每日礼包是否领取
/// </summary>
public bool IsVipDayGift { get; set; } = false;
/// <summary>
/// 会员卡签到加成
/// </summary>
public double UserCardInAdd { get; set; } = 0;
/// <summary>
/// 会员卡等级 1 周卡 2 月卡 3 年卡
/// </summary>
public int UserCardLevel { get; set; } = 0;
/// <summary>
/// 会员卡到期时间
/// </summary>
public long UserCardEndTime { get; set; } = 0;
/// <summary>
/// 月卡每日礼包是否领取
/// </summary>
public bool IsUserCardDayGift { get; set; } = false;
/// <summary>
/// 未领取的权益礼包集合
/// </summary>
public List<int> UserCardGift { get; set; } = new List<int>();
}
/// <summary>
/// 实名信息
/// </summary>
public class RealNameInfo
{
/// <summary>
/// 真实名字
/// </summary>
public string RealName { get; set; } = string.Empty;
/// <summary>
/// 身份证号
/// </summary>
public string IDCard { get; set; } = string.Empty;
}
/// <summary>
/// 保险箱
/// </summary>
public class SafeBoxInfo
{
/// <summary>
/// 存储金额
/// </summary>
public int Amount { get; set; } = 0;
/// <summary>
/// 密码
/// </summary>
public string Password { get; set; } = "";
/// <summary>
/// 存储时间
/// </summary>
public long SaveTime { get; set; } = 0;
}
/// <summary>
/// 用户道具
/// </summary>
public class BaseUserProp : BaseProduct
{
/// <summary>
/// 是否试用
/// </summary>
public bool IsTrial { get; set; } = false;
/// <summary>
/// 体验截止时间
/// </summary>
public long TrialEndTime { get; set; } = 0;
}
}
@@ -1,11 +0,0 @@
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@@ -1,77 +0,0 @@
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
using Model.Entity.BaseModel;
namespace Model.Entity.User
{
/// <summary>
/// 用户任务
/// </summary>
public class UserTask : MongoBaseEntity
{
/// <summary>
/// 用户Id
/// </summary>
public string UserId { get; set; }
/// <summary>
/// 任务编号
/// </summary>
public string Number { get; set; }
/// <summary>
/// 任务描述
/// </summary>
public string Remark { get; set; }
/// <summary>
/// 任务类型
/// </summary>
public TaskType TaskType { get; set; }
/// <summary>
/// 任务事件
/// </summary>
public TaskEvent TaskEvent { get; set; }
/// <summary>
/// 任务条件
/// </summary>
public int TaskCount { get; set; }
/// <summary>
/// 当前进度
/// </summary>
public int Count { get; set; }
/// <summary>
/// 是否完成
/// </summary>
public bool IsFinish { get; set; }=false;
/// <summary>
/// 关联Id 如好友Id
/// </summary>
public string OtherId { get; set; }
/// <summary>
/// 是否领取奖励
/// </summary>
public bool IsGet { get; set; }=false;
/// <summary>
/// 任务添加时间
/// </summary>
public long TaskAddTime { get; set; }
/// <summary>
/// 任务结束时间
/// </summary>
public long TaskEndTime { get; set; }=0;
/// <summary>
/// 任务完成时间
/// </summary>
public long TaskFinishTime { get; set; } = 0;
/// <summary>
/// 奖励礼包
/// </summary>
public GiftConfig GiftConfig { get; set; } = null;
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param
{
/// <summary>
/// 公共分页参数
/// </summary>
public class BaseListPageParam
{
private string _keyword = "";
private int _page = 1;
private int _pageSize = 10;
/// <summary>
/// 关键词
/// </summary>
public string KeyWord
{
get { return string.IsNullOrWhiteSpace(_keyword) ? "" : _keyword.Trim(); }
set { _keyword = string.IsNullOrWhiteSpace(value) ? "" : value.Trim(); }
}
/// <summary>
/// 页码
/// </summary>
public int? PageIndex
{
get { return _page <= 1 ? 1 : _page; }
set { _page = value ?? 0; }
}
/// <summary>
/// 每页数量
/// </summary>
public int? PageSize
{
get { return _pageSize <= 1 ? 10 : _pageSize; }
set { _pageSize = value ?? 0; }
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param
{
/// <summary>
/// 创建房间参数
/// </summary>
public class CreateRoomParam
{
/// <summary>
/// 房间id
/// </summary>
public string roomId { get; set; }
/// <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 userAvatar { get; set; }
/// <summary>
/// 游戏类型 1 我方黑 2 我方红
/// </summary>
public int gameType { get; set; }
/// <summary>
/// 密码,可为空字符串
/// </summary>
public string password { get; set; }
/// <summary>
/// 金币数量
/// </summary>
public int gold { get; set; } = 1000;
}
}
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using Model.Entity;
using Model.Entity.BaseModel;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.Game
{
public class GameConfigParam
{
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.Game
{
/// <summary>
/// 获取广告位列表
/// </summary>
public class GetBannerListParam : BaseListPageParam
{
/// <summary>
/// 状态 1 使用中 2 已停止 -1是全部
/// </summary>
public int State { get; set; } = -1;
/// <summary>
/// 位置
/// </summary>
public string? Position { get; set; } = "";
}
}
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namespace Model.Param.Game
{
/// <summary>
/// 获取任务列表参数
/// </summary>
public class GetTaskListParam:BaseListPageParam
{
/// <summary>
/// 任务状态 1 上架 2 下架 -1全部
/// </summary>
public int State { get; set; } = -1;
/// <summary>
/// 任务类型 -1 全部
/// </summary>
public int TaskType { get; set; } = -1;
/// <summary>
/// 任务事件 -1 全部
/// </summary>
public int TaskEvent { get; set; } = -1;
}
}
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namespace Model.Param.Game
{
/// <summary>
/// 获取玩家任务列表参数
/// </summary>
public class GetUserTaskListParam
{
/// <summary>
/// 任务类型 -1 全部
/// </summary>
public int TaskType { get; set; } = -1;
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.Other
{
/// <summary>
/// 添加公告参数类
/// </summary>
public class AddNoticeParam
{
/// <summary>
/// 标题
/// </summary>
public string Title { get; set; }
/// <summary>
/// 内容
/// </summary>
public string Content { get; set; }
/// <summary>
/// 简介
/// </summary>
public string Recommend { get; set; }
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.Other
{
/// <summary>
/// 公告列表参数类
/// </summary>
public class GetNoticeListParam : BaseListPageParam
{
}
}
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namespace Model.Param.Other
{
/// <summary>
/// 更新公告参数类
/// </summary>
public class UpdateNoticeParam : AddNoticeParam
{
/// <summary>
/// 公告id
/// </summary>
public string Id { get; set; }
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.User
{
/// <summary>
/// 添加玩家道具参数
/// </summary>
public class AddUserPropParam
{
/// <summary>
/// 道具id
/// </summary>
public string PropId { get; set; }
/// <summary>
/// 数量
/// </summary>
public int Count { get; set; }
/// <summary>
/// 类型 3 鱼苗 4 鱼食 5鱼池 6 宝箱 7 锦鲤 8 装饰 9 清洁
/// </summary>
public int Type { get; set; }
}
}
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
namespace Model.Param.User
{
/// <summary>
/// 已完成的任务参数类
/// </summary>
public class CompletedTaskParam
{
/// <summary>
/// 任务事件类型
/// </summary>
public TaskEvent taskEvent { get; set; }
/// <summary>
/// 用户ID
/// </summary>
public string userId { get; set; }=string.Empty;
/// <summary>
/// 根据传回数据判断任务是否 完成
/// </summary>
public int count { get; set; } = 0;
/// <summary>
/// 其他ID,比如好友ID等
/// </summary>
public string otherId { get; set; } = "";
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.User
{
/// <summary>
/// 获取邮箱列表参数类
/// </summary>
public class GetEmailPageParam : BaseListPageParam
{
/// <summary>
/// 邮箱状态 0全部 1 已读 2 未读
/// </summary>
public int ReadStatus { get; set; }
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.User
{
/// <summary>
/// 注册用户请求参数
/// </summary>
public class RegisterUserParam
{
/// <summary>
/// 短信验证码
/// </summary>
public string Code { get; set; }
/// <summary>
/// 手机号
/// </summary>
public string? Mobile { get; set; }
/// <summary>
/// 邀请码
/// </summary>
public string? InviteCode { get; set; }
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.User
{
/// <summary>
/// 注册用户请求参数
/// </summary>
public class RegisterUserWeiXinParam
{
/// <summary>
/// 第三方标识Id
/// </summary>
public string? OpenId { get; set; }
/// <summary>
/// 用户昵称
/// </summary>
public string? NickName { get; set; }
/// <summary>
/// 头像地址
/// </summary>
public string? AvatarUrl { get; set; }
/// <summary>
/// 邀请码
/// </summary>
public string? InviteCode { get; set; }
}
}
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@@ -1,44 +0,0 @@
using Model.Entity.BaseModel;
using Model.Entity.User;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.User
{
/// <summary>
/// 发送邮件业务参数类
/// </summary>
public class SendEmailParam
{
/// <summary>
/// 接收者 用户id
/// </summary>
public string? UserId { get; set; }
/// <summary>
/// 邮件标题
/// </summary>
public string? Title { get; set; }
/// <summary>
/// 邮件内容
/// </summary>
public string? Content { get; set; }
/// <summary>
/// 奖励钻石数量
/// </summary>
public int RewardDiamond { get; set; } = 0;
/// <summary>
/// 奖励积分数量
/// </summary>
public int RewardGold { get; set; } = 0;
/// <summary>
/// 奖励道具列表
/// </summary>
public List<BaseProductCount>? RewardItems { get; set; } = null;
}
}
@@ -1,11 +0,0 @@
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@@ -1,36 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Param.User
{
/// <summary>
/// 更新用户参数
/// </summary>
public class UpdateUserDataParam
{
/// <summary>
/// 用户ID
/// </summary>
public string Id { get; set; }
/// <summary>
/// 钻石数量
/// </summary>
public int Diamond { get; set; } = 0;
/// <summary>
/// 金币数量
/// </summary>
public int Gold { get; set; } = 0;
/// <summary>
/// 等级
/// </summary>
public int Level { get; set; } = 1;
/// <summary>
/// 经验值
/// </summary>
public int Exp { get; set; } = 0;
}
}
@@ -1,11 +0,0 @@
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@@ -1,56 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Response
{
public class StatisticsResult
{
/// <summary>
/// 在线用户数
/// </summary>
public int OnlineUsers { get; set; }
/// <summary>
/// 总访问数
/// </summary>
public long TotalVisits { get; set; }
/// <summary>
/// 今日访问数
/// </summary>
public long TodayVisits { get; set; }
/// <summary>
/// 本月访问数
/// </summary>
public long ThisMonthVisits { get; set; }
/// <summary>
/// 总流量(字节)
/// </summary>
public long TotalTraffic { get; set; }
/// <summary>
/// 总流量(格式化)
/// </summary>
public object TotalTrafficFormatted { get; set; }
/// <summary>
/// 今日流量(字节)
/// </summary>
public long TodayTraffic { get; set; }
/// <summary>
/// 今日流量(格式化)
/// </summary>
public object TodayTrafficFormatted { get; set; }
/// <summary>
/// 本月流量(字节)
/// </summary>
public long ThisMonthTraffic { get; set; }
/// <summary>
/// 本月流量(格式化)
/// </summary>
public object ThisMonthTrafficFormatted { get; set; }
/// <summary>
/// 最后更新时间
/// </summary>
public DateTime LastUpdated { get; set; }
}
}
@@ -1,11 +0,0 @@
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Model.Entity.BaseModel;
namespace Model.Response.User
{
/// <summary>
/// 礼物响应类
/// </summary>
public class GiftResponse
{
/// <summary>
/// 金币数量
/// </summary>
public int Gold { get; set; } = 0;
/// <summary>
/// 钻石数量
/// </summary>
public int Diamond { get; set; }
/// <summary>
/// 商品列表
/// </summary>
public List<BaseProductCount> Product { get; set; } = new List<BaseProductCount>();
}
}
@@ -1,11 +0,0 @@
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using Model.Entity.User;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Response.User
{
/// <summary>
/// 邀请好友列表响应
/// </summary>
public class InviteFriendListResponse
{
/// <summary>
/// 用户列表
/// </summary>
public UserEntity User { get; set; }
/// <summary>
/// 状态码 1未领取 2 已领取
/// </summary>
public int State { get; set; }
}
}
@@ -1,11 +0,0 @@
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@@ -1,69 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Response.User
{
/// <summary>
/// 排行榜响应类
/// </summary>
public class RankingResponse
{
/// <summary>
/// 用户列表
/// </summary>
public List<RankingUserResponse> UserList { get; set; }=new List<RankingUserResponse>();
/// <summary>
/// 用户信息
/// </summary>
public RankingUserResponse User { get; set; }
}
/// <summary>
/// 排行榜用户信息响应类
/// </summary>
public class RankingUserResponse
{
/// <summary>
/// 用户Id
/// </summary>
public string UserId{ get; set; }
/// <summary>
/// 排名
/// </summary>
public int Rank { get; set; }
/// <summary>
/// 用户名
/// </summary>
public string UserName { get; set; }
/// <summary>
/// 序号,唯一标识用户身份的序号
/// </summary>
public string Number { get; set; }
/// <summary>
/// 头像地址
/// </summary>
public string AvatarUrl { get; set; }
/// <summary>
/// 手机号
/// </summary>
public string Mobile { get; set; }
/// <summary>
/// 等级
/// </summary>
public int Level { get; set; }
/// <summary>
/// 锦鲤数量
/// </summary>
public int FishCount { get; set; }
}
}
@@ -1,11 +0,0 @@
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@@ -1,36 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Model.Response.User
{
/// <summary>
/// 用户好友响应类
/// </summary>
public class UserFriendResponse
{
/// <summary>
/// 用户ID
/// </summary>
public string UserId { get; set; }
/// <summary>
/// 昵称
/// </summary>
public string NickName { get; set; }
/// <summary>
/// 头像地址
/// </summary>
public string AvatarUrl { get; set; }
/// <summary>
/// 等级
/// </summary>
public int Level { get; set; } = 1;
/// <summary>
/// 战斗力
/// </summary>
public int Combat { get; set; } = 1;
}
}
@@ -1,11 +0,0 @@
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@@ -1,11 +0,0 @@
using Model.Entity.User;
namespace Model.Response.User
{
/// <summary>
/// 用户token信息
/// </summary>
public class UserToken: UserEntity
{
public string Token { get; set; }
}
}
@@ -1,11 +0,0 @@
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@@ -0,0 +1,11 @@
public class UserBaseInfo
{
public string userName { get; set; }
public string password { get; set; }
public string number { get; set; }
public string avatarUrl { get; set; }
public string mobile { get; set; }
public string wxOpenId { get; set; }
public string channel { get; set; }
public bool isRedName { get; set; }
}
@@ -1,5 +1,5 @@
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guid: 4f0adb90b7fac4f42b046634e32cd8f0
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@@ -13,6 +13,10 @@ namespace Assets.MyGame.Scripts.Net.API
[Serializable]
public class UserToken
{
/// <summary>
/// 基础信息,包括昵称、头像等基本信息
/// </summary>
public UserBaseInfo BaseInfo = new UserBaseInfo();
/// <summary>
/// 用户唯一 ID
/// </summary>
@@ -1,6 +1,8 @@
using Model.Entity.BaseModel;
using System;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
{
@@ -42,7 +44,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
/// <summary>
/// 游戏房间
/// </summary>
public class ChessGameRoom : MongoBaseEntity
public class ChessGameRoom
{
/// <summary>
/// 用户列表
@@ -88,6 +90,44 @@ namespace Assets.MyGame.Scripts.Net.WebResponses.ChineseChess
/// </summary>
public class RedisGameUser
{
//下载头像 失败最多重试5次
public IEnumerator DownTexture2d(System.Action<Texture2D> action)
{
string url = userAvatar;
int downCount = 5;
Texture2D avatarTexture2D = new Texture2D(100, 100);
//if (avatarTexture2D == null)
for (int i = 0; i < downCount; i++)
{
using (UnityWebRequest www = UnityWebRequestTexture.GetTexture(url))
{
yield return www.SendWebRequest();
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("下载失败: " + www.error);
downCount++;
if (downCount == 5)
{
action.Invoke(new Texture2D(100, 100));
yield break;
}
}
else
{
avatarTexture2D = DownloadHandlerTexture.GetContent(www);
break;
}
}
}
action.Invoke(avatarTexture2D);
}
/// <summary>
/// 链接Id
@@ -13,6 +13,6 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
public int maxPlayerCount;
public int currentOnlinePlayerCount;
public int robotCount;
public int roomNumber;
public int roomNumber;
}
}
@@ -7,6 +7,7 @@ using System.Collections.Generic;
[Serializable]
public class RoomChangeResponse
{
public static int CreateSitPos=0;
/// <summary>
/// 房间唯一 ID
/// </summary>
@@ -47,7 +47,7 @@ namespace Assets.MyGame.Scripts.Net.WebResponses
/// <summary>
/// 玩家金币
/// </summary>
public int gold;
public long gold;
/// <summary>
/// 玩家钻石
@@ -1,4 +1,7 @@
using System;
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@@ -6,20 +9,57 @@ using System.Threading.Tasks;
namespace Assets.MyGame.Scripts.Net.WebResponses
{
[Serializable]
public enum FrameDataType
{
none=0,
rotateTurrect,
fireBullet,
createFish,
changeAutoTarget
}
/// <summary>
/// 同步游戏数据
/// </summary>
[Serializable]
public class SyncGameData
{
public string sitPos;
public string name;
public string messageID;
public FrameData frameData;
public int sitPos;
public FrameDataType frameType;
public Object frameData;
}
[Serializable]
public class FrameData
{
}
[Serializable]
public class FrameData_Rotate : FrameData
{
public float angle;
}
[Serializable]
public class FrameData_FireBullit : FrameData
{
public float angle;
public long gold;
public bool isSanShe;
public bool isSuoDing;
public bool auto;
public bool twoRTruuect;
public string monsterID;
}
[Serializable]
public class FrameData_CreateFish : FrameData
{
public RoomFishDetailConfig fish;
}
[Serializable]
public class FrameData_ChangeAutoTarget : FrameData
{
public string targetGuid;
}
}
+10 -4
View File
@@ -3,6 +3,7 @@ using Best.WebSockets;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -80,10 +81,10 @@ namespace Assets.MyGame.Scripts.Net
WebSocketSendList.Bind(GameManager.Instance.user.id);
break;
case SocketType.room:
break;
case SocketType.game:
WebSocketSendList.JoinRoom("11109", GameManager.Instance.user.id,1);
break;
case SocketType.chess:
@@ -99,7 +100,11 @@ namespace Assets.MyGame.Scripts.Net
{
Debug.Log($"[WebSocket] {type} 连接关闭 Code:{code} Reason:{reason}");
// 自动重连
StartCoroutine(Reconnect(type));
if (code!=WebSocketStatusCodes.NormalClosure)
{
StartCoroutine(Reconnect(type));
}
};
ws.OnClosed += (web, code, message) =>
@@ -145,7 +150,8 @@ namespace Assets.MyGame.Scripts.Net
{
if (sockets.TryGetValue(type, out var ws))
{
ws.Close();
ws.Close(WebSocketStatusCodes.NormalClosure, "正常关闭"); // 或者 CloseStatusCode.Normal
//ws.Close();
sockets.Remove(type);
}
}
@@ -58,10 +58,13 @@ namespace Assets.MyGame.Scripts.Net
Screen.orientation = ScreenOrientation.Portrait;
break;
case "BeginGame":
roomMainPanel.subUIManager.CloseAll();
roomMainPanel.StartGame(msg);
{
var va = JsonConvert.DeserializeObject<WebSocketResponseBase<ChessGameRoom>>(msg.ToString()).arguments[0];
roomMainPanel.subUIManager.CloseAll();
roomMainPanel.StartGame(msg);
roomMainPanel.UpdateUserData(va);
}
break;
case "CreateRoomNotice":
{
@@ -70,6 +73,7 @@ namespace Assets.MyGame.Scripts.Net
if (panel != null)
{
panel.UpdataRoom(va);
}
}
@@ -109,6 +113,7 @@ namespace Assets.MyGame.Scripts.Net
case "EndGameSuccess":
{
var va = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
if (va == GameManager.Instance.user.id)
{
roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQWin);
@@ -119,6 +124,34 @@ namespace Assets.MyGame.Scripts.Net
}
}
break;
case "ExitRoomSuccess":
{
var va = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
if (GameManager.Instance.user.id== va)
{
WebSocketSendList.GetRoomListChineseChess(1);
}
else
{
for (int i = 0; i < roomMainPanel.roomData.users.Count; i++)
{
var item = roomMainPanel.roomData.users[i];
if (item.userId != va)
{
roomMainPanel.roomData.users.Remove(item);
roomMainPanel.UpdateUserData(roomMainPanel.roomData);
i--;
}
}
}
}
break;
case "ExitRoomNotice":
@@ -129,6 +162,7 @@ namespace Assets.MyGame.Scripts.Net
if (panel != null)
{
panel.UpdataRoom(va);
}
}
}
@@ -136,6 +170,13 @@ namespace Assets.MyGame.Scripts.Net
case "Disconnect":
roomMainPanel.subUIManager.ShowAsync(UIPanel.ZGXQWin);
break;
case "GameError":
{
var va = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
UIManager.Instance.ShowBoard(va);
}
break;
default:
break;
}
@@ -180,6 +221,25 @@ namespace Assets.MyGame.Scripts.Net
case "SyncPlayerGold":
WebSocketReponseList.SyncPlayerGold(msg);
break;
case "GetRoomInfoResult":
WebSocketReponseList.GetRoomInfoResult(msg);
break;
case "SyncGameData":
WebSocketReponseList.SyncGameDataResult(msg);
break;
case "RoomLeaveNotice":
WebSocketReponseList.LeaveRoomResult(msg);
//WebSocketManager.Instance.Close(SocketType.game);
break;
case "ChangeControllerUser":
var userId = JsonConvert.DeserializeObject<WebSocketResponseBase<string>>(msg).arguments[0];
if (userId==GameManager.Instance.user.id)
{
CreateFishManager.Instance.fangzhu = true;
}
break;
default:
break;
}
@@ -18,13 +18,13 @@ namespace Assets.MyGame.Scripts.Net
/// <param name="msg"></param>
public static void GetRoomListChineseChessResult(string msg)
{
var var1 = UIManager.Instance.Show<UIChineseChessDistrict>(UIPanel.MainGamePanelZGXQ,msg);
var var1 = UIManager.Instance.Show<UIChineseChessDistrict>(UIPanel.MainGamePanelZGXQ, msg);
}
public static void GetGoldConfigSuccessChineseChessResult(string msg)
{
UIManager.Instance.Get<ChineseChessMainPanel>(UIPanel.MainGamePanelZGXQ).subUIManager.ShowAsync(UIPanel.ZGXQGameExplain);
}
/// <summary>
/// 获取房间列表 room
/// </summary>
@@ -32,7 +32,30 @@ namespace Assets.MyGame.Scripts.Net
public static void GetRoomListResult(string msg)
{
var var1 = UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel);
var1.subUIManager.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomPenel).panel_UIHome_BY_MySelectRoomPenel.Show(msg);
var selectRoomPanel = var1.subUIManager.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomPenel);
if (selectRoomPanel != null && selectRoomPanel.isMySelectRoom)
selectRoomPanel.panel_UIHome_BY_MySelectRoomPenel.Show(msg);
else
{
var v = JsonConvert.DeserializeObject<WebSocketResponseBase<List<GetRoomList>>>(msg).arguments[0];
foreach (var item in v)
{
if (item.currentOnlinePlayerCount < item.maxPlayerCount)
{
WebSocketSendList.GetRoomInfo(item.roomId);
break;
//if (item)
//{
//UIHome_BY_SelectRoomLevelPanel.StartGame(item);
//}
}
}
}
}
/// <summary>
/// 加入房间 room
@@ -40,7 +63,7 @@ namespace Assets.MyGame.Scripts.Net
/// <param name="msg"></param>
public static void RoomJoinNotice(string msg)
{
string sceneName="";
string sceneName = "";
UIPanel uIPanel = UIPanel.None;
switch (GameManager.Instance.gameData.currGameType)
{
@@ -56,20 +79,32 @@ namespace Assets.MyGame.Scripts.Net
break;
case GameType.XJMH:
sceneName = "XJMH";
uIPanel= UIPanel.MainGamePanelXJMH;
uIPanel = UIPanel.MainGamePanelXJMH;
break;
case GameType.HHWK:
break;
default:
break;
}
UIManager.Instance.ShowAsync(uIPanel,UIPanel.HomeMainPanel, msg);
UIManager.Instance.ShowAsync(uIPanel, UIPanel.HomeMainPanel, msg);
//这里
SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
var v = SceneManager.GetSceneByName("XJMH");
if (v.IsValid() && v.isLoaded)
{
}
else
{
SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
}
UIManager.Instance.Close(UIPanel.HomeMainPanel);
}
/// <summary>
/// 获取房间列表 room
/// 房间列表 room
/// </summary>
/// <param name="msg"></param>
public static void RoomInfo(string msg)
@@ -92,6 +127,46 @@ namespace Assets.MyGame.Scripts.Net
{
UIManager.Instance.Get<GameMainPanel_XJMH>(UIPanel.MainGamePanelXJMH).currSitData.goldNum = int.Parse(msg);
}
public static void GetRoomInfoResult(string msg)
{
//GameManager.Instance.StartGame();RoomChangeResponse
var roomData = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomChangeResponse>>(msg).arguments[0];
UIHome_BY_SelectRoomLevelPanel.StartGame(roomData);
}
public static void SyncGameDataResult(string msg)
{
var syncGameData = JsonConvert.DeserializeObject<WebSocketResponseBase<SyncGameData>>(msg).arguments[0];
switch (syncGameData.frameType)
{
case FrameDataType.none:
break;
case FrameDataType.rotateTurrect:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_Rotate, syncGameData);
break;
case FrameDataType.fireBullet:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_FireBullet, syncGameData);
break;
case FrameDataType.createFish:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_CreateFish, syncGameData);
break;
case FrameDataType.changeAutoTarget:
EventCenter.Instance.EventTrigger<SyncGameData>(ConstEventString.SyncGameData_ChangeTargetMonster, syncGameData);
break;
default:
break;
}
}
public static void LeaveRoomResult(string msg)
{
//GameManager.Instance.StartGame();RoomChangeResponse
var roomData = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomLeaveNotice>>(msg).arguments[0];
if (roomData.userId == GameManager.Instance.user.id)
{
WebSocketManager.Instance.Close(SocketType.game);
}
}
}
}
@@ -30,6 +30,7 @@ public partial class WebSocketSendList
/// 参数数组(SignalR 要求必须是数组)
/// </summary>
public List<object> arguments;
public WebSocketSendList() { }
public WebSocketSendList(string target, params object[] param)
{
@@ -28,6 +28,10 @@ public partial class WebSocketSendList
{
WebSocketManager.Instance.Send(SocketType.chess, "{\"type\":1,\"target\":\"GameReady\",\"invocationId\":\"1\",\"arguments\":[\"" + roomId + "\",\"" + userId + "\"]}");
}
public static void ExitRoomChineseChess(string roomId, string userId)
{
WebSocketManager.Instance.Send(SocketType.chess, "{\"type\":1,\"target\":\"ExitRoom\",\"invocationId\":\"1\",\"arguments\":[\"" + roomId + "\",\"" + userId + "\"]}");
}
public static void GameOperationChineseChess(string roomId,int operateID, string userId)
{
WebSocketManager.Instance.Send(SocketType.chess, "{\"type\":1,\"target\":\"GameOperation\",\"invocationId\":\"1\",\"arguments\":[\"" + roomId + "\"," + operateID + ",\"" + userId + "\"]}");
@@ -2,14 +2,13 @@
using Assets.MyGame.Scripts.Net.WebResponses.ChineseChess;
using Newtonsoft.Json;
using System;
using Unity.VisualScripting;
public partial class WebSocketSendList
{
/// <summary>
/// 获取房间信息
/// </summary>
/// <param name="leave"></param>
/// <param name="sit"></param>
public static void GetRoomListFish(int leave,int district)
{
WebSocketManager.Instance.Send(SocketType.room, "{\"type\":1,\"target\":\"GetRoomList\",\"invocationId\":\"1\",\"arguments\":[\"" + GameManager.Instance.user.id + "\"," + (int)GameManager.Instance.gameData.currGameType + "," + leave + ","+ district + "]}");
@@ -54,12 +53,21 @@ public partial class WebSocketSendList
/// <param name="roomId"></param>
/// <param name="userId"></param>
/// <param name="level">房间等级</param>
public static void JoinRoom(string roomId, string userId, int level)
public static void JoinRoom(string roomId, string userId, int sitID)
{
var sendObj = new WebSocketSendList("JoinRoom", roomId, userId, level);
var sendObj = new WebSocketSendList("JoinRoom", roomId, userId, sitID);
WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
}
/// <summary>
/// 获取房间信息
/// </summary>
/// <param name="roomId">房间id</param>
public static void GetRoomInfo(string roomId)
{
var sendObj = new WebSocketSendList("GetRoomInfo", roomId);
WebSocketManager.Instance.Send(SocketType.room, JsonConvert.SerializeObject(sendObj));
}
/// <summary>
/// 使用道具
/// </summary>
/// <param name="roomId"></param>
@@ -92,4 +100,22 @@ public partial class WebSocketSendList
var sendObj = new WebSocketSendList("ChangeGunMultiple", roomId, userId, multiple);
WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
}
/// <summary>
/// 数据同步
/// </summary>
public static void SyncGameData(object obj)
{
WebSocketSendList sendObj = new WebSocketSendList
{
type = 1,
invocationId = "1",
target = "SyncGameData",
arguments = new System.Collections.Generic.List<object>()
};
sendObj.arguments.Add(GameManager.Instance.gameData.currRoomData.roomId);
sendObj.arguments.Add(obj);
WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
}
}