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using System.Collections.Generic;
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using DG.Tweening;
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using FairyGUI;
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using BingoBrain;
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using BingoBrain.Core;
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using BingoBrain.HotFix;
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using UnityEngine;
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public static class BingoCell
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{
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public static Transform root;
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public static int bingoCount = 5;
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public static int FixedNum = 12;
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public static List<Tween> tweens = new List<Tween>();
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public static List<int> FixedCallIndexList = new List<int>
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{
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0, 6, 24, 18, 15, 5, 4, 10, 20
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};
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public static bool isFirstGame;
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public static Vector2 CenterUIPos
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{
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get
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{
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Vector2 size = GRoot.inst.size / 2;
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return new Vector2(size.x, size.y);
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}
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}
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public static bool IsPauseGame => PauseSum > 0;
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public static bool IsGuiding => false;
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public static bool IsInGame = false;
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public static bool isVictory = false;
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public static int PauseSum;
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public static bool isProcedure;
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#region 叫号逻辑
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public static int MaxAddCallSum;
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public static int AddCallSum;
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public static int MaxCallSum;
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private static int callSpeed = 1;
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public static bool isGameOver = false;
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public static int CallSpeed
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{
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get => callSpeed;
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set
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{
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callSpeed = value;
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GameDispatcher.Instance.Dispatch(BingoInfo.CallSpeedChange, callSpeed);
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}
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}
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#endregion
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#region Bingo逻辑
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public static int CardBoardCount
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{
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get
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{
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if (PreferencesMgr.Instance.CardBoardIndex < 0 || PreferencesMgr.Instance.CardBoardIndex > 2)
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{
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PreferencesMgr.Instance.CardBoardIndex = 0;
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}
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return cardBoardNumList[PreferencesMgr.Instance.CardBoardIndex];
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}
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}
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public static int MaxCoinCount
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{
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get { return GameHelper.GetCommonModel().Initialprop[1]; }
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}
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public static int MinCoinCount
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{
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get { return GameHelper.GetCommonModel().Initialprop[0]; }
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}
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public static int MaxCashCount
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{
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get { return GameHelper.GetCommonModel().Initialprop[3]; }
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}
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public static int MinCashCount
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{
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get { return GameHelper.GetCommonModel().Initialprop[2]; }
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}
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#region 能量道具
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public static int curEnergy;
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public static float EnergyPrg
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{
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get { return BingoCell.curEnergy * 1F / BingoCell.FullEnergy; }
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}
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public static int FullEnergy
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{
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get { return GameHelper.GetCommonModel().Activateprop[PreferencesMgr.Instance.CardBoardIndex]; }
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}
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public static bool IsFullEnergy
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{
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get { return curEnergy == FullEnergy; }
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}
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#endregion
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public static List<CardBoardEntity> cardBoardList = new List<CardBoardEntity>();
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public static Dictionary<int, List<int>> bingoDic = new Dictionary<int, List<int>>();
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public static List<int> calledList = new List<int>();
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private static int[] cardBoardNumList = new[]
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{
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1, 2, 4
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};
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public static bool isCallFinish;
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public static bool isPropRewarding;
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public static int bingoCardboardIndex = -1;
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#endregion
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#region 卡牌
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public static int KeyCardSum { get; set; }
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public static void AddKeyCardSum(int sum)
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{
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KeyCardSum += sum;
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GameDispatcher.Instance.Dispatch(BingoInfo.KeyCardSumChane);
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}
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public static void OpenActivityUI(object o = null)
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{
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KeyCardSum -= 3;
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GameDispatcher.Instance.Dispatch(BingoInfo.KeyCardSumChane);
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UICtrlDispatcher.Instance.Dispatch(SkinInfo.BingoCardUI_Open);
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}
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#endregion
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#region 奖励
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public static decimal GetCoinSum;
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public static decimal GetCashSum;
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public static void AddReadSum(int id, decimal Sum)
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{
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if (id == 101)
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{
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GetCoinSum += Sum;
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}
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if (id == 102)
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{
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GetCashSum += Sum;
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}
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}
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#endregion
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#region 道具系统
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public static Vector3 propOriginPos;
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#endregion
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}
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