using ET; using System; using System.Collections; using System.Collections.Generic; using System.Text.RegularExpressions; using UnityEngine; namespace GFGGame { class MiniGameDateManager : SingletonBase { public List itemList = new List(); public List gameinfoList = new List(); //记录合成游戏的矩阵信息 public List idList_CS = new List(); public Dictionary NewItemIdDic = new Dictionary(); public string ItemIdVPosition = ""; public int MergeGameType = 1; //资源组的名字 public int MergeGameMatType = 1; public bool CurLevelStatus; public bool CHECK_TIPS = false; //提示弹窗是否打开 //合成游戏 public int taskID = 40001; public bool GetRewardRot() { if(gameinfoList.Count == 0) { return false; } foreach(GameInfoProto t in gameinfoList) { if(t.FirstPassRewardStatus == 1) { return true; } if(t.StarRewardStatus.Count > 0 ) { for(int i = 0; i> GetIdListToLL() { List> idlist = new List>(); int itemNum = 5; int count = 0; for (int i = 0; i < itemNum; i++) { idlist.Add(new List()); for (int j = 0; j < itemNum; j++) { int index = i * itemNum + j; //对两个按钮单独处理 if (i == itemNum - 1) { if (j == 0) { idlist[i].Add(-1); continue; } if (j == itemNum - 1) { idlist[i].Add(-1); continue; } } idlist[i].Add(idList_CS[count]); idlist[i][j] = idList_CS[count]; count++; } } return idlist; } public List GetListByll(List> idlist) { List idList_S = new List(); int itemNum = 5; for (int i = 0; i < itemNum; i++) { for (int j = 0; j < itemNum; j++) { //对两个按钮单独处理 if (i == itemNum - 1) { if (j == 0) { continue; } if (j == itemNum - 1) { continue; } } idList_S.Add(idlist[i][j]); } } return idList_S; } public List GetIDListByString(string name) { List idList = new List(); string[] parts = Regex.Split(name, "-"); foreach (string id in parts) { idList.Add(int.Parse(id)); } return idList; } } }