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@@ -7,7 +7,7 @@ using UnityEngine;
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namespace GFGGame
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{
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- public class FlipGameView : BaseView
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+ public class FlipGameView : BaseWindow
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{
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private UI_FlipGameUI _ui;
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//卡牌数量(配置)
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@@ -48,6 +48,7 @@ namespace GFGGame
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"卓越"
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};
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+ private List<ActivityOpenCfg> activityGameDate;
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//假数据
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private int[] cardArray = new int[] { 1,1, 2,2, 3, 3 , 4, 4 , 5, 5 , 6, 6 , 8, 8 , 8, 8 };
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@@ -107,14 +108,26 @@ namespace GFGGame
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{
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Timers.inst.Remove(UpdateTime);
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Timers.inst.Remove(UpdateBar);
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- AlertUI.Show("是否退出游戏")
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+
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+ string exitTip;
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+ if(gameDate.bonusLoseArr.Length == 0)
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+ {
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+ exitTip = "退出游戏不保存进度,不扣除任何次数和道具,是否退出?";
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+ }
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+ else
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+ {
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+ exitTip = "退出游戏会按失败结算,获得80%的奖励,是否退出?";
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+ }
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+ AlertUI.Show(exitTip)
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.SetLeftButton(true, "取消", (object data) =>
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{
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Timers.inst.Add(1.0f, 0, UpdateTime);
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Timers.inst.Add(0.1f, 0, UpdateBar);
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})
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- .SetRightButton(true, "确定", (object data) =>
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+ .SetRightButton(true, "确定", async (object data) =>
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{
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+ var result = await MiniGameProxy.ReqMiniGameEnd(gameID, gameDate.type, timeIndex, false, activityGameDate[0].id);
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+ if (!result) return;
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this.Hide();
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});
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}
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@@ -164,6 +177,7 @@ namespace GFGGame
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currentCardNum = cardNum;
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barTime = (float)gameTime;
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needNum = 2;
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+ activityGameDate = ActivityOpenCfgArray.Instance.GetCfgsBytype(ConstLimitTimeActivityType.ActLimitStlyc);
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rand = new System.Random();
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//洗牌
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RandomCardList(cardArray, cardArray.Length);
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@@ -173,8 +187,8 @@ namespace GFGGame
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_ui.m_ScareBar.min = 0;
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_ui.m_ScareBar.value = gameTime;
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_ui.m_star1.SetPosition(((float)(gameTime - CustemsNum[0])/(float)gameTime) * _ui.m_ScareBar.width + 70,_ui.m_star1.position.y, _ui.m_star1.position.z);
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- _ui.m_star2.SetPosition(((float)(gameTime - CustemsNum[1]) / (float)gameTime) * _ui.m_ScareBar.width + 70, _ui.m_star1.position.y, _ui.m_star1.position.z);
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- _ui.m_star3.SetPosition(((float)(gameTime - CustemsNum[2]) / (float)gameTime) * _ui.m_ScareBar.width + 70, _ui.m_star1.position.y, _ui.m_star1.position.z);
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+ _ui.m_star2.SetPosition(((float)(gameTime - CustemsNum[1]) / (float)gameTime) * _ui.m_ScareBar.width, _ui.m_star1.position.y, _ui.m_star1.position.z);
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+ _ui.m_star3.SetPosition(((float)(gameTime - CustemsNum[2]) / (float)gameTime) * _ui.m_ScareBar.width, _ui.m_star1.position.y, _ui.m_star1.position.z);
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//计时器
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Timers.inst.Add(1.0f, 0, UpdateTime);
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