using asap.core; using cfg; using game; using System.Collections.Generic; using UnityEngine; public class MMTService { [Inject] public Tables _tables { set; get; } public int MMTValue { private set; get; } public string MMTStr { private set; get; } public List FixedFish { get { return _tables.TbGlobalConfig.FixedFish; } } public bool CanShowHand { set; get; } = true; public bool mmt = false; public bool mmc = false; public bool mmBuilding = false; public string Init(int MMTValue) { this.MMTValue = MMTValue; var mmDatas = _tables.TbMMTInit.DataList; string MMType = ""; mmt = false; mmc = false; for (int i = 0; i < mmDatas.Count; i++) { MMTInit data = mmDatas[i]; //B组修改 bool isB = false; #if UNITY_ANDROID if (CheckMMT(data.ID - 1)) { isB = true; switch (data.MMTType) { ///IOS 不做MMTest case "MMBeginnerPack": mmt = true; break; case "MMCollectingTargetPack": mmc = true; break; case "MMBuildingType": mmBuilding = true; break; default: break; } } #endif if (isB) { MMType = MMType + "B"; } else { MMType = MMType + "A"; } } MMTStr = MMType; return MMType; } /// /// 检查分组 /// /// 第几大组0,1,2 /// false=A true=B bool CheckMMT(int index) { int ab = 1 << (index % 3); return (MMTValue & ab) == ab; } }