【优化】更新广告奖励本地化、删除无用字体

iOS_release
zhangaotian 2024-06-24 18:41:42 +08:00
parent be4b95f88a
commit 8e8d36b2cf
17 changed files with 1102 additions and 1285 deletions

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@ -236,8 +236,8 @@
{
"ID": 140,
"Key": "AD_Title",
"Value": "励",
"Value_En": "REWARD"
"Value": "失败激励",
"Value_En": "Reward Failed"
},
{
"ID": 141,

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@ -60,3 +60,4 @@ QWERTYUIOPASDFGHJKLZXCVBNMqwertyuiopasdfghjklzxcvbnm
退

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@ -11,7 +11,7 @@ namespace Framework.Constants
public static readonly string UILevelPanel = "UILevelPanel";
public static readonly string UIScore = "UIScore";
public static readonly string UILoading = "UILoading";
public static readonly string UIADPOPUP = "UIADPopup";
public static readonly string UIAdPopUp = "UIADPopup";
public static readonly string UISyncTip = "UISyncTip";
public static readonly string UIWinPanel = "UIWinPanel";
public static readonly string UIBuyGoods = "UIBuyGoods";

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@ -286,7 +286,7 @@ namespace Framework.UI
_WindowMeta(UIConstants.UIUserAgreement, UIWindowLayer.PopupTips);
_WindowMeta(UIConstants.UIShop, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIADPOPUP, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIAdPopUp, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIBuyGoods, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIWinPanel, UIWindowLayer.Normal);
_WindowMeta(UIConstants.UIMainPanel, UIWindowLayer.Normal);

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@ -321,7 +321,7 @@ namespace Gameplay.Manager
if (_levelLoseTime >= 2 && ADManager.Instance.CanShow(103))
{
AudioManager.Instance.PlaySound(AudioType.SOUND, "S_Reward", new UnityAudio(false));
UIManager.Instance.OpenWindow(UIConstants.UIADPOPUP);
UIManager.Instance.OpenWindow(UIConstants.UIAdPopUp);
}
else
{

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@ -12,7 +12,7 @@ namespace Gameplay.Manager
{
public class ShopManager : Singlenton<ShopManager>, IInitable
{
public Dictionary<PropType, int> UnusedPropCount;
private Dictionary<PropType, int> _unusedPropCount;
public string Platform = "ios";
public bool IsDebug;
@ -34,7 +34,7 @@ namespace Gameplay.Manager
{
if (_init) return;
UnusedPropCount = new Dictionary<PropType, int>()
_unusedPropCount = new Dictionary<PropType, int>()
{ { PropType.Undo, 0 }, { PropType.OpenHole, 0 }, { PropType.AddTime, 0 } };
InitProducts();
@ -51,8 +51,8 @@ namespace Gameplay.Manager
#endif
_consumableGoods = new Dictionary<string, int>()
{
{ Platform + "_pack_coins_100", 100 }, { Platform + "_pack_coins_600", 600 },
{ Platform + "_pack_coins_1200", 1600 }
{ Platform + "_CoinBox_100", 100 }, { Platform + "_CoinBox_600", 600 },
{ Platform + "_CoinBox_1200", 1600 }
};
_nonConsumableGoods = new Dictionary<string, int>();
}
@ -121,21 +121,21 @@ namespace Gameplay.Manager
{
CurCoin -= LevelConstants.PropPrice;
tempLevelData.undoCount++;
UnusedPropCount[PropType.Undo]++;
_unusedPropCount[PropType.Undo]++;
break;
}
case PropType.AddTime:
{
CurCoin -= LevelConstants.TimePropPrice;
tempLevelData.addTimeCount++;
UnusedPropCount[PropType.AddTime]++;
_unusedPropCount[PropType.AddTime]++;
break;
}
case PropType.OpenHole:
{
CurCoin -= LevelConstants.PropPrice;
tempLevelData.openHoleCount++;
UnusedPropCount[PropType.OpenHole]++;
_unusedPropCount[PropType.OpenHole]++;
break;
}
}
@ -147,18 +147,18 @@ namespace Gameplay.Manager
public void UseProp(PropType prop)
{
var count = UnusedPropCount[prop] > 0 ? 1 : 0;
UnusedPropCount[prop] -= count;
var count = _unusedPropCount[prop] > 0 ? 1 : 0;
_unusedPropCount[prop] -= count;
}
public void SettleCoins()
{
var spareCoins = 0;
var updatedUnusedPropCount = new Dictionary<PropType, int>(UnusedPropCount);
var updatedUnusedPropCount = new Dictionary<PropType, int>(_unusedPropCount);
for (int i = 0; i < UnusedPropCount.Count; i++)
for (int i = 0; i < _unusedPropCount.Count; i++)
{
var prop = UnusedPropCount.ElementAt(i);
var prop = _unusedPropCount.ElementAt(i);
switch (prop.Key)
{
@ -176,7 +176,7 @@ namespace Gameplay.Manager
updatedUnusedPropCount[prop.Key] = 0;
}
UnusedPropCount = updatedUnusedPropCount;
_unusedPropCount = updatedUnusedPropCount;
DebugUtil.Log("surplus coins : {0}", spareCoins);
CurCoin += spareCoins;

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