bingo 项目提交

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2026-04-20 13:49:36 +08:00
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fileFormatVersion: 2
guid: ad3273bae87648ac8ff70eb4d402ae33
timeCreated: 1692760582
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using System.Collections.Generic;
namespace BingoBrain
{
public class AchieveModel
{
public List<Achieve> dataList;
}
public class Achieve
{
public int id;
public bool is_com_reward;
public bool is_double;
public string text_read_ru;
public string text_read;
public string desc;
public int[] tol_num;
public int[] reward_num;
}
public class PassingTaskModel: BingoBrainConfigModel<PassingTasks>
{
// public List<PassingTask> dataList;
}
public class PassingTasks: BingoBrainConfigData
{
public bool is_com_reward;
public bool is_double;
public string text_read_ru;
public string text_read;
public string desc;
public int tol_num;
public int reward_num;
public bool is_get;
}
public class DurationtasksModel: BingoBrainConfigModel<Durationtasks>
{
// public List<Durationtasks> dataList;
}
public class Durationtasks: BingoBrainConfigData
{
public bool is_com_reward;
public bool is_double;
public string text_read_ru;
public string text_read;
public string desc;
public int tol_num;
public int reward_num;
public bool is_get;
}
public class PassportrewardsModel: BingoBrainConfigModel<Passportrewards>
{
// public List<Passportrewards> dataList;
}
public class Passportrewards: BingoBrainConfigData
{
public int Eliminating_quantity;
public int Free_rewards_num;
public int Free_rewards_type;
public int Paid_rewards_num;
public int Paid_rewards_type;
public int Passportrewards_CD;
}
public class PaidcoinsModel : BingoBrainConfigModel<Paidcoins>
{
// public List<Paidcoins> dataList;
}
public class Paidcoins: BingoBrainConfigData
{
public int Actual_coins;
public int Discount_rate;
public float Payment_amount;
public float Payment_amount2;
public int receive_CD;
}
}
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namespace BingoBrain
{
public class AdRewardModel : BingoBrainConfigModel<AdReward>
{
}
public class AdReward : BingoBrainConfigData
{
public int reward;
public int rewardAmount;
public int[] ratio;
public int[] probability;
}
}
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fileFormatVersion: 2
guid: 527edf66146d4509a103a60c89895a0b
timeCreated: 1699949044
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namespace BingoBrain
{
public class BingoProbModel : BingoBrainConfigModel<BingoProb>
{
}
public class BingoProb : BingoBrainConfigData
{
public int probability;
public int[] daubNum;
public int[] bingoprob;
}
}
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fileFormatVersion: 2
guid: fd21661263994e2aa5a69c7bab166af4
timeCreated: 1703744557
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using System.Collections.Generic;
namespace BingoBrain
{
public class BoardModel
{
public List<Board> dataList;
}
public class Board
{
public int[][] vector2;
public int[] offset;
}
public class StackedModel
{
public List<Stacked> dataList;
}
public class Stacked
{
public int[] site;
public int[] offset;
public int num;
}
}
// "{\"level\":1,\"board\":[{\"vector2\":[[1,0,0,0,0,0],[1,0,0,0,0,0],[1,1,1,0,0,0],[0,1,1,1,1,1],[0,1,1,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]],\"offset\":[0,0,0,0]},{\"vector2\":[[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,1,1,1,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]],\"offset\":[0,1,0,0]},{\"vector2\":[[0,0,0,0,0,0],[0,0,0,0,0,0],[0,1,0,0,0,0],[0,1,0,0,0,0],[0,1,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]],\"offset\":[1,0,0,0]}],\"stacked\":[{\"site\":[1,6],\"offset\":[0,1,0,0],\"num\":6},{\"site\":[7,6],\"offset\":[0,0,0,1],\"num\":5}],\"item_type\":3}"
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using System;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
using UnityEngine;
namespace BingoBrain
{
public class MakeupModel : BingoBrainConfigModel<makeup>
{
}
public class makeup : BingoBrainConfigData
{
public int item_need;
public bool is_onetime;
public int task_need;
public int ad_need;
public int item;
public int levels_need;
public int AD_Down;
public int AD_Limit_times;
public int Login_Limit_times;
public int Active_time;
public int Active_time_Down;
public int Active_Limit_times;
}
public class MakeupModel_2 : BingoBrainConfigModel<makeup_2>
{
}
public class makeup_2 : BingoBrainConfigData
{
public int item_need;
public bool is_onetime;
public int task_need;
public int ad_need;
public int item;
public int levels_need;
public int AD_Down;
public int AD_Limit_times;
public int Login_Limit_times;
public int Active_time;
public int Active_time_Down;
public int Active_Limit_times;
public int PayIncrease;
public float ADIncrease;
public int Reset_time;
}
public class CardRedeemNewModel : BingoBrainConfigModel<cardRedeemNew>
{
}
public class cardRedeemNew : BingoBrainConfigData
{
public int item;
public int redeem_id;
public int fee_need;
public int ServerID_USD;
public int ServerID_BRL;
public int ServerID_IDR;
public int item_need;
public decimal redeem_num;
public int redeem_br;
public bool is_real;
public int task_need;
}
public class GameUrlsModel : BingoBrainConfigModel<GameUrls>
{
}
public class GameUrls : BingoBrainConfigData
{
public string[] countryCode;
public string[] excludedCountryCode;
public string webLink;
public int webType;
public int sectionalizerId;
public int userType;
public int probability;
public int[] webTimesCT;
public int[] hideWebTimesCT;
public int refreshMax;
public int darkWebTimesCT;
public int wvType;
public int wvthrough;
public int isMagic;
}
public class exBrPoolModel : BingoBrainConfigModel<exBrPool>
{
public static List<string> config_name_list;
public static List<string> config_money_list;
public static List<string> old_time_list;
public static List<string> new_time_list;
public static void getFaqData()
{
string[] b = ConfigSystem.GetConfig<exBrPoolModel>().dataList[0].user_name.Split(",");
int c = UnityEngine.Random.Range(0, b.Length - 30);
string[] a = new string[30];
config_money_list = new List<string>();
string[] d = ConfigSystem.GetConfig<exBrPoolModel>().dataList[0].amount.Split(",");
for (int i = 0; i < 30; i++)
{
a[i] = b[c + i];
config_money_list.Add(d[UnityEngine.Random.Range(0, 2)]);
}
config_name_list = a.ToList();
for (int i = 0; i < 5; i++)
{
config_name_list.Add(config_name_list[i]);
config_money_list.Add(config_money_list[i]);
}
DateTime nowtime = DateTime.Now;
DateTime oldtime;
DateTime newtime;
old_time_list = new List<string>();
new_time_list = new List<string>();
for (int i = 0; i < 30; i++)
{
oldtime = nowtime.AddSeconds(-UnityEngine.Random.Range(20 * 86400, 30 * 86400));
newtime = nowtime.AddSeconds(-UnityEngine.Random.Range(0, 86400));
old_time_list.Add(oldtime.Year + "." + oldtime.Month + "." + oldtime.Day);
new_time_list.Add(newtime.Year + "." + newtime.Month + "." + newtime.Day);
}
for (int i = 0; i < 5; i++)
{
old_time_list.Add(old_time_list[i]);
new_time_list.Add(new_time_list[i]);
}
Debug.Log(JsonConvert.SerializeObject(old_time_list));
Debug.Log(JsonConvert.SerializeObject(new_time_list));
}
}
public class exBrPool : BingoBrainConfigData
{
public string user_name;
public string amount;
}
public class exBrPoolModel_2 : BingoBrainConfigModel<exBrPool_2>
{
public static List<string> config_name_list;
public static List<string> config_money_list;
public static List<string> old_time_list;
public static List<string> new_time_list;
public static void getFaqData()
{
string[] b = ConfigSystem.GetConfig<exBrPoolModel_2>().dataList[0].user_name.Split(",");
int c = UnityEngine.Random.Range(0, b.Length - 30);
string[] a = new string[30];
config_money_list = new List<string>();
string[] d = ConfigSystem.GetConfig<exBrPoolModel_2>().dataList[0].amount.Split(",");
for (int i = 0; i < 30; i++)
{
a[i] = b[c + i];
config_money_list.Add(d[UnityEngine.Random.Range(0, 2)]);
}
config_name_list = a.ToList();
for (int i = 0; i < 5; i++)
{
config_name_list.Add(config_name_list[i]);
config_money_list.Add(config_money_list[i]);
}
DateTime nowtime = DateTime.Now;
DateTime oldtime;
DateTime newtime;
old_time_list = new List<string>();
new_time_list = new List<string>();
for (int i = 0; i < 30; i++)
{
oldtime = nowtime.AddSeconds(-UnityEngine.Random.Range(20 * 86400, 30 * 86400));
newtime = nowtime.AddSeconds(-UnityEngine.Random.Range(0, 86400));
old_time_list.Add(oldtime.Year + "." + oldtime.Month + "." + oldtime.Day);
new_time_list.Add(newtime.Year + "." + newtime.Month + "." + newtime.Day);
}
for (int i = 0; i < 5; i++)
{
old_time_list.Add(old_time_list[i]);
new_time_list.Add(new_time_list[i]);
}
Debug.Log(JsonConvert.SerializeObject(old_time_list));
Debug.Log(JsonConvert.SerializeObject(new_time_list));
}
}
public class exBrPool_2 : BingoBrainConfigData
{
public string user_name;
public string amount;
}
}
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namespace BingoBrain
{
public class CommonModel
{
public float[] ballonReward102;
public int TurntableCD;
public int CardBoardRecoveryTime;
public int[] Fisrtcard;
public int[] MaxCardBoardSum;
public int[] ballonRewardType;
public int Init102Num;
public int Init101Num;
public int ballonCD;
public int[] Activateprop;
public int Initial101;
public decimal hintDelayTime;
public string contactUs;
public int[] NumCD;
public int[] Initialprop;
public int Initialcardprop;
public int DynamicType;
public int MaxAddCallSum;
public int WithdrawalaccelerationCD;
public int[] inlineInitNum;
public int[] inlineLoginDown;
public int inlineMin;
public int Dailyrefreshtimes;
public int darkDailyrefreshtimes;
public int flyCtRate;
public int otherH5switch;
public int H5Refreshtime;
public int darkThoughProbability;
public int darkH5Refreshtime;
public int ThroughRewardCD;
public int flyCD;
public float[] flyReward;
public int InitialNum;
public int loginhallrate;
public int backhallrate;
public int[] flyAdTime;
public int[] propCoord;
public int playtimes;
public int interstitialtype;
public int adrate;
public int lobbyrewrdtime;
public int Activetimes;
public int rewardrate;
public int roomrewardrate;
public int Smallrewardsrate;
public int exchangeCD;
public float afSendLimit;
public float afSendNum;
public int rewardinsertion;
public int propswitch;
public int flyswitch;
public int RevivalCoins;
public int Purchaseprops;
public float Passportgift;
public float Passportgift2;
public float addspace;
public float addspace2;
public int []darkWVRefreshtime;
public int []darkWVDailyrefreshtimes;
public int WVswitch;
public int[] WVClickAddTime;
public int PassTimes;
public int FailedGiftProgress;
public int PiggyBankSwitch;
public int FailedGiftCD;
public int roomrate;
public int[] WVOffset;
public int[] darkWVRefreshtime2;
public float[] WVClickCTAddTime1;
public float[] WVClickCTAddTime2;
}
}
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using System;
using System.Collections.Generic;
using Spine.Unity;
using UnityEngine;
using BingoBrain;
using BingoBrain;
using BingoBrain.Core;
public class CreatAnimalCard : MonoBehaviour
{
private GameObject card_item;
public static CreatAnimalCard instance;
private List<Sprite> img_list;
public Camera orthoCamera; // 这个变量应该被设置为您想要调整大小的正交相机
private void Awake()
{
instance = this;
card_item = Resources.Load<GameObject>("card/card_item/card_");
img_list = new List<Sprite>();
// img_list = Resources.LoadAll<Sprite>("card/card_sprite").ToList();
// img_list.Sort((x, y) => String.Compare(x.name, y.name));
for (int i = 0; i < 16; i++)
{
img_list.Add(Resources.Load<Sprite>("card/card_sprite/" + i));
}
orthoCamera = GameObject.Find("GameCamera").GetComponent<Camera>();
float size = (float)Math.Round(28.125f / ((float)Screen.width / Screen.height), 4);
string type = SystemInfo.deviceModel.ToLower().Trim();
// Debug.Log($"type==========={type}");
if(type.Substring(0, 3) == "ipa"){//iPad机型
size = 49.9f;
}
orthoCamera.orthographicSize = size;
}
// Start is called before the first frame update
public List<List<Card_item>> card_item_list = new List<List<Card_item>>();
public List<List<Card_item>> CreatCardNew(int all_card_numbers, int card_type_max, int card_layer, int extra_max, List<List<Vector2>> map_list, List<Vector2> left_extra_list,
List<Vector2> right_extra_list)
{
//all_card_numbers *= 3;
int money_rate = ConfigSystem.GetConfig<CommonModel>().rewardrate;
List<int> type_list = new List<int>();
List<int> this_timetype_list = new List<int>();
// Debug.Log(card_layer);
card_item_list.Clear();
// if (card_layer < extra_max)
// {
// card_layer = extra_max;
// }
for (int i = 0; i < all_card_numbers; i++)
{
int type = 0;
if (GameHelper.IsGiftSwitch() && UnityEngine.Random.Range(0, 100) < money_rate) type = 15;
else type = UnityEngine.Random.Range(0, card_type_max);
// Debug.Log($"type_list.type==========={type}");
type_list.Add(type);
type_list.Add(type);
type_list.Add(type);
if (!this_timetype_list.Contains(type)) this_timetype_list.Add(type);
}
SaveData.GetSaveobject().this_time_cardtype = this_timetype_list.Count;
for (int i = 0; i < card_layer; i++)
{
card_item_list.Add(new List<Card_item>());
}
if (left_extra_list.Count > 0 || right_extra_list.Count > 0)
{
for (int i = 0; i < left_extra_list.Count; i++)
{
Card_item _tempObject = new()
{
pos_x = left_extra_list[i].x,
pos_y = left_extra_list[i].y,
_layer = i
};
card_item_list[i].Add(_tempObject);
}
for (int i = 0; i < right_extra_list.Count; i++)
{
Card_item _tempObject1 = new()
{
pos_x = right_extra_list[i].x,
pos_y = right_extra_list[i].y,
_layer = i
};
card_item_list[i].Add(_tempObject1);
}
}
var nums = 0;
for (int i = 0; i < map_list.Count; i++)
{
nums += map_list[i].Count;
}
for (int i = 0; i < nums; i++)
{
Card_item _tempObject = new();
int layer = getMaplayer(map_list);//确定层数
int pos = UnityEngine.Random.Range(0, map_list[layer].Count);
_tempObject.pos_x = map_list[layer][pos].x;
_tempObject.pos_y = map_list[layer][pos].y;
_tempObject._layer = layer;
card_item_list[layer].Add(_tempObject);
map_list[layer].RemoveAt(pos);
}
for (int i = 0; i < card_item_list.Count; i++)
{
card_item_list[i].Sort((x, y) => y.pos_y.CompareTo(x.pos_y));
}
int index = 0;
for (int i = 0; i < card_item_list.Count; i++)
{
float z_offset = 0;//用来微调每层之间的z值,让下层盖住上层
float last_posy = 0;
for (int j = 0; j < card_item_list[i].Count; j++)
{
if (last_posy != card_item_list[i][j].pos_y)
{
z_offset += 0.05f;
last_posy = card_item_list[i][j].pos_y;
}
GameObject temp = Instantiate(card_item, new Vector3(card_item_list[i][j].pos_x, card_item_list[i][j].pos_y, 400 - card_item_list[i][j]._layer - z_offset), Quaternion.identity, gameObject.transform);
// Debug.Log($"type_list.Count==========={type_list.Count}");
index = UnityEngine.Random.Range(0, type_list.Count);
temp.GetComponent<SpriteRenderer>().sprite = img_list[type_list[index]];
// Debug.Log(temp.GetComponent<SpriteRenderer>().sprite.bounds.size.x);
// Debug.Log(temp.GetComponent<SpriteRenderer>().sprite.bounds.size.y);
card_item_list[i][j].sheep_card = temp;
card_item_list[i][j].card_type = type_list[index];
temp.gameObject.name = i + "-" + j;
type_list.RemoveAt(index);
}
}
return card_item_list;
}
public void creatSaveCard(List<List<Card_item>> card_item_list)
{
this.card_item_list = card_item_list;
for (int i = 0; i < card_item_list.Count; i++)
{
for (int j = 0; j < card_item_list[i].Count; j++)
{
GameObject temp;
// if (card_item_list[i][j].is_out)
// {
// temp = Instantiate(card_item, new Vector3(card_item_list[i][j].pos_x, card_item_list[i][j].pos_y, 400 - card_item_list[i][j].out_layer), Quaternion.identity, gameObject.transform);
// }
// else
temp = Instantiate(card_item, new Vector3(card_item_list[i][j].pos_x, card_item_list[i][j].pos_y, 400 - card_item_list[i][j]._layer), Quaternion.identity, gameObject.transform);
temp.GetComponent<SpriteRenderer>().sprite = img_list[card_item_list[i][j].card_type];
card_item_list[i][j].sheep_card = temp;
if (card_item_list[i][j].in_slot || card_item_list[i][j].is_out) temp.transform.localScale = new Vector3(SheepPlayUI.card_slot_scale, SheepPlayUI.card_slot_scale, 1);
temp.gameObject.name = i + "-" + j;
}
}
}
private GameObject Popup;
#if UNITY_EDITOR || UNITY_IOS
void Update()
{
if (Input.GetMouseButtonDown(0))
{
if (Popup == null) Popup = GameObject.Find("Popup");
if (Popup.transform.childCount != 0) return;
Ray ray = orthoCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
int layerMask = 1 << 6; // 只与第8层的碰撞器碰撞
// 如果射线与layerMask指定层的碰撞器发生碰撞
if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
{
Debug.Log("Hit " + hit.collider.gameObject.name);
GameDispatcher.Instance.Dispatch(GameMsg.card_click, hit.collider.gameObject.name);
// 在此处添加点击物体后的逻辑
}
else
{
Debug.Log("No hit");
}
}
}
#endif
private GameObject disappear01;
private GameObject disappear02;
public void creatSpine(int type, Vector3 vec3)
{
if (disappear01 == null) disappear01 = Resources.Load<GameObject>("card/bg_img/fx_disaappear_1");
if (disappear02 == null) disappear02 = Resources.Load<GameObject>("card/bg_img/fx_disaappear_2");
if (type == 1)
{
SkeletonAnimation temp = Instantiate(disappear01, new Vector3(vec3.x, vec3.y, 110), Quaternion.identity, gameObject.transform).GetComponent<SkeletonAnimation>();
temp.AnimationState.SetAnimation(0, "disappear01", true);
temp.AnimationState.Complete += (trackEntry) =>
{
Destroy(temp.gameObject);
};
}
if (type == 2)
{
SkeletonAnimation temp = Instantiate(disappear02, new Vector3(vec3.x, vec3.y, 110), Quaternion.identity, gameObject.transform).GetComponent<SkeletonAnimation>();
temp.AnimationState.SetAnimation(0, "disappear02", true);
temp.AnimationState.Complete += (trackEntry) =>
{
Destroy(temp.gameObject);
};
}
// temp.GetComponent<SpriteRenderer>().sprite = img_list[card_item_list[i][j].card_type];
}
int getMaplayer(List<List<Vector2>> map_list)
{
int layer = UnityEngine.Random.Range(0, map_list.Count);//确定层数
if (map_list[layer].Count == 0)
{
layer = getMaplayer(map_list);
}
return layer;
}
}
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namespace BingoBrain
{
public class FlopModel : BingoBrainConfigModel<Flop>
{
}
public class Flop : BingoBrainConfigData
{
public int itemID;
public float[] quantity;
public int weight;
public bool isMulti;
public int cont_index;
}
}
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using System.Collections.Generic;
using System.Linq;
using BingoBrain;
namespace BingoBrain
{
public class GameConfigModel: BingoBrainConfigModel<GameBoard>
{
// public List<GameBoard> dataList1;
// public List<GameBoard> dataList2;
// public List<GameBoard> dataList3;
public Dictionary<int, List<GameBoard>> game_conf = new();
}
public class GameBoard: BingoBrainConfigData
{
public int level;
public string board;
public string stacked;
public int item_type;
}
}
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/* ========================================================
* |
* | 作者:Tamsiree
* | 邮箱:
* | 创建时间:2023年11月14日 星期二 17:28:19
* | 文件:BingoBrainConfigData
* | 主要功能:
* | 详细描述:
* | 注意事项:
* | 脚本版本:1.0
* | Unity版本:2021.3.24f1
* | [ Vision 0.0.1 ]
* | [ Copyright © 2024 Tamsiree. All rights reserved. ]
* |
* ======================================================== */
namespace BingoBrain
{
public abstract class BingoBrainConfigData
{
public int id;
public string key;
}
}
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fileFormatVersion: 2
guid: fc0c51507fa048ba9bded470dc8f4d0c
timeCreated: 1699954099
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using System.Collections.Generic;
using System.Linq;
namespace BingoBrain
{
public abstract class BingoBrainConfigModel<T> where T : BingoBrainConfigData
{
protected internal List<T> dataList;
public BingoBrainConfigModel()
{
}
public void SetDataList(List<T> data)
{
dataList = data;
}
public BingoBrainConfigModel(List<T> data)
{
dataList = data;
}
public int GetCount()
{
return dataList?.Count ?? 0;
}
public T GetFirst()
{
return dataList?.FirstOrDefault();
}
public T GetLast()
{
return dataList?.LastOrDefault();
}
public T GetData(int id)
{
foreach (var item in dataList)
{
if (item.id == id) return item;
}
return dataList[0];
}
public T GetData(string key)
{
return dataList?.FirstOrDefault(t => t.key == key);
}
public T GetDataByIndex(int index)
{
return dataList?.ElementAtOrDefault(index);
}
public List<T> GetDataList()
{
return dataList;
}
}
}
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fileFormatVersion: 2
guid: 76a3ba48432c4e0099121573c5ded59f
timeCreated: 1699953959
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using System.Collections.Generic;
namespace BingoBrain
{
public class Out101Model : BingoBrainConfigModel<Out101>
{
}
public class Out101 : BingoBrainConfigData
{
public int[] totalCoin;
public int[] coinRange;
}
}
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fileFormatVersion: 2
guid: 0001156ea2b54580940f9bc93bb4d07b
timeCreated: 1699947661
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using System.Collections.Generic;
namespace BingoBrain
{
public class Out102Model : BingoBrainConfigModel<Out102>
{
}
public class Out102 : BingoBrainConfigData
{
public float[] totalCash;
public float[] cashRange;
public float[] cashRange2;
public float range;
public int cashmultiple;
}
}
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fileFormatVersion: 2
guid: 05ae64638e224861858ee8897edb8e1e
timeCreated: 1699947948
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using System.Collections.Generic;
namespace BingoBrain
{
public class PropModel : BingoBrainConfigModel<Prop>
{
}
public class Prop : BingoBrainConfigData
{
public int[] quantity;
}
}
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fileFormatVersion: 2
guid: ab72cf4a85b64c528f65b5f2d4454af3
timeCreated: 1703744566
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namespace BingoBrain
{
public class QBLOXModel : BingoBrainConfigModel<QBLOX>
{
}
public class QBLOX : BingoBrainConfigData
{
public int itemId;
public bool isCoin;
public float[] quantity;
}
}
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fileFormatVersion: 2
guid: eebde22834274bd28256cd92a0b53673
timeCreated: 1699957500
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using System.Collections.Generic;
namespace BingoBrain
{
public class RewardNumModel: BingoBrainConfigModel<rewardNum>
{
// public List<RewardNum> dataList;
}
public class rewardNum: BingoBrainConfigData
{
public int[] cash_1;
public int[] cash_2;
public int[] cash_3;
public float[] nor_1;
public float[] nor_2;
public float[] nor_3;
public float rv_1;
public float rv_2;
public float rv_3;
}
public class SmallrewardNumModel: BingoBrainConfigModel<SmallrewardNum>
{
// public List<SmallrewardNum> dataList;
}
public class SmallrewardNum: BingoBrainConfigData
{
public float[] cash_1;
public float[] cash_2;
public float[] cash_3;
public float[] nor_1;
public float[] nor_2;
public float[] nor_3;
public float rv_1;
public float rv_2;
public float rv_3;
}
public class LargerewardNumModel: BingoBrainConfigModel<LargerewardNum>
{
// public List<LargerewardNum> dataList;
}
public class LargerewardNum: BingoBrainConfigData
{
public float[] cash_1;
public float[] cash_2;
public float[] cash_3;
public float[] nor_1;
public float[] nor_2;
public float[] nor_3;
public float rv_1;
public float rv_2;
public float rv_3;
}
public class PaidgiftModel: BingoBrainConfigModel<Paidgift>
{
//public List<Paidgift> dataList;
}
public class Paidgift: BingoBrainConfigData
{
public int Paid_type;
public float Paid_price;
public float Paid_price2;
public int coins_quantity;
public int[] props_quantity;
}
public class MultigiftModel: BingoBrainConfigModel<Multigift>
{
//public List<Paidgift> dataList;
}
public class Multigift: BingoBrainConfigData
{
public float Paid_price;
public float Paid_price2;
public int coins_quantity;
public int[] props_type;
public int[] props_quantity;
}
}
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fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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using System.Collections.Generic;
namespace BingoBrain
{
public class SignDailyModel : BingoBrainConfigModel<SignDaily>
{
}
public class SignDaily : BingoBrainConfigData
{
public int item1;
public float[] quantity;
public bool isMulti;
public int cont_index;
}
}
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fileFormatVersion: 2
guid: 5a769587e2284462b91b4fa4901ff9b2
timeCreated: 1692608180
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namespace BingoBrain
{
public class TaskListModel : BingoBrainConfigModel<TaskList>
{
}
public class TaskList : BingoBrainConfigData
{
public string taskName;
public int taskNum;
public int rewardID;
public int rewardFirst;
public float[] reward;
public bool isMulti;
public int cont_index;
}
}
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fileFormatVersion: 2
guid: 1360a8a417d441bd9b7be73d88ad23f8
timeCreated: 1699956808
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using System.Collections.Generic;
namespace BingoBrain
{
public class TurntableModel : BingoBrainConfigModel<Turntable>
{
}
public class Turntable : BingoBrainConfigData
{
public int Seq;
public int wheel_itemA;
public int[] quantityA;
public int weightA;
public bool isMulti;
public int cont_index;
public int wheel_itemB;
public float[] quantityB;
public int weightB;
}
}
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fileFormatVersion: 2
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timeCreated: 1695370321