少年修仙传客户端代码仓库
client_Zxw
2018-10-10 1bd6585136a255f253382030e228cfe73e6e256a
3552 【前端】【主干】绑玉转盘功能开发
5个文件已修改
293 ■■■■■ 已修改文件
Core/GameEngine/DataToCtl/PackageRegedit.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/FairyAu/MethodToWin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/RotatePointer.cs 16 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/WheelOfFortuneModel.cs 248 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/Vip/VipInvest/WheelOfFortuneWin.cs 25 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/DataToCtl/PackageRegedit.cs
@@ -380,7 +380,7 @@
        Register(typeof(HA3C0_tagMCDogzInfo), typeof(DTCA3C0_tagMCDogzInfo));
        Register(typeof(HA3C1_tagMCDogzHelpbattleState), typeof(DTCA3C1_tagMCDogzHelpbattleState));
        #endregion
        Register(typeof(HA324_tagMCBindJadeWheelResult),typeof(DTCA324_tagMCBindJadeWheelResult));
    }
    private static void Register(Type _pack, Type _business)
System/FairyAu/MethodToWin.cs
@@ -330,7 +330,7 @@
                    CA607_tagCMFamilyTechLVUP tag_CA607 = new CA607_tagCMFamilyTechLVUP();
                    tag_CA607.TechID = (uint)indexID;
                    GameNetSystem.Instance.SendInfo(tag_CA607);
                    DebugEx.LogError("输出心法科技需要提升的技能IndexID"+ indexID);
                   // DebugEx.LogError("输出心法科技需要提升的技能IndexID"+ indexID);
                }
                else
                {
System/Vip/VipInvest/RotatePointer.cs
@@ -32,8 +32,9 @@
        public void Init()
        {
            IsRotateBool = false;
            _time = 0;
            transform.localRotation = Quaternion.Euler(0, 0, -wheelOfFortuneModel.AngleSave);
            _time = 0;
            Angle = wheelOfFortuneModel.AngleSave;
            transform.localRotation = Quaternion.Euler(0, 0, -Angle);
            Acceleration = (MaxSpeed - MinSpeed) / SpeedTime;
            m_CheckDisplay.CloseAll();
        }
@@ -48,7 +49,8 @@
            if (!_isRotate)
            {
                if (-Angle != transform.localRotation.z)
                if (-Angle != transform.eulerAngles.z)
                {
                    transform.localRotation = Quaternion.Euler(0, 0, -Angle);
                    m_CheckDisplay.ShowSelected(wheelOfFortuneModel.Lattice);
@@ -57,7 +59,7 @@
                        IsButtonShow(true);
                    }
                    IsRotateBool = false;
                }
                }
                return; //不旋转结束
            }
               
@@ -108,13 +110,15 @@
                    });                 
                    IsRotateBool = false;
                }
               // DebugEx.LogError(transform.eulerAngles.z);
            }          
        }
        //外部调用,初始化时间和打开旋转
        public void SetTime(bool _bool)
        {
            _time =0;
            _time =0;
            Angle = wheelOfFortuneModel.AngleSave;
            if (_bool)
            {
                IsRotateBool = false;
@@ -130,7 +134,7 @@
        private void TweenOver()
        {
        }
        //外部调用,设置停止角度
    }
System/Vip/VipInvest/WheelOfFortuneModel.cs
@@ -2,123 +2,157 @@
//    [Author]:           第二世界
//    [  Date ]:           Thursday, September 27, 2018
//--------------------------------------------------------
using LitJson;
using System;
using System.Collections.Generic;
using LitJson;
using System;
using System.Collections.Generic;
using TableConfig;
using UnityEngine;
namespace Snxxz.UI
using UnityEngine;
namespace Snxxz.UI
{
    public class WheelOfFortuneModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public class AngleClass
        {
            public float AngleStart;
            public float AngleEnd;
        }
        public int Lattice = -1;//格子
        public int Number = 0;//次数
        public int NeedJade = 0;//需要仙玉
        public float AngleSave = 0f;//角度记录
        public Dictionary<int, AngleClass> AngleDic = new Dictionary<int, AngleClass>();
        private  int[][] AngleList;
        public event Action<float> WheelOfFortuneUpdate;
        private string StrKey = string.Empty;
        private bool IsOk = false;
        private const int Redpoint_key1 = 66666;//幸运转盘红点
        public Redpoint redPointStre1 = new Redpoint(6666, Redpoint_key1);
        VipModel m_Vipmodel;
        VipModel vipmodel { get { return m_Vipmodel ?? (m_Vipmodel = ModelCenter.Instance.GetModel<VipModel>()); } }
        public override void Init()
        {
            var BindJadewheel = Config.Instance.Get<FuncConfigConfig>("BindJadeWheelCfg");
            NeedJade = int.Parse(BindJadewheel.Numerical1);
            AngleList = JsonMapper.ToObject<int[][]>(BindJadewheel.Numerical5);
            for (int i = 0; i < AngleList.Length; i++)
            {
                if (AngleDic.Count <= 0)
                {
                    int Type = i + 1;
                    AngleClass angleClass = new AngleClass();
                    angleClass.AngleStart = AngleList[i][0];
                    angleClass.AngleEnd = AngleList[i][1];
                    AngleDic.Add(Type, angleClass);
                }
            }
        }
        public override void UnInit()
        {
        }
        public void OnBeforePlayerDataInitialize()
        {
    public class WheelOfFortuneModel : Model, IBeforePlayerDataInitialize, IPlayerLoginOk
    {
        public class AngleClass
        {
            public float AngleStart;
            public float AngleEnd;
        }
        public int Lattice = -1;//格子
        public int Number = 0;//次数(当日已转次数)
        public int NeedJade = 0;//需要仙玉
        public float AngleSave = 0f;//角度记录
        public Dictionary<int, AngleClass> AngleDic = new Dictionary<int, AngleClass>();
        private double[][] AngleList;
        public event Action<float> WheelOfFortuneUpdate;
        private string StrKey = string.Empty;
        private bool IsOk = false;
        private const int Redpoint_key1 = 20106;//幸运转盘红点
        public Redpoint redPointStre1 = new Redpoint(201, Redpoint_key1);
        VipModel m_Vipmodel;
        VipModel vipmodel { get { return m_Vipmodel ?? (m_Vipmodel = ModelCenter.Instance.GetModel<VipModel>()); } }
        public override void Init()
        {
            var BindJadewheel = Config.Instance.Get<FuncConfigConfig>("BindJadeWheelCfg");
            NeedJade = int.Parse(BindJadewheel.Numerical1);
            AngleList = JsonMapper.ToObject<double[][]>(BindJadewheel.Numerical5);
            for (int i = 0; i < AngleList.Length; i++)
            {
                if (AngleDic.Count <= 0)
                {
                    int Type = i + 1;
                    AngleClass angleClass = new AngleClass();
                    angleClass.AngleStart = (float)AngleList[i][0];
                    angleClass.AngleEnd = (float)AngleList[i][1];
                    AngleDic.Add(Type, angleClass);
                }
            }
        }
        public override void UnInit()
        {
        }
        public void OnBeforePlayerDataInitialize()
        {
            IsOk = false;
        }
        public void OnPlayerLoginOk()
        {
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent -= Updatefighting;//数据的刷新(h0418)
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent += Updatefighting;//数据的刷新(h0418)
            FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent;
            FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent;
            IsOk = true;
            StrKey = "IsOpenFiaryJadeRedPoint" + PlayerDatas.Instance.baseData.PlayerID;
            AngleSave = LocalSave.GetFloat(StrKey);
            RedPoint();
        }
        public void OnPlayerLoginOk()
        {
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent -= Updatefighting;//数据的刷新(h0418)
            PlayerDatas.Instance.PlayerDataRefreshInfoEvent += Updatefighting;//数据的刷新(h0418)
            IsOk = true;
            StrKey = "IsOpenFiaryJadeRedPoint" + PlayerDatas.Instance.baseData.PlayerID;
            AngleSave = LocalSave.GetFloat(StrKey);
            RedPoint();
        }
        public void BindJadeWheelResult(HA324_tagMCBindJadeWheelResult Info)
        {
            Lattice = Info.Index;
            Number = Info.Cnt;
            if (IsOk)
            {
                if (AngleDic.ContainsKey(Lattice))
                {
                    float flo = UnityEngine.Random.Range(AngleDic[Lattice].AngleStart + 0.05f, AngleDic[Lattice].AngleEnd - 0.05f);
                    LocalSave.SetFloat(StrKey, flo);
                    AngleSave = LocalSave.GetFloat(StrKey);
                }
                if (WheelOfFortuneUpdate != null)
                {
                    WheelOfFortuneUpdate(AngleSave);
                }
                RedPoint();
        private void OnFuncStateChangeEvent(int obj)
        {
            if (obj == 144)
            {
                RedPoint();
            }
        }
        public void BindJadeWheelResult(HA324_tagMCBindJadeWheelResult Info)
        {
            Lattice = Info.Index;
            Number = Info.Cnt;
            if (IsOk)
            {
                if (AngleDic.ContainsKey(Lattice))
                {
                    float flo = UnityEngine.Random.Range(AngleDic[Lattice].AngleStart + 0.05f, AngleDic[Lattice].AngleEnd - 0.05f);
                    if (flo > 360f)
                    {
                        flo = flo - 360f;
                    }
                    LocalSave.SetFloat(StrKey, flo);
                    AngleSave = LocalSave.GetFloat(StrKey);
                }
                if (WheelOfFortuneUpdate != null)
                {
                    WheelOfFortuneUpdate(AngleSave);
                }
                RedPoint();
            }
        }
        public void StartTheDraw()//开始抽奖
        {
            CA517_tagCMStartBindJadeWheel _tagC517 = new CA517_tagCMStartBindJadeWheel();
            GameNetSystem.Instance.SendInfo(_tagC517);
        }
        private void Updatefighting(PlayerDataRefresh obj)//红点
        {
            if (obj == PlayerDataRefresh.VIPLv)
            {
                RedPoint();
            }
        }
        private void RedPoint()
        {
            redPointStre1.state = RedPointState.None;
            int LotteryNumber = vipmodel.GetVipPrivilegeCnt(VipPrivilegeType.BindJadeWheel);
            if (LotteryNumber > Number)
            {
                redPointStre1.state = RedPointState.Simple;
            }
        }
        }
        public void StartTheDraw()//开始抽奖
        {
            CA517_tagCMStartBindJadeWheel _tagC517 = new CA517_tagCMStartBindJadeWheel();
            GameNetSystem.Instance.SendInfo(_tagC517);
        }
        private void Updatefighting(PlayerDataRefresh obj)//红点
        {
            if (obj == PlayerDataRefresh.VIPLv)
            {
                RedPoint();
            }
        }
        private void RedPoint()
        {
            if (!FuncOpen.Instance.IsFuncOpen(144) /*|| Number<=0*/)
            {
                return;
            }
            int GetDayOfYear = DateTime.Now.DayOfYear;
            string strKey = "WheelOfRedPoint" + PlayerDatas.Instance.baseData.PlayerID;
            int day = LocalSave.GetInt(strKey);
            if (day != GetDayOfYear)
            {
                redPointStre1.state = RedPointState.Simple;
            }
            else
            {
                redPointStre1.state = RedPointState.None;
            }
        }
        public int GetTheGrid(float angle)
        {
            foreach (var key in AngleDic.Keys)
            {
                if (angle > AngleDic[key].AngleStart && angle < AngleDic[key].AngleEnd)
                {
                    return key;
                }
            }
            return 0;
        }
    }
}
System/Vip/VipInvest/WheelOfFortuneWin.cs
@@ -17,15 +17,15 @@
    {
        [SerializeField] Button m_LotteryBtn;
        [SerializeField] RotatePointer m_RotatePointer;
        [SerializeField] Toggle m_Toggle;
        [SerializeField] Toggle m_Toggle;
        [SerializeField] Button m_CloseBtn;
        [SerializeField] CheckDisplay m_CheckDisplay;
        [SerializeField] Text Money1_Text;
        [SerializeField] Text Money2_Text;
        [SerializeField] Text m_Text_remainingTimes;
        [SerializeField] Button m_PromotionBtn;
        [Header("最大速度")]
        public  float RollingTime = 1f;
        [SerializeField] Button m_PromotionBtn;
        [Header("滚动时间")]
        public  float RollingTime = 1f;
        VipModel m_Vipmodel;
        VipModel vipmodel { get { return m_Vipmodel ?? (m_Vipmodel = ModelCenter.Instance.GetModel<VipModel>()); } }
        WheelOfFortuneModel wheelOfFortuneModel { get { return ModelCenter.Instance.GetModel<WheelOfFortuneModel>(); } }
@@ -56,6 +56,13 @@
        {
            wheelOfFortuneModel.WheelOfFortuneUpdate += WheelOfFortuneUpdate;
            RotatePointer.IsButtonShow += IsButtonShow;
            if (wheelOfFortuneModel.redPointStre1.state == RedPointState.Simple)
            {
                int GetDayOfYear = DateTime.Now.DayOfYear;
                string strKey = "WheelOfRedPoint" + PlayerDatas.Instance.baseData.PlayerID;
                LocalSave.SetInt(strKey, GetDayOfYear);
                wheelOfFortuneModel.redPointStre1.state = RedPointState.None;
            }
        }
        protected override void OnPreClose()
@@ -68,6 +75,8 @@
        private void WheelOfFortuneUpdate(float Angel)
        {
            m_LotteryBtn.interactable = false;
            m_RotatePointer.SetTime(m_Toggle.isOn);
            IsLottery();
        }
@@ -77,13 +86,9 @@
        private void OnClickButton()
        {
         //   m_UIEffectFly.StartFly(Text);
            m_CheckDisplay.CloseAll();
            wheelOfFortuneModel.StartTheDraw();//开始抽奖
            m_LotteryBtn.interactable = false;
            float angel = UnityEngine.Random.Range(0f, 360f);
            m_RotatePointer.Angle = angel;
            m_RotatePointer.SetTime(m_Toggle.isOn);
            m_RotatePointer.SetTime(m_Toggle.isOn);
        }
        private void OnClickToggle(bool _bool)
        {