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