fix:1、添加sdk。2、修复bug

This commit is contained in:
barry
2026-06-11 18:30:41 +08:00
parent fcf9128dd3
commit 570f4635f2
1240 changed files with 111200 additions and 39704 deletions
+48 -26
View File
@@ -1,10 +1,10 @@
using System;
using System.Collections.Generic;
using ChillConnect;
using System.Linq;
using IgnoreOPS;
using Spine.Unity;
using UnityEngine;
using Random = UnityEngine.Random;
using ChillConnect;
public class CreatAnimalCard : MonoBehaviour
{
@@ -30,16 +30,13 @@ public class CreatAnimalCard : MonoBehaviour
}
orthoCamera = GameObject.Find("GameCamera").GetComponent<Camera>();
float size = 52.4f;
float size = (float)Math.Round(28.125f / ((float)Screen.width / Screen.height), 4);
string type = SystemInfo.deviceModel.ToLower().Trim();
// Debug.Log($"barry device type========={type} == {type.Substring(0, 3)}");
if (type.Substring(0, 3) == "iph")
// Debug.Log($"type==========={type}");
if (type.Substring(0, 3) == "ipa")
{//iPad机型
size = (float)Math.Round(28.125f / ((float)Screen.width / Screen.height), 4);
size = 49.9f;
}
#if UNITY_EDITOR
size = (float)Math.Round(28.125f / ((float)Screen.width / Screen.height), 4);
#endif
orthoCamera.orthographicSize = size;
@@ -65,21 +62,43 @@ public class CreatAnimalCard : MonoBehaviour
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;
// }
// ---------- 新增:先从0~15中挑选 card_type_max 个不同的类型 ----------
List<int> allTypes = Enumerable.Range(0, 15).ToList(); // [0,1,2,...,15]
List<int> chosenTypes = new List<int>();
for (int i = 0; i < card_type_max; i++)
{
int idx = UnityEngine.Random.Range(0, allTypes.Count);
chosenTypes.Add(allTypes[idx]);
allTypes.RemoveAt(idx); // 确保不重复
}
// ---------------------------------------------------------------
// 打印选出来的类型池
Debug.Log($"[CreatCardNew] 随机选出的 {card_type_max} 个类型: {string.Join(",", chosenTypes)}");
for (int i = 0; i < all_card_numbers; i++)
{
int type = 0;
if (GameHelper.IsGiftSwitch() && Random.Range(0, 100) < money_rate) type = 15;
else type = Random.Range(0, card_type_max);
if (!GameHelper.IsGiftSwitch() && type == 15)
var randomNum = UnityEngine.Random.Range(0, 100);
// Debug.Log($"[creat] money_rate------------ {randomNum}==={money_rate}");
if (GameHelper.IsGiftSwitch() && randomNum < money_rate)
{
type = Random.Range(0, card_type_max - 1);
type = 15; // 金币
}
else
{
// 在挑选好的类型池里再随机
type = chosenTypes[UnityEngine.Random.Range(0, chosenTypes.Count)];
}
// if (GameHelper.IsGiftSwitch() && type == 15)
// {
// type = UnityEngine.Random.Range(0, card_type_max - 1);
// }
#if UNITY_EDITOR
// type = 1;
#endif
type_list.Add(type);
type_list.Add(type);
type_list.Add(type);
@@ -128,7 +147,7 @@ public class CreatAnimalCard : MonoBehaviour
Card_item _tempObject = new();
int layer = getMaplayer(map_list);//确定层数
int pos = Random.Range(0, map_list[layer].Count);
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;
@@ -155,7 +174,7 @@ public class CreatAnimalCard : MonoBehaviour
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);
index = Random.Range(0, type_list.Count);
index = UnityEngine.Random.Range(0, type_list.Count);
temp.GetComponent<SpriteRenderer>().sprite = img_list[type_list[index]];
card_item_list[i][j].sheep_card = temp;
card_item_list[i][j].card_type = type_list[index];
@@ -183,7 +202,7 @@ public class CreatAnimalCard : MonoBehaviour
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(4.68f, 4.68f, 1);
if (card_item_list[i][j].in_slot || card_item_list[i][j].is_out) temp.transform.localScale = new Vector3(4.628f, 4.628f, 1);
temp.gameObject.name = i + "-" + j;
}
}
@@ -191,7 +210,7 @@ public class CreatAnimalCard : MonoBehaviour
}
private GameObject Popup;
#if UNITY_EDITOR || UNITY_IOS
void Update()
{
@@ -212,10 +231,13 @@ public class CreatAnimalCard : MonoBehaviour
GameDispatcher.Instance.Dispatch(GameMsg.card_click, hit.collider.gameObject.name);
// 在此处添加点击物体后的逻辑
}
// Debug.Log("No hit");
else
{
// Debug.Log("No hit");
}
}
}
#endif
private GameObject disappear01;
private GameObject disappear02;
public void creatSpine(int type, Vector3 vec3)
@@ -226,7 +248,7 @@ public class CreatAnimalCard : MonoBehaviour
{
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 =>
temp.AnimationState.Complete += (trackEntry) =>
{
Destroy(temp.gameObject);
};
@@ -235,7 +257,7 @@ public class CreatAnimalCard : MonoBehaviour
{
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 =>
temp.AnimationState.Complete += (trackEntry) =>
{
Destroy(temp.gameObject);
};
@@ -246,7 +268,7 @@ public class CreatAnimalCard : MonoBehaviour
int getMaplayer(List<List<Vector2>> map_list)
{
int layer = Random.Range(0, map_list.Count);//确定层数
int layer = UnityEngine.Random.Range(0, map_list.Count);//确定层数
if (map_list[layer].Count == 0)
{
layer = getMaplayer(map_list);