miduo_client/Assets/ManagedResources/~Lua/Message/HeroInfoProto.proto

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package com.ljsd.jieling.protocols;
option optimize_for = SPEED;
import "CommonProto.proto";
message GetHeroListInfoRequest{
optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
}
message GetHeroListInfoResponse{
repeated Hero heroList = 1;
optional bool isSendFinish =2; //是否发送完成
}
message DrawHeroRequest{
optional int32 type = 1;
optional string str = 2;
}
message DrawHeroResponse{
repeated Hero heroList = 1;
}
message HeroRandRequest{
optional int32 type =1; //抽卡类型
}
message HeroRandResponse{
optional Drop drop =1 ;
optional Drop extraBox = 2 ;//宝箱奖励
}
message TeamposSaveRequest{
optional TeamPosInfo TeamPosInfo =1;
}
message GetAllTeamPosResponse{
repeated TeamPosInfo TeamPosInfo =1;
}
message UpHeroLevelRequest{
optional string heroId = 1; //升级或突破的英雄id
optional int32 targetLevel = 2 ;// 目标等级
}
message UpHeroLevelResponse{
optional string heroId = 1; //升级或突破的英雄id
optional int32 targetLevel = 2 ;// 目标等级
}
message ConsumeMaterial{
optional int32 position=1; //卡槽位置
repeated string heroIds=2; //消耗英雄ids
}
message UpHeroStarRequest{
optional string heroId = 1; //升星的英雄id
repeated ConsumeMaterial consumeMaterials = 2; //消耗英雄组信息
optional int32 type = 3;//1为英雄进阶 2为法宝进阶
}
message UpQuickSoulEquipRequest{
optional string equipId = 1; //升级魂印id
repeated string soulEquipIds= 2; //消耗信息
}
message UpSoulEquipResponse{
optional string equipId = 1; //升级魂印id
optional int32 leve =2;//经验
optional int32 exp =3;//等级
repeated string soulEquipIds= 4; //消耗信息
}
message EquipWearRequest{
optional string heroId =1 ; //所穿英雄id
repeated string equipId =2 ; //装备id
optional int32 type = 3;//1、装备 2、宝器
}
message SoulEquipPos{
optional int32 equipId =1 ; //装备id
optional int32 position= 2; //卡槽位置
}
message MergeSoulRequest{
optional int32 targetId = 1; //目标合成物
repeated int32 soulId =2; //消耗的魂印
}
message MergeSoulResponse{
optional Drop drop = 1; //合成物
}
message OptHeroSoul{
optional string heroId =1 ; //所穿英雄id
repeated SoulEquipPos soulEquipIds =2 ; //装备id
}
message SoulEquipWearRequest{
optional OptHeroSoul wearInfo =1;
optional OptHeroSoul unloadInfo =2;
}
message SoulEquipUnLoadWearRequest{
optional string heroId =1 ; //所穿英雄id
repeated SoulEquipPos soulEquipIds =2 ; //装备id
}
message EquipUnLoadOptRequest{
optional string heroId = 1;
repeated string equipIds =2;
optional int32 type = 3;//1、装备 2、宝器
}
message HeroComposeRequest{
optional Item item = 1; //合成英雄需要用的碎片,和合成英雄的个数
}
message HeroComposeResponse{
optional Drop drop = 1;
}
message GetAllEquipRequest{
optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
optional int32 type = 2;//1、装备 、3魂印不要在此请求法宝4、宝器
}
message GetAllEquipResponse{
repeated Equip equip =1;
optional bool isSendFinish =2; //是否发送完成
}
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message GetAllPokemonRequest{
optional int32 start = 1;//从哪开始每次20个
}
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message GetAllPokemonResponse{
repeated PokemonInfo pokemonInfo =1;
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repeated TeamPokemonInfo teamPokemonInfos = 2; // 异妖编队
repeated int32 pokemonGot = 3;//已经获得过的灵兽
repeated int32 pokemonBookEnabled = 4;//已经激活的羁绊
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}
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// 替换异妖编队
message ReplaceTeamPokemonInfoRequest {
repeated TeamPokemonInfo teamPokemonInfos = 1; // 异妖编队
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}
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message PokenmonUpLevelRequest{//灵兽升级
optional string pokemonId =1;//灵兽id
optional int32 level =2; // 升级到的等级
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}
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message PokenmonUpLevelResponse{
optional int32 level = 1;
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}
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message PokemonAdvancedRequest{ //灵兽进阶
optional string pokemonId = 1; //要进阶的灵兽的id
repeated string consumePokemonIds = 2;//消耗的材料
}
message PokemonBackRequest{ //灵兽涅槃
optional string pokemonId = 1; //灵兽id
}
message PokemonBackResponse{
optional Drop drop = 1;
}
message PokemonFreeRequest{ //灵兽放生
repeated string pokemonId = 1; //灵兽id
optional int32 pieceId = 2;//灵兽碎片id 只能传一个
optional int32 pieceNum = 3;
}
message PokemonFreeResponse{
optional Drop drop = 1;
}
message PokemonBookEnableRequest{
optional int32 bookId = 1;//图鉴id
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}
message GetAllRingFireResponse{
repeated RingFireInfo ringFireInfo =1;
}
message SoulRandRequest{
optional int32 time =1; //次数
}
message SoulRandResponse{
optional Drop drop = 1;//掉落
optional int32 pos = 2;
optional int32 time =3; //次数
}
message SoulForceRandRequest{
}
message SoulForceRandResponse{
optional Drop drop = 1;//掉落
optional int32 pos = 2;
}
message HeroReturnRequest{
optional string heroId = 1;
}
message HeroReturnResponse{
optional Drop drop =1;
}
message HeroLockChangeRequest{
optional string heroId =1;
optional int32 lockState = 2 ; // 1 上锁 0 :解锁
}
message ComplexEquipRequest{
optional int32 type = 1;//装备类型
optional int32 star = 2;//装备星级 0一键合成
optional int32 num = 3;//合成数量
}
message ComplexEquipResponse{
optional Drop drop = 1;//合成的装备
}
message ComplexJewelEquipRequest{
optional int32 type = 1;//宝器类型 灵宝、魂宝
optional int32 rance = 2;//宝器属性
optional int32 targetleve = 3;//目标品质 0一键合成
optional int32 num = 4;//合成数量
}
message ComplexJewelEquipResponse{
repeated string equipIds =1;//消耗的装备
optional Drop drop = 2;//合成的装备
}
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message EspecialEquipBackRequest{
repeated string heroIdLsit = 1;//法宝归元
}
message EspecialEquipBackResponse{
optional Drop drop = 1;
}
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message SaveHeroChangeRequest{
optional string heroId = 1; //操作英雄id
}
message SaveHeroChangeResponse{
optional int32 heroTempId = 2; //置换的id
}
message CancelHeroChangeRequest{
optional string heroId = 1; //操作英雄id
}
message CancelHeroChangeResponse{
}
message DoHeroChangeRequest{
optional string heroId = 1; //操作英雄id
}
message DoHeroChangeResponse{
optional Drop drop = 1;//掉落
}
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message GetAllSkinResponse{
repeated SkinInfo skinInfo = 1;
}
message ChangeSkinRequest{
optional string heroId = 1;
optional int32 skinId = 2;
}
message GetSkinIndication{
optional SkinInfo skinInfo = 1;//激活皮肤的推送
}
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// 开启共鸣格子
message OpenResonanceRequest {
optional int32 gridId = 1; // 格子id
}
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// 共鸣
message ResonanceRequest{
optional string heroId = 1; // 需要共鸣的神将id
optional int32 gridId = 2; // 格子id
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optional int32 type = 3; // 1:共鸣 2卸下共鸣神将 3:卸下鸿蒙使者 4:上阵鸿蒙使者
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}
message ResonanceResponse{
optional int32 leftTime = 1; // 如果是卸下,返回倒计时 单位 秒
}
// 花费妖晶清除共鸣冷却时间
message CleanResonanceTimeRequest{
optional int32 gridId = 2; // 格子id
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optional int32 type = 1; // 1清除共鸣区cd 2清除鸿蒙使者cd
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}