/// <summary> /// 设置是否已经击爆Npc. /// </summary> internal void SetIsHaveJiBaoNpc(bool isHaveJiBao, SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState type) { if (XkGameCtrl.GetInstance().m_GamePlayerAiData.IsActiveAiPlayer == true) { //没有玩家激活游戏时不允许设置该属性. return; } BaoJiangData baoJiangDt = null; switch (type) { case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.JPBossDaiJinQuan: { baoJiangDt = m_BaoJiangDtJPBoss; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_01: { baoJiangDt = m_BaoJiangDtZhanChe01; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_02: { baoJiangDt = m_BaoJiangDtZhanChe02; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.SuiJiDaoJuDaiJinQuan: { baoJiangDt = m_BaoJiangDtSuiJiDaoJu; } break; } if (baoJiangDt != null) { SetIsHaveBaoJiang(type, isHaveJiBao); baoJiangDt.SetIsHaveJiBaoNpc(isHaveJiBao); } }
/// <summary> /// 获取人数是否积累足够. /// </summary> internal bool GetIsEnoughPlayerNum(SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState type) { BaoJiangData baoJiangDt = null; switch (type) { case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.JPBossDaiJinQuan: { baoJiangDt = m_BaoJiangDtJPBoss; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_01: { baoJiangDt = m_BaoJiangDtZhanChe01; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_02: { baoJiangDt = m_BaoJiangDtZhanChe02; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.SuiJiDaoJuDaiJinQuan: { baoJiangDt = m_BaoJiangDtSuiJiDaoJu; } break; } bool isEnough = false; if (baoJiangDt != null) { isEnough = baoJiangDt.GetIsEnoughPlayerNum(); } return(isEnough); }
/// <summary> /// 获取是否已经击爆了某种类型的奖品npc. /// </summary> internal bool GetIsHaveJiBaoNpc(SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState type) { BaoJiangData baoJiangDt = null; switch (type) { case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.JPBossDaiJinQuan: { baoJiangDt = m_BaoJiangDtJPBoss; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_01: { baoJiangDt = m_BaoJiangDtZhanChe01; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_02: { baoJiangDt = m_BaoJiangDtZhanChe02; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.SuiJiDaoJuDaiJinQuan: { baoJiangDt = m_BaoJiangDtSuiJiDaoJu; } break; } bool isHaveJiBao = true; if (baoJiangDt != null) { isHaveJiBao = baoJiangDt.GetIsHaveJiBaoNpc(); } return(isHaveJiBao); }
/// <summary> /// 更新爆奖率数据信息. /// </summary> internal void UpdateBaoJiangDt(SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState type, int baoJiangLv) { BaoJiangData baoJiangDt = null; switch (type) { case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.JPBossDaiJinQuan: { baoJiangDt = m_BaoJiangDtJPBoss; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_01: { baoJiangDt = m_BaoJiangDtZhanChe01; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.ZhanCheDaiJinQuan_02: { baoJiangDt = m_BaoJiangDtZhanChe02; } break; case SSCaiPiaoDataManage.GameCaiPiaoData.DaiJinQuanState.SuiJiDaoJuDaiJinQuan: { baoJiangDt = m_BaoJiangDtSuiJiDaoJu; } break; } if (baoJiangDt != null) { baoJiangDt.UpdateMaxPlayer(baoJiangLv); } }