收集水滴接口的接入
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27
meng_yao/Assets/script/scene_Main/ManurePanel.cs
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27
meng_yao/Assets/script/scene_Main/ManurePanel.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ManurePanel : MonoBehaviour
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{
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public GameObject[] DropArrays;
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async void Start()
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{
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TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS();
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for (int i = 0; i < info.Data.Rewards.Count; i++)
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{
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if (info.Data.Rewards[i].Show ==0)
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{
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DropArrays[i].gameObject.SetActive(false);
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}
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
meng_yao/Assets/script/scene_Main/ManurePanel.cs.meta
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11
meng_yao/Assets/script/scene_Main/ManurePanel.cs.meta
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fileFormatVersion: 2
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guid: f03d12340aff50a429546bc27002ff44
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -41,6 +41,7 @@ public class Tree_team : MonoBehaviour
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for (int i=0;i< response.Data.Pages.total_count; i++)
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for (int i=0;i< response.Data.Pages.total_count; i++)
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{
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{
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GameObject obj = GameObject.Instantiate(item,parent);
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GameObject obj = GameObject.Instantiate(item,parent);
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obj.transform.position= Vector3.zero;
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obj.GetComponent<Tree_team_item>().itemName.text = response.Data.List[i].Nickname;
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obj.GetComponent<Tree_team_item>().itemName.text = response.Data.List[i].Nickname;
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obj.GetComponent<Tree_team_item>().itemID.text ="id:"+ response.Data.List[i].Uid;
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obj.GetComponent<Tree_team_item>().itemID.text ="id:"+ response.Data.List[i].Uid;
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obj.GetComponent<Tree_team_item>().itemTeamCount.text ="ÍŶÓÈËÊý"+ response.Data.List[i].team_count;
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obj.GetComponent<Tree_team_item>().itemTeamCount.text ="ÍŶÓÈËÊý"+ response.Data.List[i].team_count;
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@ -10,28 +10,55 @@ public class WaterDrop : MonoBehaviour
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public Transform targetPosition; // 目标位置
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public Transform targetPosition; // 目标位置
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public float flyDuration = 1f; // 飞行持续时间
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public float flyDuration = 1f; // 飞行持续时间
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public int id;
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public int id;
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string trans_id;
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void Start()
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void Start()
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{
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{
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DropBtn =GetComponent<Button>();
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DropBtn = GetComponent<Button>();
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DropBtn.onClick.AddListener(DropClick);
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DropBtn.onClick.AddListener(DropClick);
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}
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}
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async void DropClick()
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async void DropClick()
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{
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{
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bool succefful = await Scene_main_jiekou.instance.TreeGetWaters(id, "string");
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trans_id = GenerateRandomString(6);
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bool succefful = await Scene_main_jiekou.instance.TreeGetWaters(id, trans_id);
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if (succefful)
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if (succefful)
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{
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{
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TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS();
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transform.DOMove(targetPosition.position, flyDuration)
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transform.DOMove(targetPosition.position, flyDuration)
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.OnComplete(() =>
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.OnComplete(async () => {
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Destroy(this.gameObject)
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);
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WaterPanel.instance.Updated_water(info);
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Destroy(this.gameObject);
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});
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}
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else
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{
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}
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}
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}
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}
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public string GenerateRandomString(int length)
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{
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System.Random random = new System.Random(); // 创建一个新的随机数生成器
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const string chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"; // 可用字符
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char[] stringChars = new char[length]; // 用来存储生成的字符
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for (int i = 0; i < length; i++)
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{
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stringChars[i] = chars[random.Next(chars.Length)]; // 随机选择一个字符
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}
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return new string(stringChars); // 将字符数组转换为字符串
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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