Bläddra i källkod

1.增加每局结算逻辑;2.生成一下协议

johnclot69 8 månader sedan
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fb80f14d6b
23 ändrade filer med 349 tillägg och 266 borttagningar
  1. 14 12
      Config/Proto/CommonProto_CS_10001.proto
  2. 6 0
      Config/Proto/HGHHMessage_C_40001.proto
  3. 4 2
      DotNet/Hotfix/Helper/ProtoHelper.cs
  4. 1 0
      DotNet/Hotfix/Scenes/Game/Handler/C2G_LoginGameHandler.cs
  5. 246 0
      DotNet/Hotfix/Scenes/Game/Room/HGHHComponentSystem.cs
  6. 16 10
      DotNet/Model/Generate/Message/CommonProto_CS_10001.cs
  7. 13 0
      DotNet/Model/Generate/Message/HGHHMessage_C_40001.cs
  8. 7 0
      DotNet/Model/Scenes/Game/Player/Player.cs
  9. 3 0
      DotNet/Model/Scenes/Game/Room/HGHHComponent.cs
  10. 10 5
      DotNet/Model/Share/HGHHConst.cs
  11. 0 7
      Unity/Assets/Bundles/Config/AIConfigCategory.bytes.meta
  12. 0 49
      Unity/Assets/Bundles/Config/FightChatConfigCategory.bytes
  13. 0 7
      Unity/Assets/Bundles/Config/FightChatConfigCategory.bytes.meta
  14. 0 7
      Unity/Assets/Bundles/Config/UnitConfigCategory.bytes.meta
  15. 0 11
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Config/AIConfig.cs.meta
  16. 0 91
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Config/FightChatConfig.cs
  17. 0 11
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Config/FightChatConfig.cs.meta
  18. 0 11
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Config/UnitConfig.cs.meta
  19. 16 10
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/CommonProto_CS_10001.cs
  20. 0 11
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/CommonProto_CS_10001.cs.meta
  21. 13 0
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/HGHHMessage_C_40001.cs
  22. 0 11
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/HGHHMessage_C_40001.cs.meta
  23. 0 11
      Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/OuterMessage_C_30001.cs.meta

+ 14 - 12
Config/Proto/CommonProto_CS_10001.proto

@@ -45,10 +45,11 @@ message PlayerInfo
 	int64 exp = 4;
 	int32 level = 5;
 	int32 vip = 6;
-	int32 pos = 7;				// 玩家位置(0东 1南 2西 3北)
-	int32 state = 8;			// 玩家状态(0未准备 1已准备 2游戏中 3结束)
-	bool isAuto = 9;			// 是否托管
-	CardInfo cardInfo = 10;	// 玩家牌信息
+	int64 diamond = 7;			// 玩家携带钻石
+	int32 pos = 8;				// 玩家位置(0东 1南 2西 3北)
+	int32 state = 9;			// 玩家状态(0未准备 1已准备 2游戏中 3结束)
+	bool isAuto = 10;			// 是否托管
+	CardInfo cardInfo = 11;		// 玩家牌信息
 }
 
 message RoomInfo
@@ -58,12 +59,13 @@ message RoomInfo
 	int64 OwnerId = 3;						// 房主playerId
 	int32 State = 4;						// 房间状态(0等待 1开局 2进行中 3已结束)
 	int32 Time = 5;							// 倒计时
-	int32 Rand1 = 6;						// 骰子1
-	int32 Rand2 = 7;						// 骰子2
-	int32 CardNum = 8;						// 牌库剩余数量
-	int64 OpId = 9;							// 当前操作玩家id
-	int32 OpPos = 10;						// 当前操作玩家位置
-	int32 CurDisCard = 11;					// 当前出牌玩家打出的牌
-	PlayerInfo MyInfo = 12;				// 自己数据
-	repeated PlayerInfo OtherInfo = 13;	// 其他玩家数据
+	int32 CurRound = 6;						// 当前局数
+	int32 Rand1 = 7;						// 骰子1
+	int32 Rand2 = 8;						// 骰子2
+	int32 CardNum = 9;						// 牌库剩余数量
+	int64 OpId = 10;						// 当前操作玩家id
+	int32 OpPos = 11;						// 当前操作玩家位置
+	int32 CurDisCard = 12;					// 当前出牌玩家打出的牌
+	PlayerInfo MyInfo = 13;					// 自己数据
+	repeated PlayerInfo OtherInfo = 14;		// 其他玩家数据
 }

+ 6 - 0
Config/Proto/HGHHMessage_C_40001.proto

@@ -101,4 +101,10 @@ message G2C_HGHHOperationPush // IActorMessage
 {
 	RoomInfo info = 1;	// 房间信息
 	int32 OpType = 2;	// 操作类型 1吃 2碰 3杠 4胡 5过
+}
+
+message G2C_HGHHSettlementPush // IActorMessage
+{
+	int32 CurRound = 1;						// 当前局数
+	repeated PlayerInfo PlayerInfo = 2;		// 输赢玩家数据
 }

+ 4 - 2
DotNet/Hotfix/Helper/ProtoHelper.cs

@@ -44,6 +44,7 @@ namespace ET.Server
             {
                 info.State = hghhComponent.State;
                 // info.Time = hghhComponent.Time;
+                info.CurRound = hghhComponent.CurrentRound;
                 info.Rand1 = hghhComponent.Rand[0];
                 info.Rand2 = hghhComponent.Rand[1];
                 info.CardNum = hghhComponent.CardList.Count;
@@ -69,7 +70,7 @@ namespace ET.Server
         /// <param name="player">玩家</param>
         /// <param name="flag">是否本人</param>
         /// <returns></returns>
-        private static PlayerInfo PlayerInfoToProto(Room room, Player player, bool flag)
+        public static PlayerInfo PlayerInfoToProto(Room room, Player player, bool flag)
         {
             PlayerInfo info = new ();
             info.id = player.Id;
@@ -77,7 +78,8 @@ namespace ET.Server
             info.sex = player.Sex;
             info.exp = player.Exp;
             info.level = player.Level;
-            info.vip = 0;
+            info.vip = player.Vip;
+            info.diamond = player.Diamond;
             info.pos = player.Pos;
             info.state = player.State;
             info.isAuto = player.IsAuto;

+ 1 - 0
DotNet/Hotfix/Scenes/Game/Handler/C2G_LoginGameHandler.cs

@@ -32,6 +32,7 @@ namespace ET.Server
 
 			Player player = scene.GetComponent<GamePlayerComponent>().AddChild<Player, Session>(session);
 			player.Name = "玩家" + player.Id;
+			player.Diamond = 1000;
 			
 			// 添加session组件,用于绑定角色
 			session.AddComponent<SessionPlayerComponent>().PlayerId = player.Id;

+ 246 - 0
DotNet/Hotfix/Scenes/Game/Room/HGHHComponentSystem.cs

@@ -38,6 +38,8 @@ namespace ET.Server
                 self.HuResult = -1;
                 self.CardList = new List<int>();
                 self.UpdateTime = 0;
+
+                self.Difen = 1;
                 
                 // 初始化牌库
                 for (int i = 0; i < 4; i++)
@@ -1282,7 +1284,251 @@ namespace ET.Server
         /// <param name="self"></param>
         private static void SettlementHu(this HGHHComponent self)
         {
+            Room room = self.GetParent<Room>();
+            if (room == null)
+            {
+                return;
+            }
+
+            G2C_HGHHSettlementPush push = new ();
+            push.CurRound = self.CurrentRound;
+            push.PlayerInfo = new List<PlayerInfo>();
+            
+            switch (self.HuResult)
+            {
+                case (int)HGHHConst.Result.DIANPAO:
+                    if (self.ClickHuIds.Count > 0)
+                    {
+                        long loseFen = 0;
+                        foreach (long winId in self.ClickHuIds)
+                        {
+                            Player winPlayer = room.GetPlayer(winId);
+                            if (winPlayer == null)
+                            {
+                                continue;
+                            }
+
+                            int multiple = HGHHConst.ScoreType[winPlayer.HuType];
+                            if (self.ZhuangPos == self.DisCardPlayer.Pos && self.DisCardPlayer.DiscardCount == 1)
+                            {
+                                multiple *= 64;
+                            }
+                            int n = 0;
+                            long fen = 0;
+                            if (multiple * (long) Math.Pow(2, n) < 64) {
+                                fen = self.Difen * multiple * (long) Math.Pow(2, n);
+                            } else {
+                                fen = self.Difen * 64;
+                            }
+                            // todo 结算赢家
+                            PlayerInfo playerInfo = self.SettlementWin(winPlayer, fen);
+                            if (playerInfo != null)
+                            {
+                                push.PlayerInfo.Add(playerInfo);
+                            }
+                            // 输家分
+                            loseFen += fen;
+                        }
+                        
+                        // todo 结算输家
+                        PlayerInfo loseInfo = self.SettlementLose(self.DisCardPlayer, loseFen);
+                        if (loseInfo != null)
+                        {
+                            push.PlayerInfo.Add(loseInfo);
+                        }
+                    }
+                    break;
+                case (int)HGHHConst.Result.ZIMO:
+                    if (self.ClickHuIds.Count > 0 && self.OperableList.Count <= 0)
+                    {
+                        Player winPlayer = room.GetAllPlayers()[self.ClickHuIds.First()];
+                        if (winPlayer != null)
+                        {
+                            long winFen = 0;
+                            int multiple = 0;
+                            foreach (Player player in room.GetAllPlayers().Values.Where(player => player != null && player.Id != winPlayer.Id))
+                            {
+                                multiple = HGHHConst.ScoreType[winPlayer.HuType];
+                                if (winPlayer.DiscardCount > 0)
+                                {
+                                    continue;
+                                }
+
+                                if (winPlayer.Pos == self.ZhuangPos)
+                                {
+                                    Log.Debug($"天湖结算...");
+                                }
+                                else
+                                {
+                                    Log.Debug($"地胡结算...");
+                                }
+
+                                multiple *= 64;
+                                
+                                int n = 1;
+                                long fen = 0;
+                                if (multiple * (long) Math.Pow(2, n) < 64) {
+                                    fen = self.Difen * multiple * (long) Math.Pow(2, n);
+                                } else {
+                                    fen = self.Difen * 64;
+                                }
+                                // todo 结算输家
+                                PlayerInfo loseInfo = self.SettlementLose(player, fen);
+                                if (loseInfo != null)
+                                {
+                                    push.PlayerInfo.Add(loseInfo);
+                                }
+                                winFen += fen;
+                            }
+                            // todo 结算赢家
+                            PlayerInfo playerInfo = self.SettlementWin(winPlayer, winFen);
+                            if (playerInfo != null)
+                            {
+                                push.PlayerInfo.Add(playerInfo);
+                            }
+                        }
+                    }
+                    break;
+                case (int)HGHHConst.Result.QIANGGANG:
+                    // 牌型<8倍,按8倍计算; >=8倍,按实际牌型计算
+                    if (self.ClickHuIds.Count > 0 && self.OperableList.Count <= 0)
+                    {
+                        long loseFen = 0;
+                        int multiple = 0;
+                        foreach (long winId in self.ClickHuIds)
+                        {
+                            Player winPlayer = room.GetPlayer(winId);
+                            if (winPlayer == null)
+                            {
+                                continue;
+                            }
+
+                            multiple = HGHHConst.ScoreType[winPlayer.HuType];
+                            if (multiple < 8) {
+                                multiple = 8;
+                            }
+                            
+                            int n = 0;
+                            long fen = 0;
+                            if (multiple * (long) Math.Pow(2, n) < 64) {
+                                fen = self.Difen * multiple * (long) Math.Pow(2, n);
+                            } else {
+                                fen = self.Difen * 64;
+                            }
+                            // todo 结算赢家
+                            PlayerInfo playerInfo = self.SettlementWin(winPlayer, fen);
+                            if (playerInfo != null)
+                            {
+                                push.PlayerInfo.Add(playerInfo);
+                            }
+                            loseFen += fen;
+                        }
+                        
+                        // todo 结算输家
+                        PlayerInfo loseInfo = self.SettlementLose(self.GangPlayer, loseFen);
+                        if (loseInfo != null)
+                        {
+                            push.PlayerInfo.Add(loseInfo);
+                        }
+                    }
+                    break;
+                case (int)HGHHConst.Result.GANGKAI:
+                    // 牌型<8倍,按8倍计算; >=8倍,按实际牌型计算
+                    if (self.ClickHuIds.Count > 0 && self.OperableList.Count <= 0)
+                    {
+                        Player winPlayer = room.GetAllPlayers()[self.ClickHuIds.First()];
+                        if (winPlayer != null)
+                        {
+                            long winFen = 0;
+                            int multiple = 0;
+                            foreach (Player player in room.GetAllPlayers().Values.Where(player => player != null && player.Id != winPlayer.Id))
+                            {
+                                multiple = HGHHConst.ScoreType[winPlayer.HuType];
+                                if (multiple < 8) {
+                                    multiple = 8;
+                                }
+                                
+                                int n = 1;
+                                long fen = 0;
+                                if (multiple * (long) Math.Pow(2, n) < 64) {
+                                    fen = self.Difen * multiple * (long) Math.Pow(2, n);
+                                } else {
+                                    fen = self.Difen * 64;
+                                }
+                                // todo 结算输家
+                                PlayerInfo loseInfo = self.SettlementLose(player, fen);
+                                if (loseInfo != null)
+                                {
+                                    push.PlayerInfo.Add(loseInfo);
+                                }
+                                winFen += fen;
+                            }
+                            // todo 结算赢家
+                            PlayerInfo playerInfo = self.SettlementWin(winPlayer, winFen);
+                            if (playerInfo != null)
+                            {
+                                push.PlayerInfo.Add(playerInfo);
+                            }
+                        }
+                    }
+                    break;
+            }
+            
+            // 广播
+            foreach (Player p in room.GetAllPlayers().Values.Where(p => p != null))
+            {
+                MessageHelper.SendToClient(p, push);
+            }
+        }
+
+        /// <summary>
+        /// 结算赢家主方法
+        /// </summary>
+        /// <param name="self"></param>
+        /// <param name="winPlayer">赢家</param>
+        /// <param name="winFen">赢的分数</param>
+        private static PlayerInfo SettlementWin(this HGHHComponent self, Player winPlayer, long winFen) {
+            
+            Room room = self.GetParent<Room>();
+            if (room == null)
+            {
+                return null;
+            }
+            
+            winPlayer.Diamond += winFen;
+            
+            return ProtoHelper.PlayerInfoToProto(room, winPlayer, true);
+        }
+
+        /// <summary>
+        /// 结算输家主方法
+        /// </summary>
+        /// <param name="self"></param>
+        /// <param name="losePlayer">输家</param>
+        /// <param name="loseFen">输的分数</param>
+        /// <returns></returns>
+        private static PlayerInfo SettlementLose(this HGHHComponent self, Player losePlayer, long loseFen)
+        {
+            Room room = self.GetParent<Room>();
+            if (room == null)
+            {
+                return null;
+            }
+            
+            if (losePlayer.Diamond < loseFen)
+            {
+                losePlayer.Diamond = 0L;
+            } else {
+                losePlayer.Diamond -= loseFen;
+            }
+            
+            // 不够底分2倍,强制认输
+            if (losePlayer.Diamond <= self.Difen * 2)
+            {
+                Log.Debug($"输家不够底分2倍,强制认输...");
+            }
             
+            return ProtoHelper.PlayerInfoToProto(room, losePlayer, true);
         }
 
         /// <summary>

+ 16 - 10
DotNet/Model/Generate/Message/CommonProto_CS_10001.cs

@@ -110,15 +110,18 @@ namespace ET
 		public int vip { get; set; }
 
 		[ProtoMember(7)]
-		public int pos { get; set; }
+		public long diamond { get; set; }
 
 		[ProtoMember(8)]
-		public int state { get; set; }
+		public int pos { get; set; }
 
 		[ProtoMember(9)]
-		public bool isAuto { get; set; }
+		public int state { get; set; }
 
 		[ProtoMember(10)]
+		public bool isAuto { get; set; }
+
+		[ProtoMember(11)]
 		public CardInfo cardInfo { get; set; }
 
 	}
@@ -143,27 +146,30 @@ namespace ET
 		public int Time { get; set; }
 
 		[ProtoMember(6)]
-		public int Rand1 { get; set; }
+		public int CurRound { get; set; }
 
 		[ProtoMember(7)]
-		public int Rand2 { get; set; }
+		public int Rand1 { get; set; }
 
 		[ProtoMember(8)]
-		public int CardNum { get; set; }
+		public int Rand2 { get; set; }
 
 		[ProtoMember(9)]
-		public long OpId { get; set; }
+		public int CardNum { get; set; }
 
 		[ProtoMember(10)]
-		public int OpPos { get; set; }
+		public long OpId { get; set; }
 
 		[ProtoMember(11)]
-		public int CurDisCard { get; set; }
+		public int OpPos { get; set; }
 
 		[ProtoMember(12)]
-		public PlayerInfo MyInfo { get; set; }
+		public int CurDisCard { get; set; }
 
 		[ProtoMember(13)]
+		public PlayerInfo MyInfo { get; set; }
+
+		[ProtoMember(14)]
 		public List<PlayerInfo> OtherInfo { get; set; }
 
 	}

+ 13 - 0
DotNet/Model/Generate/Message/HGHHMessage_C_40001.cs

@@ -194,6 +194,18 @@ namespace ET
 
 	}
 
+	[Message(HGHHMessage.G2C_HGHHSettlementPush)]
+	[ProtoContract]
+	public partial class G2C_HGHHSettlementPush: ProtoObject, IActorMessage
+	{
+		[ProtoMember(1)]
+		public int CurRound { get; set; }
+
+		[ProtoMember(2)]
+		public List<PlayerInfo> PlayerInfo { get; set; }
+
+	}
+
 	public static class HGHHMessage
 	{
 		 public const ushort C2G_HGHHReady = 40002;
@@ -211,5 +223,6 @@ namespace ET
 		 public const ushort C2G_HGHHOperation = 40014;
 		 public const ushort G2C_HGHHOperation = 40015;
 		 public const ushort G2C_HGHHOperationPush = 40016;
+		 public const ushort G2C_HGHHSettlementPush = 40017;
 	}
 }

+ 7 - 0
DotNet/Model/Scenes/Game/Player/Player.cs

@@ -33,6 +33,11 @@ namespace ET.Server
         /** 等级 **/
         public int Level { get; set; }
         
+        /** vip等级 **/
+        public int Vip { get; set; }
+        /** 钻石 **/
+        public long Diamond { get; set; }
+
         /** 房间号 **/
         public int RoomId { get; set; }
         /** 玩家位置 0东 1南 2西 3北 **/
@@ -53,6 +58,8 @@ namespace ET.Server
         public List<Struct.Kezi> ActInfo { get; set; }
         /** 胡牌堆 **/
         public List<int> HuCards { get; set; }
+        /** 胡牌类型 **/
+        public int HuType { get; set; }
         /** 玩家出牌次数 **/
         public int DiscardCount { get; set; }
     }

+ 3 - 0
DotNet/Model/Scenes/Game/Room/HGHHComponent.cs

@@ -55,5 +55,8 @@ namespace ET.Server
         public List<int> CardList { get; set; }
         /** 更新时间 **/
         public long UpdateTime { get; set; }
+        
+        /** 底分 **/
+        public long Difen { get; set; }
     }
 }

+ 10 - 5
DotNet/Model/Share/HGHHConst.cs

@@ -23,22 +23,27 @@
         public const int YI_WAN = 0x01;
         public const int DONG_FENG = 0x31;
         
-        /** 默认 **/
+        /** 默认不胡牌 **/
         public const int HU_DEFAULT = 0;
         /** 基本胡 x1 **/
         public const int HU_BASE = 1;
-        /** 平胡 (无刻子,都是顺子)x2 **/
+        /** 平胡 (无刻子,都是顺子) x2 **/
         public const int HU_PING = 2;
         /** 碰碰胡 x2 **/
         public const int HU_DUIDUI = 3;
         /** 七对 x4 **/
         public const int HU_7DUI = 4;
-        /** 清一色 x4 **/
+        /** 清一色 x8 **/
         public const int HU_QING = 5;
-        /** 清一色碰碰胡 x8 **/
+        /** 清一色碰碰胡 x16 **/
         public const int HU_QING_DUIDUI = 6;
-        /** 清一色七对 x16 **/
+        /** 清一色七对 x32 **/
         public const int HU_QING_QIDUI = 7;
+
+        /// <summary>
+        /// 牌型藩数 (下标对应上面牌型)
+        /// </summary>
+        public static int[] ScoreType = { 1, 1, 2, 2, 4, 8, 16, 32 };
         
         /// <summary>
         /// 刻子类型

+ 0 - 7
Unity/Assets/Bundles/Config/AIConfigCategory.bytes.meta

@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 277d58db3067742a7b32f9994984b3bc
-TextScriptImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: config.unity3d
-  assetBundleVariant: 

+ 0 - 49
Unity/Assets/Bundles/Config/FightChatConfigCategory.bytes

@@ -1,49 +0,0 @@
-
-k?不要吵了,不要吵了,吵啥嘛,专心玩游戏嘛。"common_chat_boy_buyaochao*
-fightsound
-L!不要走,决战到天亮啦。"common_chat_boy_buyaozou*
-fightsound
-Q$大家好,很高兴见到各位。"common_chat_boy_hengaoxing*
-fightsound
-U'和你合作真是太愉快了,呵。"common_chat_boy_hezuoyukuai*
-fightsound
-R'快点啊,都等的我花都谢了。"common_chat_boy_huaxiele*
-fightsound
-_6咱交个朋友吧,能告诉我你咋联系的嘛。"common_chat_boy_lianxi*
-fightsound
-i<哎,各位,真是不好意思啊,我得离开一会。"common_chat_boy_likaiyihui*
-fightsound
-C你是mm还是gg啊。"common_chat_boy_meimeigege*
-fightsound
-M你的牌打的特好了。"common_chat_boy_paidadetaihaole*
-fightsound
-`0怎么又断线了,网络怎么这么差啊。"common_chat_boy_wangluoduanle*
-fightsound
-U'下次我们再玩吧,我要走了。"common_chat_boy_xiacizaiwan*
-fightsound
-U$再见拉,俺会想念大家的。"common_chat_boy_xiangniandajia*
-fightsound
-h9不要吵了,有什么好吵的,专心玩游戏吧。"common_chat_gril_buyaochao*
-fightsound
-L不要走,决战到天亮。"common_chat_gril_buyaozou*
-fightsound
-T$大家好,很高兴见到各位。"common_chat_gril_hengaoxing*
-fightsound
-R!和你合作真是太愉快了。"common_chat_gril_hezuoyukuai*
-fightsound
-R$快点吧,我等的花都谢了。"common_chat_gril_huaxiele*
-fightsound
-nB我们交个朋友吧,能不能告诉我你的联系方法啊。"common_chat_gril_lianxi*
-fightsound
-`0各位,真不好意思,我要离开一会。"common_chat_gril_likaiyihui*
-fightsound
-F你是mm还是gg啊。"common_chat_gril_meimeigege*
-fightsound
-P你的牌打的太好了。" common_chat_gril_paidadetaihaole*
-fightsound
-W$又断线了,网络怎么这么差"common_chat_gril_wangluoduanle*
-fightsound
-R!下次再玩吧,我要走啦。"common_chat_gril_xiacizaiwan*
-fightsound
-X$再见咯,我会想念大家的。"common_chat_gril_xiangniandajia*
-fightsound

+ 0 - 7
Unity/Assets/Bundles/Config/FightChatConfigCategory.bytes.meta

@@ -1,7 +0,0 @@
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Unity/Assets/Bundles/Config/UnitConfigCategory.bytes.meta

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+ 0 - 11
Unity/Assets/Scripts/Codes/Model/Client/Generate/Config/AIConfig.cs.meta

@@ -1,11 +0,0 @@
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+ 0 - 91
Unity/Assets/Scripts/Codes/Model/Client/Generate/Config/FightChatConfig.cs

@@ -1,91 +0,0 @@
-using System;
-using System.Collections.Generic;
-using MongoDB.Bson.Serialization.Attributes;
-using ProtoBuf;
-
-namespace ET
-{
-    [ProtoContract]
-    [Config]
-    public partial class FightChatConfigCategory : ConfigSingleton<FightChatConfigCategory>, IMerge
-    {
-        [ProtoIgnore]
-        [BsonIgnore]
-        private Dictionary<int, FightChatConfig> dict = new Dictionary<int, FightChatConfig>();
-		
-        [BsonElement]
-        [ProtoMember(1)]
-        private List<FightChatConfig> list = new List<FightChatConfig>();
-		
-        public void Merge(object o)
-        {
-            FightChatConfigCategory s = o as FightChatConfigCategory;
-            this.list.AddRange(s.list);
-        }
-		
-		[ProtoAfterDeserialization]        
-        public void ProtoEndInit()
-        {
-            foreach (FightChatConfig config in list)
-            {
-                config.AfterEndInit();
-                this.dict.Add(config.Id, config);
-            }
-            this.list.Clear();
-            
-            this.AfterEndInit();
-        }
-		
-        public FightChatConfig Get(int id)
-        {
-            this.dict.TryGetValue(id, out FightChatConfig item);
-
-            if (item == null)
-            {
-                throw new Exception($"配置找不到,配置表名: {nameof (FightChatConfig)},配置id: {id}");
-            }
-
-            return item;
-        }
-		
-        public bool Contain(int id)
-        {
-            return this.dict.ContainsKey(id);
-        }
-
-        public Dictionary<int, FightChatConfig> GetAll()
-        {
-            return this.dict;
-        }
-
-        public FightChatConfig GetOne()
-        {
-            if (this.dict == null || this.dict.Count <= 0)
-            {
-                return null;
-            }
-            return this.dict.Values.GetEnumerator().Current;
-        }
-    }
-
-    [ProtoContract]
-	public partial class FightChatConfig: ProtoObject, IConfig
-	{
-		/// <summary>Id</summary>
-		[ProtoMember(1)]
-		public int Id { get; set; }
-		/// <summary>Type</summary>
-		[ProtoMember(2)]
-		public int Type { get; set; }
-		/// <summary>内容</summary>
-		[ProtoMember(3)]
-		public string Content { get; set; }
-		/// <summary>语音文件</summary>
-		[ProtoMember(4)]
-		public string VedioPath { get; set; }
-		/// <summary>图集</summary>
-		[ProtoMember(5)]
-		public string AtlasPath { get; set; }
-
-	}
-}

+ 0 - 11
Unity/Assets/Scripts/Codes/Model/Client/Generate/Config/FightChatConfig.cs.meta

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Unity/Assets/Scripts/Codes/Model/Client/Generate/Config/UnitConfig.cs.meta

@@ -1,11 +0,0 @@
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+ 16 - 10
Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/CommonProto_CS_10001.cs

@@ -110,15 +110,18 @@ namespace ET
 		public int vip { get; set; }
 
 		[ProtoMember(7)]
-		public int pos { get; set; }
+		public long diamond { get; set; }
 
 		[ProtoMember(8)]
-		public int state { get; set; }
+		public int pos { get; set; }
 
 		[ProtoMember(9)]
-		public bool isAuto { get; set; }
+		public int state { get; set; }
 
 		[ProtoMember(10)]
+		public bool isAuto { get; set; }
+
+		[ProtoMember(11)]
 		public CardInfo cardInfo { get; set; }
 
 	}
@@ -143,27 +146,30 @@ namespace ET
 		public int Time { get; set; }
 
 		[ProtoMember(6)]
-		public int Rand1 { get; set; }
+		public int CurRound { get; set; }
 
 		[ProtoMember(7)]
-		public int Rand2 { get; set; }
+		public int Rand1 { get; set; }
 
 		[ProtoMember(8)]
-		public int CardNum { get; set; }
+		public int Rand2 { get; set; }
 
 		[ProtoMember(9)]
-		public long OpId { get; set; }
+		public int CardNum { get; set; }
 
 		[ProtoMember(10)]
-		public int OpPos { get; set; }
+		public long OpId { get; set; }
 
 		[ProtoMember(11)]
-		public int CurDisCard { get; set; }
+		public int OpPos { get; set; }
 
 		[ProtoMember(12)]
-		public PlayerInfo MyInfo { get; set; }
+		public int CurDisCard { get; set; }
 
 		[ProtoMember(13)]
+		public PlayerInfo MyInfo { get; set; }
+
+		[ProtoMember(14)]
 		public List<PlayerInfo> OtherInfo { get; set; }
 
 	}

+ 0 - 11
Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/CommonProto_CS_10001.cs.meta

@@ -1,11 +0,0 @@
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+ 13 - 0
Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/HGHHMessage_C_40001.cs

@@ -194,6 +194,18 @@ namespace ET
 
 	}
 
+	[Message(HGHHMessage.G2C_HGHHSettlementPush)]
+	[ProtoContract]
+	public partial class G2C_HGHHSettlementPush: ProtoObject, IActorMessage
+	{
+		[ProtoMember(1)]
+		public int CurRound { get; set; }
+
+		[ProtoMember(2)]
+		public List<PlayerInfo> PlayerInfo { get; set; }
+
+	}
+
 	public static class HGHHMessage
 	{
 		 public const ushort C2G_HGHHReady = 40002;
@@ -211,5 +223,6 @@ namespace ET
 		 public const ushort C2G_HGHHOperation = 40014;
 		 public const ushort G2C_HGHHOperation = 40015;
 		 public const ushort G2C_HGHHOperationPush = 40016;
+		 public const ushort G2C_HGHHSettlementPush = 40017;
 	}
 }

+ 0 - 11
Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/HGHHMessage_C_40001.cs.meta

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+ 0 - 11
Unity/Assets/Scripts/Codes/Model/Client/Generate/Message/OuterMessage_C_30001.cs.meta

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