using System.Collections.Generic;
using GameConfig.actorConfig;
using TEngine;
using Unity.Mathematics;
using UnityEngine;
namespace GameLogic
{
public class CommonData
{
}
public class AckData
{
public string msgId;
public string ackType;
}
public enum GameStateType
{
团队赛 = 0,
个人赛 = 1
}
public enum GameRankType
{
当局排行榜 = 0,
本周排行榜 = 1,
本月排行榜 = 2
}
///
/// 平台类型
///
public enum PlatformType
{
None, // 自测
Dy, // 抖音
DyTest,// 固定房间测试
Ks, // 快手
Tk
}
public class GiftItemData
{
public int giftId;
public int num;
public ProtCustMessageData m_ProtCustMessageData; // 玩家基本数据
}
public class UnitPlayerData
{
public string teamId;
public ProtCustMessageData protCustMessageData;
public long m_Score; // 当局积分
public long m_AllWinCount;// 当局胜点
public long m_LikeCount;//当局点赞
public void AddExp(long v)
{
protCustMessageData.rankRo.exp += v;
while (ConfigSystem.Instance.Tables.TbPlayerLevelConfig.DataMap.ContainsKey(protCustMessageData.rankRo.lv + 1) &&
protCustMessageData.rankRo.exp >= ConfigSystem.Instance.Tables.TbPlayerLevelConfig.DataMap[protCustMessageData.rankRo.lv + 1].Exp)
{
protCustMessageData.rankRo.exp -= ConfigSystem.Instance.Tables.TbPlayerLevelConfig.DataMap[protCustMessageData.rankRo.lv + 1].Exp;
protCustMessageData.rankRo.lv++;
UpdateLV();
OnLevelUp();
}
}
public void OnLevelUp()
{
GameEvent.Send(EventConts.PlayerUpdateLv);
}
public void UpdateLV()
{
}
}
public class GMMessage
{
public string type;
public string nickName;
public string openId;
public string imageUrl;
public string content;
public string count;
public long giftValue;
public int customCamp;
}
public class ParentProtCustMessageData
{
public string type;
public ProtCustMessageDataRoot data;
}
public class ProtCustMessageDataRoot
{
public string roomId; // 房间id
//弹幕
public string msgId;// string类型id
public string uid;// 评论用户的加密openid,当前其实没有加密
public string secWid;// 评论用户的加密openid,当前其实没有加密
public string comment;// 评论内容
public string avatar;// 用户头像
public string name;// 评论用户昵称(不加密)
public long createTime;// 评论毫秒级时间戳
//礼物
public string openId;// 用户的加密openid,当前其实没有加密
public string secUid;// 用户的加密openid,当前其实没有加密
public string giftId;// 加密的礼物id
public long repeatCount;// 送出的礼物数量
public string giftName;//名字
public string giftPictureUrl;//图片
public long diamondCount;//单价
public long giftValue;// 礼物总价值,单位分private LongcreateTime;毫秒级时间戳
//点赞
public string likeCount;// 点赞数,上游2s合并一次数据private Long createTime;// 点黄毫秒级时间戳
public PlayRankData rankRo;
public int customCamp;
}
public class PlayRankData
{
public string createBy { get; set; }
public string createTime { get; set; }
public string uid { get; set; }
public string name { get; set; }
public string avatar;
public int pay; // 出票数量
public long winCount; // 连胜
public string extData1; // 自定义数据-元宝
public string extraInfo; // 额外信息
public long score;
public long weekScore;
public int rank;
public int weekRank; //zhou
public long exp;
public long lv;
}
public class PlayRankRootData
{
public int code;
public string msg;
public List data;
}
public class ProtCustMessageData
{
///
/// Ϣ
///
public string method { get; set; }
///
/// ͷַ
///
public string imgURL { get; set; }
///
///
///
public string nickName { get; set; }
///
/// UID
///
public string secUid { get; set; }
///
/// Ϣ
///
public string content { get; set; }
///
///
///
public string Count { get; set; }
///
/// ǷǷ˿
///
public bool isFanSi { get; set; }
///
/// Ψһid
///
public string openId { get; set; }
///
/// 总价值
///
public long giftValue { get; set; }
public long createTime { get; set; }
public PlayRankData rankRo { get; set; }
public int customCamp { get; set; }
public string roomId { get; set; }
}
public class PostPlayRankData
{
public string uid;
public string name;
public string avatar;
public long score;
public long weekScore;
public long pay; // 出票数量
public string extData1; // 自定义数据
public string extraInfo; // 额外信息
public long winCount; // 连胜
public string useClientData;
public long exp;
public long lv;
}
public class RoomInfoData
{
public string room_id;
public string anchor_open_id;
public string avatar_url;
public string nick_name;
public int level;
}
public class GetScoreDataRoot
{
public string msg;
public int code;
public ScoreData data;
}
public class ScoreData
{
public string anchorUid;
public string anchorName;
public string anchorAvatar;
public string score;
public string appid;
public int anchorScore;
public int anchorWeekScore;
public int occupyCount;
public int winCount;
public int country;
public long rank;
public long weekRank;
public long occupyRank;
}
public class RoundVo
{
//CLOSE, // 关闭中
//DEF, // 空闲
//PVP, // 普通游戏进行中
//PK, // pk进行中
//PVE // pve 国战进行中
/**
* 回合结束的游戏类型, 定义见 RoomStateEnum
*/
public string type;
/**
* 玩法模式的id。
*/
public string id;
/**
* 直播间的对局Id,每个直播间不同。 通常是整数类型【如果不提供,服务器端自动生成(长度16)】
*/
public string roundId;
/**
* 当前主播扮演方 [【红:red、蓝:blue】]
*/
public string side;
/**
* 胜利方 【回合结束时传递】
*/
public string winSide;
}
public class VipItemData
{
public int m_RankNum; // 排行
// public TeamUnitEnum m_TeamEnum; // 阵营
public ProtCustMessageData m_ProtCustMessageData; // 玩家基本数据
}
public class GetRoomIdData
{
public string token;
}
public class GetRoomDataRoot
{
public string msg;
public int code;
public RoomInfoData data;
}
}