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using System;using Fort23.UTool;namespace Core.Utility{    public class GlobalParam    {        public static int Item_Coin_ID = 1001;        public static int Item_Diamond_ID = 1002;        public static int Item_HeroExp_ID = 1003;        public static int RMB_1031 = 9999;        /// <summary>        /// 英雄最大上阵数量        /// </summary>        public static int Max_Deploy_HERO = 4;                /// <summary>        /// 主界面英雄头像,点击后,向上偏移的位移        /// </summary>        public static int Hero_Pos_Offset = 110;                /// <summary>        /// 最大等级差        /// </summary>        public static int Max_Main_Level_Difference = 10;                /// <summary>        /// 普攻技能组        /// </summary>        public static int Normal_Attack_Skill_Group_ID = 1001;        /// <summary>        /// 升级时,背景高度        /// </summary>        public static int Hero_Upgrade_UI_BG_Height = 283;        /// <summary>        /// 仅升星时,背景高度        /// </summary>        public static int Hero_Promote_UI_BG_Only_Star_Height = 283;        /// <summary>        /// 升星、解锁技能时,背景高度        /// </summary>        public static int Hero_Promote_UI_BG_Unlock_Skill_Height = 420;        /// <summary>        /// 仅升星时,星星y的位置        /// </summary>        public static int Hero_Promote_UI_BG_Star_Pos_1 = 0;        /// <summary>        /// 升星、解锁技能时,星星y的位置        /// </summary>        public static int Hero_Promote_UI_BG_Star_Pos_2 = 150;        /// <summary>        /// 生成装备表的ID        /// </summary>        /// <param name="zy"></param>        /// <param name="eqType"></param>        /// <param name="eqLv"></param>        /// <param name="mainLv"></param>        /// <returns></returns>        public static int GenerateEquipmentID(int zy, int eqType, int dropLv, int mainLv)        {            int eqLv = 10;            if (mainLv <= 10)            {                eqLv = 10;            }            else            {                int tmp = 5 - mainLv % 5;                tmp = mainLv + tmp;                eqLv = tmp + dropLv;            }            if (eqLv < 10)            {                eqLv = 10;            }                        // LogTool.Log("eqLevel=" + eqLv);                        int equipmentConfigID = zy * 10000 + eqType * 1000 + eqLv;            return equipmentConfigID;        }#if !COMBAT_SERVER                /// <summary>        /// 生成一个基于毫秒级时间戳的 GUID        /// </summary>        /// <returns>返回一个字符串形式的 GUID</returns>        public static string GenerateGUID()        {            // 获取当前的毫秒级时间戳            long timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();            // 生成一个随机数(确保 GUID 的部分随机性)            int randomPart = UnityEngine.Random.Range(1000, 9999);            LogTool.Log(timestamp);            LogTool.Log(randomPart);            // 拼接时间戳和随机数            return $"{timestamp}{randomPart}";        }#endif    }}
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