先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
58 lines
1.8 KiB
C#
58 lines
1.8 KiB
C#
using cfg;
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using System.Collections.Generic;
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public struct GeneralEventPackData
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{
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public int currentEventID;
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public int redirectID;
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public int VIPLvlWhenEventActivate;
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public int purchaseCount;
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public bool doNeedTrigger;
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public bool isTriggered;
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public int savingProgress;
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public int discountLvl;
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public int visualProgress;
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public int visualDiscountLvl;
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public float inflation;
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#region rodSelection
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public int rodID;
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public int lastPackIDBought;
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public int packID;
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#endregion
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#region SelectionPack
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public List<int> selections;
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#endregion
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public GeneralEventPackData(int eventID = 0, int redirectID = 0,
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int vip = 0, int purchaseCount = 0, bool doNeedTrigger = false,
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bool isTriggered = false, int savingProgress = 0, int discountLvl = 0,
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int visualProgress = 0, int visualDiscountLvl = 0, int rodID = 0,
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int lastPackIDBought = 0, int packID = 0, List<int> selections = null, float inflation = 0)
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{
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currentEventID = eventID;
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this.redirectID = redirectID;
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VIPLvlWhenEventActivate = vip;
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this.purchaseCount = purchaseCount;
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this.doNeedTrigger = doNeedTrigger;
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this.isTriggered = isTriggered;
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this.savingProgress = savingProgress;
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this.discountLvl = discountLvl;
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this.visualProgress = visualProgress;
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this.visualDiscountLvl = visualDiscountLvl;
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this.rodID = rodID;
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this.lastPackIDBought = lastPackIDBought;
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this.packID = packID;
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this.selections = selections;
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this.inflation = inflation;
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}
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}
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public interface IEventPackData
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{
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public void LoadData(string s);
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public void LoadData(GeneralEventPackData d);
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public bool UpdateData(FishingEvent e);
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public void SaveData();
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public bool IsPackActivated { get; }
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}
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