Files
the-island/unity-client/Assets/Scripts/Models.cs
empty d1b02b4dfd feat: Phase 8 - VFX 和 AI 打赏反应系统
- Unity: 添加 VFXManager 实现金币雨和爱心爆炸特效
- Unity: NetworkManager 支持 GiftEffect 事件
- Unity: AgentVisual 支持自定义时长的 SpeechBubble
- Backend: LLMService 支持生成个性化感谢语
- Backend: Engine 统一处理礼物逻辑 (handle_gift)
- Backend: TwitchBot 接入新的礼物处理流程
2026-01-01 21:38:49 +08:00

316 lines
8.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace TheIsland.Models
{
/// <summary>
/// Root server message structure.
/// Matches Python's GameEvent schema.
/// </summary>
[Serializable]
public class ServerMessage
{
public string event_type;
public double timestamp;
// data is parsed separately based on event_type
// We use a raw JSON approach for flexibility
}
/// <summary>
/// Wrapper for deserializing the full message including raw data.
/// </summary>
[Serializable]
public class RawServerMessage
{
public string event_type;
public double timestamp;
public string rawData; // Will be populated manually after initial parse
}
/// <summary>
/// Agent data from the server.
/// Matches Python's Agent.to_dict() output.
/// </summary>
[Serializable]
public class AgentData
{
public int id;
public string name;
public string personality;
public string status; // "Alive", "Dead", "Exiled"
public int hp;
public int energy;
public string inventory;
// Mood system (Phase 3)
public int mood;
public string mood_state; // "happy", "neutral", "sad", "anxious"
public string social_tendency; // "introvert", "extrovert", "neutral"
public bool IsAlive => status == "Alive";
}
/// <summary>
/// Agents update event data.
/// </summary>
[Serializable]
public class AgentsUpdateData
{
public List<AgentData> agents;
}
/// <summary>
/// Agent speak event data (LLM response).
/// </summary>
[Serializable]
public class AgentSpeakData
{
public int agent_id;
public string agent_name;
public string text;
}
/// <summary>
/// Feed event data.
/// </summary>
[Serializable]
public class FeedEventData
{
public string user;
public string agent_name;
public int energy_restored;
public int agent_energy;
public int user_gold;
public string message;
}
/// <summary>
/// Agent death event data.
/// </summary>
[Serializable]
public class AgentDiedData
{
public string agent_name;
public string message;
}
/// <summary>
/// Tick event data.
/// </summary>
[Serializable]
public class TickData
{
public int tick;
public int day;
public int alive_agents;
public string time_of_day; // "dawn", "day", "dusk", "night"
public string weather; // "Sunny", "Cloudy", "Rainy", etc.
}
/// <summary>
/// System/Error event data.
/// </summary>
[Serializable]
public class SystemEventData
{
public string message;
}
/// <summary>
/// User update event data.
/// </summary>
[Serializable]
public class UserUpdateData
{
public string user;
public int gold;
}
/// <summary>
/// World state data.
/// </summary>
[Serializable]
public class WorldStateData
{
public int day_count;
public string weather;
public int resource_level;
public int current_tick_in_day;
public string time_of_day; // "dawn", "day", "dusk", "night"
}
/// <summary>
/// Weather change event data.
/// </summary>
[Serializable]
public class WeatherChangeData
{
public string old_weather;
public string new_weather;
public string message;
}
/// <summary>
/// Phase change event data (day/night cycle).
/// </summary>
[Serializable]
public class PhaseChangeData
{
public string old_phase;
public string new_phase;
public int day;
public string message;
}
/// <summary>
/// Day change event data.
/// </summary>
[Serializable]
public class DayChangeData
{
public int day;
public string message;
}
/// <summary>
/// Heal event data.
/// </summary>
[Serializable]
public class HealEventData
{
public string user;
public string agent_name;
public int hp_restored;
public int agent_hp;
public int user_gold;
public string message;
}
/// <summary>
/// Encourage event data.
/// </summary>
[Serializable]
public class EncourageEventData
{
public string user;
public string agent_name;
public int mood_boost;
public int agent_mood;
public int user_gold;
public string message;
}
/// <summary>
/// Talk event data.
/// </summary>
[Serializable]
public class TalkEventData
{
public string user;
public string agent_name;
public string topic;
public string response;
}
/// <summary>
/// Revive event data.
/// </summary>
[Serializable]
public class ReviveEventData
{
public string user;
public string agent_name;
public int user_gold;
public string message;
}
/// <summary>
/// Social interaction event data.
/// </summary>
[Serializable]
public class SocialInteractionData
{
public int initiator_id;
public string initiator_name;
public int target_id;
public string target_name;
public string interaction_type; // "chat", "share_food", "help", "argue", "comfort"
public string relationship_type; // "stranger", "friend", "rival", etc.
public string dialogue;
}
/// <summary>
/// Gift effect event data (Twitch bits, subscriptions, etc.).
/// </summary>
[Serializable]
public class GiftEffectData
{
public string user;
public string gift_type; // "bits", "heart", "sub"
public int value;
public string message;
public string agent_name; // Target agent for the effect
public string gratitude; // AI-generated thank you message
public float duration; // How long to show the speech bubble (default 8s)
}
/// <summary>
/// Client message structure for sending to server.
/// </summary>
[Serializable]
public class ClientMessage
{
public string action;
public ClientPayload payload;
}
[Serializable]
public class ClientPayload
{
public string user;
public string message;
}
/// <summary>
/// Event type constants matching Python's EventType enum.
/// </summary>
public static class EventTypes
{
public const string COMMENT = "comment";
public const string TICK = "tick";
public const string SYSTEM = "system";
public const string ERROR = "error";
public const string AGENTS_UPDATE = "agents_update";
public const string AGENT_DIED = "agent_died";
public const string AGENT_SPEAK = "agent_speak";
public const string FEED = "feed";
public const string USER_UPDATE = "user_update";
public const string WORLD_UPDATE = "world_update";
public const string CHECK = "check";
// Day/Night cycle (Phase 2)
public const string TIME_UPDATE = "time_update";
public const string PHASE_CHANGE = "phase_change";
public const string DAY_CHANGE = "day_change";
// Weather system (Phase 3)
public const string WEATHER_CHANGE = "weather_change";
public const string MOOD_UPDATE = "mood_update";
// New commands (Phase 4)
public const string HEAL = "heal";
public const string TALK = "talk";
public const string ENCOURAGE = "encourage";
public const string REVIVE = "revive";
// Social system (Phase 5)
public const string SOCIAL_INTERACTION = "social_interaction";
public const string RELATIONSHIP_CHANGE = "relationship_change";
public const string AUTO_REVIVE = "auto_revive";
// Gift/Donation system (Phase 8)
public const string GIFT_EFFECT = "gift_effect";
}
}