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