XiaoYaoManager = {} local this = XiaoYaoManager this.curMapId=0; this.curMapData={} this.MonsterData={} this.luckyTurnTableRewards={} this.luckyluckyTurnTableTimes = 0 this.luckyluckyTurnTableRemainTime = 0 --打开逍遥游地图列表界面 function this.OpenMapList() Log("点击打开逍遥游地图列表界面") NetManager.JourneyGetInfoResponse(function (msg) local _data={} Log(#msg.infos) for i = 1, #msg.infos do Log("mapId:"..msg.infos[i].mapId..",process:"..msg.infos[i].process) _data[msg.infos[i].mapId]=msg.infos[i].process end Log("打开逍遥游地图列表界面") UIManager.OpenPanel(UIName.XiaoYaoYouPanel,_data) end) end --打开逍遥游地图界面 function this.OpenXiaoYaoMap(mapId) NetManager.JourneyGetOneInfoResponse(mapId,function (msg) this.curMapId=mapId this.curMapData=msg Log("格子数量:"..#this.curMapData.cell) if this.curMapData.cell~=nil then table.sort(this.curMapData.cell,function(a,b) return a.cellIndex < b.cellIndex end) end -- this.InitLuckyTurnTables(msg) -- this.InitMonsterData(msg.monsterInfo,1) Log("打开逍遥游地图列表界面") UIManager.OpenPanel(UIName.XiaoYaoMapPanel) end) end --掷骰子请求 function this.StartXiaoYao() NetManager.JourneyDoResponse(this.curMapId,function (msg) for i = 1, #msg.pointes do Log("骰子点数:"..msg.pointes[i]) this.curMapData.location=this.curMapData.location+msg.pointes[i] end --0、普通节点 1、奖励节点 2、双倍节点 3、额外骰子节点 4、招募英雄节点 5、怪物节点 6,转盘 if msg.pathType == 5 then this.InitMonsterData(msg.monsterInfo,2) elseif msg.pathType == 6 then this.InitLuckyTurnTables(msg) end Game.GlobalEvent:DispatchEvent(GameEvent.XiaoYao.StartXiaoYao, msg) end) end function this.InitLuckyTurnTables(msg) this.luckyTurnTableRewards = {} for i = 1, #msg.randomItem do table.insert(this.luckyTurnTableRewards,msg.randomItem[i]) end this.luckyluckyTurnTableTimes = msg.randomNum if msg.randomTime and msg.randomTime > 0 then this.luckyluckyTurnTableRemainTime = msg.randomTime elseif msg.overTime and msg.overTime > 0 then this.luckyluckyTurnTableRemainTime = msg.overTime end end -- type 1初始化 2添加 function this.InitMonsterData(BackMonsterDatas,type) if type == 1 then this.MonsterData = {} end for i= 1, #BackMonsterDatas do local monster = {} monster.monsterId = BackMonsterDatas[i].monsterId monster.monsterIndex = BackMonsterDatas[i].monsterIndex monster.monsterHp = BackMonsterDatas[i].monsterHp monster.remainTime = BackMonsterDatas[i].remainTime monster.attackNum = BackMonsterDatas[i].attackNum monster.reward = BackMonsterDatas[i].reward table.insert(this.MonsterData,monster) end this.SortMonster(this.MonsterData) end function this.GetMonsterDatas() if not this.MonsterData or #this.MonsterData < 1 then return nil end for i = 1 , #this.MonsterData do if this.MonsterData[i].remainTime - PlayerManager.serverTime() < 1 then table.remove(this.MonsterData,i) end end table.sort(this.MonsterData,function(a,b) return a.monsterIndex > b.monsterIndex end) return this.MonsterData end function this.SortMonster(MonsterData) table.sort(MonsterData,function(a,b) if a.remainTime <= b.remainTime then return a.monsterIndex > b.monsterIndex else return a.remainTime > b.remainTime end end) end function this.GetMonsterDataReMainTimesAndTime() if not this.MonsterData or #this.MonsterData < 1 then return nil end local removeData = {} for i = 1 , #this.MonsterData do if this.MonsterData[i].remainTime - PlayerManager.serverTime() < 1 then table.remove(this.MonsterData,i) end end return #this.MonsterData,this.MonsterData[#this.MonsterData].remainTime end --开始战斗 function this.ExecuteFightBattle(id,func) NetManager.StartXiaoyaoBossFightRequest(id,function(msg) local fightData = BattleManager.GetBattleServerData(msg,0) UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.DAILY_CHALLENGE,function(result) if func then func() end if result.result == 0 then if this.levelData[this.curType].state == 1 then UIManager.OpenPanel(UIName.XuanYuanMirrorPanelList,this.curType) else UIManager.OpenPanel(UIName.XuanYuanMirrorPanel) end elseif result.result == 1 then this.levelData[this.curType].passId = id this.UpdateLevelState(this.curType) PrivilegeManager.RefreshPrivilegeUsedTimes(XuanYuanMirrorManager.freeTimeId, 1) CheckRedPointStatus(RedPointType.People_Mirror) if this.levelData[this.curType].state == 1 then UIManager.OpenPanel(UIName.XuanYuanMirrorPanelList,this.curType) else UIManager.OpenPanel(UIName.XuanYuanMirrorPanel) end UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() end) end end) end) end return XiaoYaoManager