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.APIResponses
{
// ============================================================
// 补充响应类:以下接口暂未接入业务,但已注册到 APIManager,
// 方便后续快速接入。按 swagger 路径分组放置。
// 字段已按 2026-09-02 后端 swagger(/swagger/v1/swagger.json)校对同步。
// ============================================================
// ---------------- /api/User/GetUserAssets ----------------
/// 用户资产 + 背包统一响应
[Serializable]
public class UserAssetsResponse
{
public long gold;
public int diamond;
public List props;
}
// ---------------- /api/User/GetFishingReturnInfo ----------------
/// 捕鱼返利信息
[Serializable]
public class FishingReturnDto
{
/// 今日捕鱼消耗金币
public long todayConsume;
/// 昨日捕鱼消耗金币
public long yesterdayConsume;
/// 是否已领取昨日返利
public bool isClaimed;
/// 可领取的金币数量
public long canClaimGold;
}
// ---------------- /api/User/ClaimFishingReturn ----------------
/// 领取捕鱼返利响应
[Serializable]
public class ClaimFishingReturnDto
{
/// 领取的金币数量
public long gold;
/// 结果消息
public string message;
}
// ---------------- /api/Lottery/Draw ----------------
/// 抽奖结果
[Serializable]
public class LotteryDrawResponse
{
/// 奖品Id
public string prizeId;
/// 奖品名称
public string name;
/// 奖品类型 1=金币 2=钻石 3=道具
public int type;
/// 数量
public long count;
/// 关联Id
public string otherId;
/// 消耗
public long cost;
/// 本次指定的奖池分组:0=旧调用,1=炮台,2=战神,3=翅膀
public int poolType;
}
// ---------------- /api/Lottery/UserStatus ----------------
/// 用户抽奖状态实体
[Serializable]
public class LotteryUserStatus
{
public string id;
public bool isDelete;
public OptionUserInfo createInfo;
/// 用户ID(每个用户一条状态记录)
public string userId;
/// 用户已抽中的奖项ID列表(唯一性控制)
public List drawnPrizeIds;
/// 用户总抽奖次数
public int totalDrawCount;
/// 用户活动是否结束(已抽完所有奖项)
public bool isFinished;
/// 当前抽奖活动周期标识。活动时间变化时自动开始新一期
public string activityCycleKey;
/// 活动开始时间(Unix 秒)
public int activityStartTime;
/// 活动结束时间(Unix 秒)
public int activityEndTime;
/// 各奖池独立抽奖次数。Key:"1"=炮台,"2"=战神,"3"=翅膀。旧数据没有该字段时自动从空字典开始
public Dictionary drawCountByPool;
}
// ---------------- /api/Lottery/Config ----------------
/// 抽奖配置响应(config + 用户已抽中奖项ID)
[Serializable]
public class LotteryConfigResponse
{
/// 抽奖活动配置
public LotteryActivityConfig config;
/// 用户已抽中的奖项ID列表
public List drawnPrizeIds;
}
// ---------------- /api/SummonCard/use ----------------
// 返回 StringBaseResponse(纯字符串),无需独立响应类。
// ---------------- /api/Dict/GetByCode、GetListByCode ----------------
/// 字典实体
[Serializable]
public class SystemDic
{
public string id;
public bool isDelete;
public OptionUserInfo createInfo;
public string parentId;
public string name;
public int order;
public string icon;
public string value;
public string code;
public string remark;
public string remark1;
}
// ---------------- /api/Hall/GetBattleOrderLevelStatus ----------------
/// 战令各等级奖励领取状态响应
[Serializable]
public class BattleOrderLevelStatusResponse
{
/// 当前等级
public int currentLevel;
/// 当前经验
public long currentExp;
/// 是否已购买豪华版
public bool isLuxury;
/// 是否已购买至尊版
public bool isSupreme;
/// 各等级领取状态列表
public List levelStatusList;
}
/// 单个战令等级领取状态
[Serializable]
public class BattleOrderLevelStatus
{
/// 等级
public int level;
/// 升级所需经验
public long exp;
/// 普通奖励状态 1=不满足 2=未领取 3=已领取
public int normalStatus;
/// 普通奖励列表
public List normalGiftList;
/// 豪华奖励状态 0=未购买 1=不满足 2=未领取 3=已领取
public int luxuryStatus;
/// 豪华奖励列表
public List luxuryGiftList;
/// 至尊奖励状态 0=未购买 1=不满足 2=未领取 3=已领取
public int supremeStatus;
/// 至尊奖励列表
public List supremeGiftList;
}
}