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; } }