| Core/GameEngine/DataToCtl/PackageRegedit.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/FairyAu/MethodToWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Vip/VipInvest/RotatePointer.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Vip/VipInvest/WheelOfFortuneModel.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Vip/VipInvest/WheelOfFortuneWin.cs | ●●●●● 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
@@ -33,7 +33,8 @@ { IsRotateBool = false; _time = 0; transform.localRotation = Quaternion.Euler(0, 0, -wheelOfFortuneModel.AngleSave); 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); @@ -108,6 +110,7 @@ }); IsRotateBool = false; } // DebugEx.LogError(transform.eulerAngles.z); } } @@ -115,6 +118,7 @@ public void SetTime(bool _bool) { _time =0; Angle = wheelOfFortuneModel.AngleSave; if (_bool) { IsRotateBool = false; System/Vip/VipInvest/WheelOfFortuneModel.cs
@@ -21,33 +21,32 @@ } public int Lattice = -1;//格子 public int Number = 0;//次数 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 int[][] AngleList; private double[][] 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); 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<int[][]>(BindJadewheel.Numerical5); 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 = AngleList[i][0]; angleClass.AngleEnd = AngleList[i][1]; angleClass.AngleStart = (float)AngleList[i][0]; angleClass.AngleEnd = (float)AngleList[i][1]; AngleDic.Add(Type, angleClass); } } @@ -68,6 +67,8 @@ { 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); @@ -75,6 +76,14 @@ } private void OnFuncStateChangeEvent(int obj) { if (obj == 144) { RedPoint(); } } public void BindJadeWheelResult(HA324_tagMCBindJadeWheelResult Info) { @@ -86,6 +95,10 @@ { 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); } @@ -112,12 +125,33 @@ } private void RedPoint() { redPointStre1.state = RedPointState.None; int LotteryNumber = vipmodel.GetVipPrivilegeCnt(VipPrivilegeType.BindJadeWheel); if (LotteryNumber > Number) 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
@@ -18,14 +18,14 @@ [SerializeField] Button m_LotteryBtn; [SerializeField] RotatePointer m_RotatePointer; [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")] [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(); } @@ -77,12 +86,8 @@ 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); } private void OnClickToggle(bool _bool)