处理历史事件成功逻辑
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@ -93103,10 +93103,10 @@ MonoBehaviour:
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m_PersistentCalls:
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m_Calls: []
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m_Sprite: {fileID: 21300000, guid: 08cc5ee6f40805f4180c0771351a0aeb, type: 3}
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m_Type: 0
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m_Type: 3
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillMethod: 0
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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@ -275,7 +275,7 @@ namespace GameLogic
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else if (buff.m_Id == 1)
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{
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// 点赞
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Log.Debug("点赞");
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//Log.Debug("点赞");
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// 创建一个玩家头像出来
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@ -31,7 +31,7 @@ namespace GameLogic
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public static int GmActorId = 1;
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public static int HuangJinShiDaiEnd = 5; // 黄金时代结束时间
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public static int LiShiShiJianEnd = 5; // 历史事件结束时间
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public static int LiShiShiJianEnd = 15; // 历史事件结束时间
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// 测试玩家头像Url
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@ -266,11 +266,13 @@ namespace GameLogic
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Log.Error("礼物配置表Id异常 {0}", 1);
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return;
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}
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Log.Debug("点赞:" + data.teamId);
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//Log.Debug("点赞:" + data.teamId);
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DataGameSceneManager.Instance.OnGiftFunc(giftConfig, int.Parse(protCustMessageData.Count), data);
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if (DataGameSceneManager.Instance.isHuangJinShiDai)
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if (DataGameSceneManager.Instance.isLiShiShiJian)
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{
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DataGameSceneManager.Instance.m_LiShiShiJianLikeCount += int.Parse(protCustMessageData.Count);
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bool isAdd = true;
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// 检查列表是否存在该玩家
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foreach (var item in DataGameSceneManager.Instance.sjDatas)
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@ -286,6 +288,9 @@ namespace GameLogic
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if (isAdd)
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{
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// 给玩家增加贡献
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data.m_GongXian++;
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SjData sjData = new SjData() { };
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sjData.openId = data.protCustMessageData.openId;
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sjData.name = data.protCustMessageData.nickName;
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@ -177,8 +177,10 @@ namespace GameLogic
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// 更新界面逻辑
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// 目前固定两百个点赞逻辑。
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m_tmp_ShiJianValue.text = string.Format("{0}/200", DataGameSceneManager.Instance.m_LiShiShiJianLikeCount);
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m_img_JinDu.fillAmount = (float)(DataGameSceneManager.Instance.m_LiShiShiJianLikeCount / (float)DataGameSceneManager.Instance.m_LiShiShiJianLikeCountMax);
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m_img_JinDu.fillAmount = (float)DataGameSceneManager.Instance.m_LiShiShiJianLikeCount / DataGameSceneManager.Instance.m_LiShiShiJianLikeCountMax;
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// 奖励也是固定死的
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if (DataGameSceneManager.Instance.m_LiShiShiJianLikeCount >= DataGameSceneManager.Instance.m_LiShiShiJianLikeCountMax)
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@ -210,11 +212,11 @@ namespace GameLogic
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// 设置用户信息
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m_textHuangJinInfo.text = string.Format(
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config.TextInfo,
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DataGameSceneManager.Instance.sjDatas[0] == null ? "暂无" : DataGameSceneManager.Instance.sjDatas[0].name,
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DataGameSceneManager.Instance.sjDatas[1] == null ? "暂无" : DataGameSceneManager.Instance.sjDatas[1].name,
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DataGameSceneManager.Instance.sjDatas[2] == null ? "暂无" : DataGameSceneManager.Instance.sjDatas[2].name
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);
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config.TextInfo,
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DataGameSceneManager.Instance.sjDatas.Count > 0 && DataGameSceneManager.Instance.sjDatas[0] != null ? DataGameSceneManager.Instance.sjDatas[0].name : "暂无",
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DataGameSceneManager.Instance.sjDatas.Count > 1 && DataGameSceneManager.Instance.sjDatas[1] != null ? DataGameSceneManager.Instance.sjDatas[1].name : "暂无",
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DataGameSceneManager.Instance.sjDatas.Count > 2 && DataGameSceneManager.Instance.sjDatas[2] != null ? DataGameSceneManager.Instance.sjDatas[2].name : "暂无"
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);
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// 设置图片从透明到不透明
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@ -230,6 +232,8 @@ namespace GameLogic
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m_img_HuangJinShiDai.gameObject.SetActive(false);
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m_rect_ShiJian.gameObject.SetActive(false);
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DataGameSceneManager.Instance.m_LiShiShiJianLikeCount = 0;
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});
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}
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}
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@ -328,6 +332,8 @@ namespace GameLogic
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DataGameSceneManager.Instance.sjDatas.Clear(); // 清空数据
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DataGameSceneManager.Instance.m_LiShiShiJianLikeCount = 0;
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// 等待五秒钟后关闭
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UniTask.Delay(5000).ContinueWith(() =>
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