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
}
}