using System.Collections.Generic; using MongoDB.Bson.Serialization.Attributes; using MongoDB.Bson.Serialization.Options; namespace ET { /// /// 合成小游戏组件 /// public class MergeGameComponent : Entity, IAwake, IDestroy, ITransfer, IUnitCache, IConfigHotLoad { public string StrId; //游戏子类型当前处于的关卡id (合成小游戏子类型, 所处于的关卡id) [BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)] public Dictionary SubCurLevelDic = new Dictionary(); //已经通关的关卡id列表 (子类型-关卡id, 是否通关0未通 1已通) [BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)] public Dictionary PassLevelDic = new Dictionary(); //展示区 (子类型,材料id-材料id-材料id-...)-----位置上没有材料就用0填充 [BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)] public Dictionary ShowLatticeDic = new Dictionary(); //为new的材料ids, 用来处理合成路线new样式.(子类型, 材料id-材料id-...) [BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)] public Dictionary NewItemDic = new Dictionary(); //获得过的材料id,永远记录 (子类型, 材料id-材料id-...) [BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)] public Dictionary ObtainedItemDic = new Dictionary(); //临时背包 [BsonIgnore] public Dictionary TempBag = new Dictionary(); [BsonIgnore] public List TempObtainedBag = new List(); [BsonIgnore] public List TempNewBag = new List(); [BsonIgnore] public List TempShowListBag = new List(); } /// /// 购买材料的类型 /// public enum ExchangeTypeEnum { /// /// 1.左边的豆包 /// LeftDouBao = 1, /// /// 2.右边的阿福 /// RightAfu = 2 } /// /// PassLevelDic的val值,也是通关状态 /// public enum PassLevelValStatusEnum { /// /// 未通过 /// NoPass = 0, /// /// 已通过 /// Pass = 1 } }