public void CliamReward(ClaimRewardType itemType, ObscuredDouble amount, ObscuredInt amount_unit, Vector3 start_position)//GameRewardProperty data { switch (itemType) { case ClaimRewardType.Diamond: // GameActionManager.Instance.InstanceFxDiamonds(Vector3.zero, UIGameManager.Instance.GetPositionHubDiamonds(), (int)amount); this.PostActionEvent(ActionEnums.ActionID.RefreshUIDiamonds); break; case ClaimRewardType.Coin: double _amount = amount; int _unit = amount_unit; Helper.FixUnit(ref _amount, ref _unit); // GameActionManager.Instance.InstanceFxCoins(Vector3.zero, UIGameManager.Instance.GetPositionHubCoins(), _amount, _unit); this.PostActionEvent(ActionEnums.ActionID.RefreshUICoins); break; case ClaimRewardType.Car: for (int i = 0; i < amount; i++) { //int level = PlayerData.LastLevelUnlocked; //level++; //GameManager.Instance.SetUnlockHighItem(level); GameManager.Instance.SetBoxReward(amount_unit); } ; break; case ClaimRewardType.CarAmount: PlayerData.CarCurrectAmount += (ObscuredInt)amount.GetDecrypted(); break; case ClaimRewardType.Item: // get item break; case ClaimRewardType.Upgrade: // EquipmentEnums.AbilityId equipmen = UpEquipment; //int level_upgrade = PlayerData.GetEquipmentUpgrade(UpEquipment); //level_upgrade++; //PlayerData.SaveEquipmentUpgrade(UpEquipment, level_upgrade); this.PostActionEvent(ActionEnums.ActionID.RefreshEquipmentData); // OnUpgradeCompleted(UpEquipment); break; case ClaimRewardType.Buff: break; case ClaimRewardType.Wheel: int _num = PlayerData._LastNumberTurnSpin; _num++; PlayerData._LastNumberTurnSpin = Mathf.Min(_num, 3); break; case ClaimRewardType.WheelDouble: // WheelRedPackManager.Instance.isDouble = true; break; case ClaimRewardType.RedPack: InstanceFxRedPack(start_position, UIGameManager.Instance.GetPositionHubRedPack(), amount, 0); break; } }
//public void CliamReward(ClaimRewardType itemType, double amount, int amount_unit,Vector3 start_position) //{ // start_position=Vector3.zero; //} public void CliamReward(ClaimRewardType itemType, ObscuredDouble amount, ObscuredInt amount_unit)//GameRewardProperty data { CliamReward(itemType, amount, amount_unit, Vector3.zero); }