using UnityEngine; using System.Collections.Generic; public class LayeredPool { public LayeredPool(int poolNum,int prizeCount) { game = new CascadeRedPacketInt(poolNum, prizeCount); } CascadeRedPacketInt game; public List BossGlodCoin(int count,Vector3 v3Point) { if (game.HasNext()) { int currentSubCount = count; // 传入动态的个数 List result = game.GrabFullCycle(currentSubCount); CreateFishManager.Instance.SyncGameData_SendRendromDieFishID(currentSubCount, result, v3Point); return result; } return null; } public List BossGlodCoinNotFish(int count) { if (game.HasNext()) { int currentSubCount = count; // 传入动态的个数 List result = game.GrabFullCycle(currentSubCount); return result; } return null; } public List BossGlodCoinRandrom(Vector3 v3Point, int min=3,int max=8) { if (game.HasNext()) { // --- 模拟动态逻辑 --- // 假设:第1个人裂变成3个包,第2个人裂变成10个包... // 这里用随机数模拟每次裂变个数不同 (3 到 8 之间) int currentSubCount = Random.Range(min, max + 1); // 传入动态的个数 List result = game.GrabFullCycle(currentSubCount); CreateFishManager.Instance.SyncGameData_SendRendromDieFishID(currentSubCount, result, v3Point); return result; } return null; } }