IndicationManager = {} local this = IndicationManager function this.Initialize() Game.GlobalEvent:AddEvent(Protocal.Connect, this.RegisterMessage) this.canPopUpBagMaxMessage=false this.getRewardFromMailMessage=false end function this.RegisterMessage(network) if network.type ~= SocketType.LOGIN then return end local socket = network.socket -- 无尽换期刷新地图信息 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MAP_CHANGE_INDICATION, this.RefreshMapData) -- 监听服务器跨天状态N socket:RegistNetMessage(MessageTypeProto_pb.FIVE_PLAYER_REFLUSH_INDICATION, this.RefreshUpdateIndication) socket:RegistNetMessage(MessageTypeProto_pb.ZeroPlayerUpdateIndication, this.ZeroRefreshUpdateIndication) --监听红点推送 socket:RegistNetMessage(MessageTypeProto_pb.SEND_RED_POINT_INDICATION, this.ReceiveRedPoint) --福利红包推送 socket:RegistNetMessage(MessageTypeProto_pb.WELFARE_RED_PACKET_INFO, this.WelfareRedPacketPush) socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_BAG_INDICATION, this.BackUpDataBagItemIdNumber) socket:RegistNetMessage(MessageTypeProto_pb.SEND_CHAT_INFO_INDICATION, this.ReceiveFriendChat) socket:RegistNetMessage(MessageTypeProto_pb.MISSION_UPDATE_INDICATION, this.RefreshMissionList) -- 监听服务器推送 socket:RegistNetMessage(MessageTypeProto_pb.ADVENTURE_BOSS_FIND_INDICATION, this.ReceiveChatMsg) -- 监听Boss被杀 socket:RegistNetMessage(MessageTypeProto_pb.ADVENTURE_BOSS_KILL_INDICATION, this.GetBossInfo) socket:RegistNetMessage(MessageTypeProto_pb.ALL_GIFTGOODS_INDICATION, this.RefreshGiftGoods) -- 监听服务器好友删除,好友赠送体力推送 --type 1:申请好友 2: 添加好友 socket:RegistNetMessage(MessageTypeProto_pb.SEND_FRIEND_INFO_INDICATION, this.ReceiveFriendApplication) -- 监听服务器好友申请,好友添加推送 --type 1:删除好友 2: 赠送体力 socket:RegistNetMessage(MessageTypeProto_pb.SEND_FRIEND_STATE_INDICATION, this.ReceiveFriendDeleteState) -- 监听商店数据推送 socket:RegistNetMessage(MessageTypeProto_pb.STORE_UPDATE_INDICATION, this.ReceiveShopData) --刷新活动 socket:RegistNetMessage(MessageTypeProto_pb.ACTIVITY_UPDATE_INDICATION, this.RefreshActivityList) socket:RegistNetMessage(MessageTypeProto_pb.ACTIVITY_UPDATE_PROGRESS_INDICATION, this.ActivityUpdateProgressIndication) -- 公会推送 socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_JOIN_INDICATION, this.GuildJoinSuccess) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_KICK_INDICATION, this.GuildKickOut) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_POSITION_UPDATE_INDICAITON, this.GuildPositionUpdate) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_CHANGE_BASE_INDICATION, this.GuildDataUpdate) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_WALK_INDICATION, this.GuildWalkUpdate) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_QUICK_SET_DEFEND_INDICATION, this.GuildFightDefendUpdate) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_FIGHT_MATCHING_SUCCESS_INDICATION, this.GuildFightMatchingSuccess) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_DEFEATE_INDICATION, this.GuildFightBeKilled) socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_REFUSE_JOIN_INDICATION, this.GuildBeRefused) socket:RegistNetMessage(MessageTypeProto_pb.FamilyFeteRewardProcessIndication, this.GuildFeteRewardProcess) socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_STATUS_CHANGE_INDICATION, this.GuildRefreshDeathPosStatus) socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_DO_REWARD_INDICATION, this.GuildDoRewardIndication) socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_FIRST_CHANGE_INDICATION, this.GuildFirstChangeIndication) -- socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_USER_EXP_INDICATION, this.UpdateUserExp) --秘盒跨季度刷新 socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_SECRET_BOX_SEASON_INDICATION, this.UpdateSecretSeasonData) -- 服务器要让我滚出图 socket:RegistNetMessage(MessageTypeProto_pb.MAP_OUT_INDICATION, this.TimeToFuckOutMap) -- 刷新事件点时间 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_REFRESH_INDICAITON, this.FreshPointShowTime) -- 支付成功推送 socket:RegistNetMessage(MessageTypeProto_pb.NOTIFY_PAY_SUCCESS_INDICATION, this.PaySuccess) -- 渠道强制改名推送 socket:RegistNetMessage(MessageTypeProto_pb.PLAYER_BACKCINFO_INDICATION, this.PlayerBackCInfo) ---调查问卷推送 socket:RegistNetMessage(MessageTypeProto_pb.QUESTION_INDICATION, this.RefreshQuestionnaire) -- 空刷小怪 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MONSTER_REFRESH_INDICATION, this.MapNewAMonster) -- 血战奖励积分变化刷新 socket:RegistNetMessage(MessageTypeProto_pb.BLOODY_SCORE_CHANGE_INDICATION, this.BloodyScoreChanged) -- 无尽副本编队数据变化 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MAP_SET_TEAM_INDICATION, this.EndLessTeamChange) --道具直购 socket:RegistNetMessage(MessageTypeProto_pb.DIRECT_BUY_GOODS_INDICATION, this.DirectBuyGoods) -- 任务重置刷新 socket:RegistNetMessage(MessageTypeProto_pb.TREASURE_REFRESH_INDICATION, this.RestTreasureTaskData) -- 戒灵秘宝等级推送 socket:RegistNetMessage(MessageTypeProto_pb.TREASURE_LEVELUP_INDICATION, this.RefreshTreasureLevel) -- 幸运转盘 socket:RegistNetMessage(MessageTypeProto_pb.LUCKWHEEL_POOL_INDICATION, this.ReceiveLuckyTurnData) -- 战斗胜利更新关卡ID socket:RegistNetMessage(MessageTypeProto_pb.MAIN_LEVEL_FIGHT_UPDATE_INDICATION, this.FreshFightId) -- 累充金额推送 socket:RegistNetMessage(MessageTypeProto_pb.REFRESH_RECHARGE_INDICATION, this.RefreshAccuMoneyNum) -- 巅峰战阶段切换 socket:RegistNetMessage(MessageTypeProto_pb.CHAMPION_PROGRESS_UPDATE_INDICATION, this.TopMatchStageUpdate) -- 竞猜成功 socket:RegistNetMessage(MessageTypeProto_pb.CHAMPION_GUESS_SUCCESS_INDICATION, this.TopMatchGuessSuccess) -- 特权解锁 socket:RegistNetMessage(MessageTypeProto_pb.PRIVILLEGE_ADD_INDICATION, this.OnPrivilegeUpdate) -- 远征更新圣物信息 socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_HOLY_BAG_INDICATION, this.RefreshExpeditionHalidom) -- 远征更新节点和己方信息 socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_NOINFO_INDICATION, this.RefreshExpeditionNodeAndHeros) -- 月卡激活推送 socket:RegistNetMessage(MessageTypeProto_pb.MONTHCARD_INDICATION, this.RefreshMonthCardData) -- 公会车迟阶段推送 socket:RegistNetMessage(MessageTypeProto_pb.CAR_DELAY_PROGRESS_INDICATION, this.RefreshGuildCarDelayProgressData) -- 公会援助信息推送 socket:RegistNetMessage(MessageTypeProto_pb.GuildHelpInfoIndication, this.RefreshGuildAidInfoData) -- 公会援助日志信息推送 socket:RegistNetMessage(MessageTypeProto_pb.GuildHelpLogIndication, this.GuildHelpLogIndication) -- 猎妖之路推送 socket:RegistNetMessage(MessageTypeProto_pb.ExpeditionResetIndication, this.ExpeditionResetIndication) --大闹天宫 天宫秘宝 积分 和 任务状态推送 socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_TREASURE_STATE_INDICATION, this.TreasureStateIndicaion) socket:RegistNetMessage(MessageTypeProto_pb.SITUATION_INFO_INDICATION, this.SiTuaTionInfoIndication) --公户副本推送 socket:RegistNetMessage(MessageTypeProto_pb.GUILD_CHALLENGE_INDICATION, this.GuildTranscriptIndication) --公户副本推送 socket:RegistNetMessage(MessageTypeProto_pb.GUILD_CHALLENGE_BUY_BUFF_INDICATION, this.GuildChallengeBuyBuffIndication) socket:RegistNetMessage(MessageTypeProto_pb.HERO_SKIN_USE_INDICATION, this.HeroSkinUseIndication) -- 鸿蒙阵数据推送 socket:RegistNetMessage(MessageTypeProto_pb.HONGMENG_INFO_INDICATION,this.HongMengIndication) socket:RegistNetMessage(MessageTypeProto_pb.HONGMENG_STELE_NEW_HAND_INDICATION,this.OpenHongMengTowerGuideIndication) --跨服天梯信息推送 socket:RegistNetMessage(MessageTypeProto_pb.GetWorldArenaInfoIndication, this.GetWorldArenaInfoIndication) socket:RegistNetMessage(MessageTypeProto_pb.WorldLevelIndication, this.WorldLevelIndication) socket:RegistNetMessage(MessageTypeProto_pb.SendFourChallengeInfoIndication, this.SendFourChallengeInfoIndication) -- 充值成功订单推送 socket:RegistNetMessage(MessageTypeProto_pb.RECHARGE_SUCCESS_INDICATION, this.RechargeSuccessOrder) -- 礼包拍脸推送 socket:RegistNetMessage(MessageTypeProto_pb.PUSH_WELFARE_RESPONSE, this.BackPatFaceData) -- 山河社稷图推送 socket:RegistNetMessage(MessageTypeProto_pb.HARD_STAGE_INFO_RESPONSE, this.HardStageResponse) -- 神印信息推送 socket:RegistNetMessage(MessageTypeProto_pb.PurpleMansionSealIndication, this.PracticeImprintData) -- Vip等级奖励信息推送 socket:RegistNetMessage(MessageTypeProto_pb.VIP_LEVEL_STATE_RESPONSE, this.RefreshLevleRewardDatas) -- --心愿抽卡信息推送 socket:RegistNetMessage(MessageTypeProto_pb.wishDrawCardIndication, this.WishDrawCardInfoIndication) -- --心愿抽卡信息推送 socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_TREASURE_REFRESH_INDICATION, this.EenlessTreasureRefreshIndication) --称号激活推送 socket:RegistNetMessage(MessageTypeProto_pb.USER_TITLE_ADD_INDICATION, this.UserTitleAddIndicaiton) --是否跨服推送 socket:RegistNetMessage(MessageTypeProto_pb.IsCrossIndication, this.IsCrossIndication) --七界试炼推送 socket:RegistNetMessage(MessageTypeProto_pb.SevenWorldInfoIndication, this.SevenWorldInfoIndication) socket:RegistNetMessage(MessageTypeProto_pb.EQUIP_BOOK_INDICATION, this.EquipBookInfoIndication) -- 周卡推送 socket:RegistNetMessage(MessageTypeProto_pb.WeekCardIndicationInfoResponse, this.WeekCardIndication) -- 灵脉被抢夺推送 socket:RegistNetMessage(MessageTypeProto_pb.CrossLingmaiIndicationResponse, this.LingMaiIndication) end function this.EquipBookInfoIndication(buff) local data = buff:DataByte() local msg = HeroInfoProto_pb.EquipBookIndication() msg:ParseFromString(data) EquipManager.InitHaveEquipDatas(msg.changeEquipList) end --后端推送激活的称号 function this.UserTitleAddIndicaiton(buff) local data = buff:DataByte() local msg = PlayerInfoProto_pb.UserTitleAddIndication() msg:ParseFromString(data) LogRed(" id=="..msg.decorationId.." time=="..msg.time) PlayerManager.SetPlayerTitleTime(msg.decorationId,msg.time) end --后端推送福利红包数据 function this.EenlessTreasureRefreshIndication(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.EndlessTreasureInfoResponse() msg:ParseFromString(data) local num = BagManager.GetItemCountById(EndLessMapManager.scoreValueId) BagManager.HeroLvUpUpdateItemsNum(EndLessMapManager.scoreValueId, num) EndLessMapManager.InitTreasureData(msg) Game.GlobalEvent:DispatchEvent(GameEvent.EndLess.QinglongSerectRefresh) end --后端推送福利红包数据 function this.WelfareRedPacketPush(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.WelfareRedPacketPush() msg:ParseFromString(data) if msg.redpacket then MyGuildManager.SetMyGuidRedPackage(msg.redpacket) --CheckRedPointStatus(RedPointType.Guid_SendPackage) --CheckRedPointStatus(RedPointType.Guid_GetPackage) MyGuildManager.ReuqsetRedPackage() end -- BagManager.BagIndicationRefresh(msg) end function this.OpenHongMengTowerGuideIndication(buffer) local data = buffer:DataByte() local msg = HeroInfoProto_pb.HongmengSteleNewHandIndication() msg:ParseFromString(data) GuideManager.HongMengGuideFun(msg.state) end function this.HongMengIndication(buffer) local data = buffer:DataByte() local msg = HeroInfoProto_pb.HongmengInfoIndication() msg:ParseFromString(data) HarmonyManager.GetHongMengServerData(msg) -- local data2 = ConfigManager.GetConfigData(ConfigName.SpecialConfig,101).Value -- LogError("data2:"..tostring(data2)) -- local d = string.split(data2,"#") -- LogError("msg.hongmengTabletMax:"..tostring(msg.hongmengTabletMax)) -- if msg.hongmengTabletMax >= tonumber(d[2]) then -- HarmonyManager:SetHongMengTowerUpLimit(msg.hongmengTabletMax) -- end -- LogError("服务器发来的hongmengGuards长度:"..tostring(#msg.hongmengGuards)) -- if msg.hongmengGuards then -- -- for i = 1, #msg.hongmengGuards do -- -- if msg.hongmengGuards[i].heroId == "" then -- -- Log("鸿蒙守卫:"..i.."为nil") -- -- else -- -- Log("鸿蒙守卫:"..i..HeroManager.GetSingleHeroData(msg.hongmengGuards[i].heroId).name) -- -- end -- -- end -- HarmonyManager.UpdateHongMengDataGuards(msg.hongmengGuards) -- end -- LogError("服务器发来的hongmengAdditions长度:"..tostring(#msg.hongmengAdditions)) -- if msg.hongmengAdditions then -- for i = 1, #msg.hongmengAdditions do -- -- body -- end -- HarmonyManager.UpdateHongMengDataAdditions(msg.hongmengAdditions) -- end -- if msg.hongmengResonacnes then -- HarmonyManager.UpdateHongMengDataHeroInfos(msg.hongmengResonacnes) -- end -- if GuideManager.IsFirstOpenHarmonyBei then -- GuideManager.IsFirstOpenHarmonyBei = false -- for i = 1, #HarmonyManager.hongmengGuards do -- if HarmonyManager.hongmengGuards[i].heroId ~= "" then -- local _heroData = HeroManager.GetSingleHeroData(HarmonyManager.hongmengGuards[i].heroId) -- HeroManager.UpdateSingleHeroDatas(_heroData.dynamicId, 1, _heroData.star, 0, _heroData.upStarId) -- end -- end -- end -- --鸿蒙数据有变化时更新英雄战力数据 -- for i = 1, #msg.hongmengGuards do -- if msg.hongmengGuards[i].heroId~="" then -- HeroManager.UpdateSingleHeroWarPower(msg.hongmengGuards[i].heroId) -- end -- end -- for i = 1, #msg.hongmengResonacnes do -- if msg.hongmengResonacnes[i].heroId~="" then -- HeroManager.UpdateSingleHeroWarPower(msg.hongmengResonacnes[i].heroId) -- end -- end end function this.SendFourChallengeInfoIndication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.FourChallengeGetInfoResponse() msg:ParseFromString(data) LogGreen("刷新四灵") MonsterCampManager.InitFourMonsterData(msg) MonsterCampManager.SetFriendHelpHero({},nil) MonsterCampManager.SetMyHelpHeroData(nil) end function this.HeroSkinUseIndication(buffer) local data = buffer:DataByte() local msg = HeroInfoProto_pb.GetSkinIndication() msg:ParseFromString(data) --LogGreen("获得了新的皮肤") if msg.skinInfo then LogBlue("msg.skinInfo.skinId:"..msg.skinInfo.skinId.." msg.skinInfo[i].overTime:"..msg.skinInfo.overTime) HeroSkinManager.InitialSkin(msg,1) else LogBlue("没有皮肤") end end function this.SiTuaTionInfoIndication(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.GetAllSituationInfoResponse() msg:ParseFromString(data) --LogGreen("5点到了,开始刷新了,发了消息GameEvent.FunctionCtrl.OnXuanYuanFunctionClose") XuanYuanMirrorManager.UpdateMirrorState(msg) Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnXuanYuanFunctionChange) end function this.RefreshActivityList(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.ActivityUpateIndication() msg:ParseFromString(data) ActivityGiftManager.RefreshActivityData(msg) Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionOpen) end --服务器五点刷新推送相关任务的状态数据 function this.RefreshUpdateIndication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.FivePlayerUpdateIndication() msg:ParseFromString(data) ActivityGiftManager.FiveAMRefreshActivityProgress(msg) TaskManager.RefreshTypeTaskInfo(msg.userMissionInfo) VipManager.FiveAMRefreshLocalData(msg.hadTakeDailyBox) PrivilegeManager.FiveAMRefreshLocalData(msg.privilege) MapTrialManager.RefreshAttachVipData() OperatingManager.SetSignInData(msg.SignInInfo) CheckRedPointStatus(RedPointType.FirstRecharge) PatFaceManager.SetisFirstLogVal(0) ShopManager.isOpenNoviceGift=false ActivityGiftManager.isFirstForSupremeHero=false BindPhoneNumberManager.InitBindInfo(msg.playerBindPhone) LuckyTurnTableManager.ReceiveServerDataForFive(msg.posInfos,msg.posInfosAdvance) MonthCardManager.BackSetMonthCardGetStateData(msg.MonthDailyTake) MyGuildManager.SetMyFeteInfo_FiveRefresh(msg) MyGuildManager.SetGuildHelpInfo_FiveRefresh(msg) -- CarbonManager.dailyChallengeInfo=msg.dailyChallengeInfo -- LogBlue("Indication 推送数据"..#msg.dailyChallengeInfo) Timer.New(function() AdventureManager.RefreshAttachVipData() Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnRefreshNextDayData) end, 2, 1, true):Start() --先刷新完数据,再派发事件做界面刷新 Game.GlobalEvent:DispatchEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh) --刷新极速探险免费次数 Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnFastBattleChanged) --五点刷新拍脸 Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnPatFaceRedRefresh) Game.GlobalEvent:DispatchEvent(GameEvent.LikeAbility.RefreshRemainTimes) CheckRedPointStatus(RedPointType.LikeabilityRed) CheckRedPointStatus(RedPointType.SecretTer_HaveFreeTime) CheckRedPointStatus(RedPointType.DailyGift) CheckRedPointStatus(RedPointType.GrowthPackage) CheckRedPointStatus(RedPointType.Guild_Fete) CheckRedPointStatus(RedPointType.Guild_AidBox) CheckRedPointStatus(RedPointType.Guild_AidGuild) CheckRedPointStatus(RedPointType.Guild_AidMy) CheckRedPointStatus(RedPointType.TaiChuMiJuan) LuckyTurnTableManager.SetTimes(msg.hadLuckTime,msg.hadAdvanceLuckyTime) CheckRedPointStatus(RedPointType.Arena_Free) --抽奖勾选重置 PlayerManager.ResetLocalData(1)--初始化所有本地的每日一刷--1是五点推送、2是登陆检测 GuildTranscriptManager.SetCanSweep1() DeathPosManager.InitData()--十绝阵跨天状态刷新 end function this.ZeroRefreshUpdateIndication() end --服务器推送红点信息 function this.ReceiveRedPoint(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.RedPointInfo() msg:ParseFromString(data) -- 显示红点 RedpotManager.SetServerRedPointStatus(msg.type, RedPointStatus.Show) end --后端更新背包数据 function this.BackUpDataBagItemIdNumber(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.UpdateBagIndication() msg:ParseFromString(data) BagManager.BagIndicationRefresh(msg) end -- 好友数据单独处理 function this.ReceiveFriendChat(buffer) local data = buffer:DataByte() local msg = ChatProto_pb.SendChatInfoIndication() msg:ParseFromString(data) for i = 1, #msg.chatInfo do msg.chatInfo[i].senderName = PracticeManager.SetNameColor(msg.chatInfo[i].senderName,msg.chatInfo[i].practiceLevel) end if msg.type == 1 then FriendChatManager.ReceiveFriendChat(msg) elseif msg.type == 2 then LogGreen("收到了跑马灯消息") ChatManager.ReceiveFamilyChat(msg) end end --服务器推送相关任务的状态数据 function this.RefreshMissionList(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.MissionUpdateListIndication() msg:ParseFromString(data) --LogBlue("收到了服务器的刷新数据") TaskManager.RefreshTypeTaskInfo(msg.userMissionInfo) Game.GlobalEvent:DispatchEvent(GameEvent.TreasureOfHeaven.TaskRefresh) end -- 接收服务器数据 function this.ReceiveChatMsg(buffer) --Log("收到新的外敌数据") local data = buffer:DataByte() local msg = FightInfoProto_pb.AdventureBossFindIndication() msg:ParseFromString(data) --TODO: 服务器主动推送的数据与原数据不同,需特殊处理 -- 只保留三十条数据 table.insert(AdventureManager.adventureChatList, msg.adventureBossInfo) if #AdventureManager.adventureChatList > 30 then table.remove(AdventureManager.adventureChatList, 1) end -- 是否需要刷新显示标志位 AdventureManager.IsChatListNew = true -- 聊天数据刷新 Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnChatListChanged) -- 判断新增外敌是否在外敌列表中,不在则保存 local data = AdventureManager.GetEnemyDataByBossId(msg.adventureBossInfo.bossId) if not data then table.insert(AdventureManager.adventrueEnemyList, msg.adventureBossInfo) AdventureManager.SortEnemyList() -- 数据刷新 Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnEnemyListChanged) end end --拉去Boss外敌信息 function this.GetBossInfo(buffer) local data = buffer:DataByte() local msg = FightInfoProto_pb.AdventureBossKillIndication() msg:ParseFromString(data) AdventureManager.GetAdventureBossFlushRequest(msg) local removeIndex = nil for i, v in ipairs(AdventureManager.adventrueEnemyList) do if v.bossId == msg.bossId then removeIndex = i end end if removeIndex then table.remove(AdventureManager.adventrueEnemyList, removeIndex) AdventureManager.SortEnemyList() -- 是否需要刷新显示标志位 AdventureManager.IsChatListNew = true -- 聊天数据刷新 Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnChatListChanged) Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnEnemyListChanged) end end function this.RefreshGiftGoods(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.AllGiftGoodsIndication() msg:ParseFromString(data) OperatingManager.SetBasicValues(msg.GiftGoodsInfo) Game.GlobalEvent:DispatchEvent(GameEvent.GrowGift.RechargeGift) -- LogYellow("发送了GameEvent.GrowGift.RechargeGift") end -- 接收服务器好友申请,添加 function this.ReceiveFriendApplication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.sendFriendInfoIndication() msg:ParseFromString(data) local friendApplicationData = msg.Friends if (msg.type == 1) then GoodFriendManager.OnFriendDataRefresh(3, msg) --GoodFriendManager.friendApplicationData[friendApplicationData.id] = friendApplicationData Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendApplication, GoodFriendManager.friendApplicationData) end if (msg.type == 2) then GoodFriendManager.OnFriendDataRefresh(1, msg) -- GoodFriendManager.friendAllData[friendApplicationData.id] = friendApplicationData GoodFriendManager.friendApplicationData[friendApplicationData.id] = nil RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. "redPointApplication", 1) Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, GoodFriendManager.friendAllData) Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendApplication, GoodFriendManager.friendApplicationData) end CheckRedPointStatus(RedPointType.Friend_Application) CheckRedPointStatus(RedPointType.Friend_GetAllReward) end -- 接收服务器好友删除,赠送体力推送 function this.ReceiveFriendDeleteState(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.SendFriendStateIndication() msg:ParseFromString(data) if (msg.type == 1) then GoodFriendManager.friendAllData[msg.friendId] = nil --this.friendSearchData[msg.friendId].isHaveApplication=1 Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendDelete, msg.friendId) end if (msg.type == 2) then GoodFriendManager.friendAllData[msg.friendId].haveReward = 1 end CheckRedPointStatus(RedPointType.Friend_GetAllReward) Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, GoodFriendManager.friendAllData) end -- 接收商店数据 function this.ReceiveShopData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.storeUpdateIndication() msg:ParseFromString(data) ShopManager.UpdateShopData(msg) end -- 加入公会成功推送 function this.GuildJoinSuccess(buffer) local data = buffer:DataByte() local msg = Family_pb.FamilyJoinIndicaion() msg:ParseFromString(data) local isSelf = msg.familyUserInfo.roleUid == PlayerManager.uid Log("服务器推送:有人成功加入公会,是不是自己:" .. tostring(isSelf)) if isSelf then MyGuildManager.SetMyGuildInfo(msg) MyGuildManager.SetMyMemInfo(msg) MyGuildManager.SetMyFeteInfo(msg) -- 初始化一遍数据 MyGuildManager.InitAllData(function() -- 发送数据更新事件 Game.GlobalEvent:DispatchEvent(GameEvent.Guild.JoinGuildSuccess) -- 显示tip GuildManager.AddGuildTip(GUILD_TIP_TYPE.JOIN, msg.familyBaseInfo.name) end) else -- 不是自己暂不做处理 --MyGuildManager.RequestMyGuildMembers() end end -- 被踢出公会推送 function this.GuildKickOut(buffer) local data = buffer:DataByte() local msg = Family_pb.KickOutIndication() msg:ParseFromString(data) Log("服务器推送:被踢出公会, uid" .. msg.uid) MyGuildManager.BeKickOut(msg) end -- 被踢出公会推送 function this.GuildBeRefused(buffer) Log("服务器推送:公会申请被拒绝") local data = buffer:DataByte() local msg = Family_pb.RefuseJoinFamily() msg:ParseFromString(data) GuildManager.AddGuildTip(GUILD_TIP_TYPE.REFUSE, msg.name) end -- 职位变更推送 function this.GuildPositionUpdate(buffer) local data = buffer:DataByte() local msg = Family_pb.FamilyPositionUpdateIndication() msg:ParseFromString(data) Log("服务器推送:公会职位变化, uid = "..msg.uid..", pos = "..msg.position) MyGuildManager.UpdateGuildPosition(msg) end -- 公会信息推送 function this.GuildDataUpdate(buffer) Log("服务器推送:公会信息改变") local data = buffer:DataByte() local msg = Family_pb.FamilyChangeIndication() msg:ParseFromString(data) MyGuildManager.SetMyGuildInfo(msg) end -- 公会成员行走 function this.GuildWalkUpdate(buffer) -- 不在公会主界面不接收,打开公会主界面时会刷新 if not UIManager.IsOpen(UIName.GuildMainCityPanel) then return end Log("服务器推送:公会行走信息改变") local data = buffer:DataByte() local msg = Family_pb.FamilyWalkIndicaiton() msg:ParseFromString(data) MyGuildManager.UpdateWalkData(msg) end -- 公会战防守阵容改变推送 function this.GuildFightDefendUpdate(buffer) -- 不在公会主界面不接收,打开界面时会刷新 if not UIManager.IsOpen(UIName.GuildMainCityPanel) then return end Log("服务器推送:公会战防守阵容信息改变") local data = buffer:DataByte() local msg = Family_pb.FamilyDefendInfo() msg:ParseFromString(data) GuildFightManager.UpdateDefendStageData(msg) end -- 公会战匹配成功 function this.GuildFightMatchingSuccess(buffer) -- 不在公会主界面不接收,打开界面时会刷新 if not UIManager.IsOpen(UIName.GuildMainCityPanel) then return end Log("服务器推送:公会战匹配成功") local data = buffer:DataByte() local msg = Family_pb.EnemyFamily() msg:ParseFromString(data) GuildFightManager.SetEnemyBaseData(msg) end -- 公会战匹配成功 function this.GuildFightBeKilled(buffer) Log("服务器推送:公会战有人被打败") -- 不在公会主界面不接收,打开界面时会刷新 local data = buffer:DataByte() local msg = Family_pb.DefeatResponse() msg:ParseFromString(data) Log("服务器推送:公会战有人被打败, uid = " .. msg.uid) GuildFightManager.KillSomeBody(msg) end -- 公会祭祀进度 function this.GuildFeteRewardProcess(buffer) local data = buffer:DataByte() local msg = Family_pb.FamilyFeteRewardProcessIndication() msg:ParseFromString(data) Log("服务器推送:公会祭祀进度更新,score= "..msg.score) MyGuildManager.SetMyFeteInfo_ByScore(msg) Game.GlobalEvent:DispatchEvent(GameEvent.Guild.OnRefreshFeteProcess) end --公会十绝阵阶段刷新 function this.GuildRefreshDeathPosStatus(buffer) local data = buffer:DataByte() local msg = Family_pb.DeathPathStatusChangeIndication() msg:ParseFromString(data) Log("服务器推送:公会十绝阵阶段刷新,status= "..msg.status) DeathPosManager.status=msg.status if msg.status == 1 then DeathPosManager.battleTime=DeathPosManager.maxBattleTime else DeathPosManager.battleTime = 0 end Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshDeathPosStatus) end --公会十绝阵 其他玩家领取奖励推送 function this.GuildDoRewardIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.DoRewardIndication() msg:ParseFromString(data) -- --LogGreen("indicationmanager "..msg.info.uid.." itemId"..msg.info.itemId.." itemCount "..msg.info.itemCount.." position "..msg.info.position.." username "..msg.info.username) DeathPosManager.SetDoRewardIndication(msg.info) Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshDeathPosReward) end --十绝阵第一名修改推送 function this.GuildFirstChangeIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.DeathPathFirstChangeIndication() msg:ParseFromString(data) -- LogBlue("indicationmanager 公会Id "..msg.changeInfo.gid.." 公会名 "..msg.changeInfo.guildName.." 位置 "..msg.changeInfo.pathId) DeathPosManager.SetGuildInfoIndication(msg.changeInfo) Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshFirstChangeData) end function this.ActivityUpdateProgressIndication(buffer) local data = buffer:DataByte() local message = PlayerInfoProto_pb.ActivityUpateProgressIndication() message:ParseFromString(data) ActivityGiftManager.RefreshActivityProgressData(message) end function this.UpdateUserExp(buffer) local data = buffer:DataByte() local message = PlayerInfoProto_pb.UpdateUserExpIndicaiton() message:ParseFromString(data) PlayerManager.BcakUpdateUserExp(message) if message.drop and #message.drop > 0 then BagManager.GetItemListFromTempBag(message.drop) end end function this.UpdateSecretSeasonData(buffer) local data = buffer:DataByte() local message = PlayerInfoProto_pb.UpdateSecretBoxSeasonIndication() message:ParseFromString(data) SecretBoxManager.RefreshSeasonTime(message) end -- 滚出图 function this.TimeToFuckOutMap(buffer) if UIManager.IsOpen(UIName.BattleFailPopup) then UIManager.ClosePanel(UIName.BattleFailPopup) end if UIManager.IsOpen(UIName.BattleWinPopup) then UIManager.ClosePanel(UIName.BattleWinPopup) end if UIManager.IsOpen(UIName.BattlePanel) then BattleLogic.IsEnd = true UIManager.ClosePanel(UIName.BattlePanel) end if UIManager.IsOpen(UIName.FormationPanel) then UIManager.ClosePanel(UIName.FormationPanel) end Game.GlobalEvent:DispatchEvent(GameEvent.Map.OnForceGetOutMap) end -- 刷新地图事件点的显示时间 function this.FreshPointShowTime(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.EndlessTimeIndication() msg:ParseFromString(data) EndLessMapManager.InitRefreshPoint(msg.infos) EndLessMapManager.isAddPoint = true MapManager.PanelCloseCallBack(UIName.MapOptionPanel, function() Game.GlobalEvent:DispatchEvent(GameEvent.Map.OnAddCountTimePoint) end) end -- 强制改名 function this.PlayerBackCInfo(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.PlayerBackCInfoIndication() msg:ParseFromString(data) Log("服务器推送:强制改名为:" .. msg.nickName) NameManager.SetRoleName(msg.nickName) PlayerManager.nickName = msg.nickName Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName) end --支付成功 function this.PaySuccess(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.NotifyPaySuccessfulIndicaiton() msg:ParseFromString(data) Log("支付成功!道具名称:" .. msg.goodsId) --if LoginManager.pt_pId == 2 then --TODO:九游渠道不允许客户端接受回调处理,通过监听服务器推送处理 local tip = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, msg.goodsId).Tip) PopupTipPanel.ShowTip(tip) --FirstRechargeManager.RefreshAccumRechargeValue(msg.goodsId) -- 延时0.5秒刷新。避免sdk支付时商店次数未刷新,界面刷新的问题 Timer.New(function() Game.GlobalEvent:DispatchEvent(GameEvent.MoneyPay.OnPayResultSuccess, msg.goodsId) end, 0.5):Start() --end end --调查问卷 function this.RefreshQuestionnaire(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.QuestionIndication() msg:ParseFromString(data) if msg.state == 1 then QuestionnaireManager.SetQuestionState(0) QuestionnaireManager.RefreshQuestionData() else QuestionnaireManager.ResetArgs() QuestionnaireManager.SetQuestionState(-1) end Game.GlobalEvent:DispatchEvent(GameEvent.Questionnaire.OnQuestionnaireChange, msg.state) end -- 空地生成小怪 function this.MapNewAMonster(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.RefreshMonsterResponse() msg:ParseFromString(data) for i = 1, #msg.cell do local pos = msg.cell[i].cellId local mapPointId = msg.cell[i].pointId local config = ConfigManager.GetConfigData(ConfigName.MapPointConfig, mapPointId) if config.Style == 5 and config.icon == 10 and CarbonManager.carbonType == CARBON_TYPE.ENDLESS then PopupTipPanel.ShowTip("遗迹中央传来一股令人不安的气息~") end MapManager.pointAtkPower[msg.cell[i].cellId] = msg.cell[i].monsterForce Log("无尽副本服务器推送数据,在空地上生成小怪!") MapManager.PanelCloseCallBack(UIName.BattleEndPanel, function() CallBackOnPanelOpen(UIName.MapPanel, function () Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointAdd, pos, mapPointId) end) --local u, v = Map_Pos2UV(pos) --Log(string.format("生成一只小怪,位置是(%s, %s)", u, v)) end) end end -- 空地生成小怪 function this.BloodyScoreChanged(buffer) local data = buffer:DataByte() local msg = RoomProto_pb.BloodyScoreChangeIndication() msg:ParseFromString(data) MatchDataManager.SetRewardScore(msg.myscore) end -- 无尽副本换编队刷新最大血量值 function this.EndLessTeamChange(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.EndlessSetTeamIndication() msg:ParseFromString(data) EndLessMapManager.UpDateTeamMaxHp(msg.info) end function this.DirectBuyGoods(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.DirectBuyIndication() msg:ParseFromString(data) Log("异妖直购 购买成功 " .. msg.goodsId) PatFaceManager.ShowBuyLaterDrop(msg) end function this.RefreshMapData(buffer) local data = buffer:DataByte() local msg = MapInfoProto_pb.EndlessMapChange() msg:ParseFromString(data) Log("推送的世界ID " .. msg.mapId) EndLessMapManager.openMapId = msg.mapId NetManager.RefreshEnergyRequest({1},function() end) end function this.RestTreasureTaskData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.TreasureRefreshIndication() msg:ParseFromString(data) TaskManager.ResetTreasureTaskInfo(msg.tasks) end function this.RefreshTreasureLevel(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.TreasureLevelUpIndication() msg:ParseFromString(data) --LogGreen("青龙秘宝等级更新了:"..msg.level) QinglongSerectTreasureManager.SetLevel(msg.level) QinglongSerectTreasureManager.SetTreasureBuyStatus(msg.hadBuy) QinglongSerectTreasureManager.UpdateTreasureState2() end --幸运转盘 function this.ReceiveLuckyTurnData(buffer) local data=buffer:DataByte() local msg=PlayerInfoProto_pb.LuckWheelIndication() msg:ParseFromString(data) --Log("==YSP== 服务器推送 幸运转盘数据 "..tostring(msg.posInfos)) LuckyTurnTableManager.ReceiveServerData(msg.posInfos,msg.posInfosAdvance) end -- 更新关卡ID function this.FreshFightId(buffer) local data=buffer:DataByte() local msg=FightInfoProto_pb.MainLevelFightUpdateIndication() msg:ParseFromString(data) FightPointPassManager.RefreshFightId(msg) end -- 后端推送累充金额 function this.RefreshAccuMoneyNum(buffer) -- Log("推送充值金额") local data=buffer:DataByte() local msg=PlayerInfoProto_pb.RefreshRechargeIndication() msg:ParseFromString(data) VipManager.RefreshChargeMoney(msg.amount, false) MonthCardManager.RefreshMonthCardChargeMoney(msg) end -- 巅峰战阶段更新 function this.TopMatchStageUpdate(buffer) -- Log("巅峰战阶段切换") local data = buffer:DataByte() local msg = ArenaInfoProto_pb.ChampionProgressUpdateIndication() msg:ParseFromString(data) ArenaTopMatchManager.UpdateTopMatchStage(msg) end -- 巅峰战竞猜成功 function this.TopMatchGuessSuccess(buffer) -- Log("巅峰战竞猜奖励发放") local data = buffer:DataByte() local msg = ArenaInfoProto_pb.ChampionGuessSuccessIndication() msg:ParseFromString(data) -- ArenaTopMatchManager.OnGuessSuccess(msg) end -- 巅峰战竞猜成功 function this.OnPrivilegeUpdate(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.PrivilegeIndication() msg:ParseFromString(data) -- Log("特权解锁") PrivilegeManager.OnPrivilegeUpdate(msg.infos) end function this.RefreshExpeditionHalidom(buffer) local data = buffer:DataByte() local msg = Expedition_pb.ExpeditionEquipIndication() msg:ParseFromString(data) ExpeditionManager.UpdateHalidomValue(msg) end function this.RefreshExpeditionNodeAndHeros(buffer) local data = buffer:DataByte() local msg = Expedition_pb.ExpeditionNodeInfoIndication() msg:ParseFromString(data) -- if msg.nodeInfo then -- --LogGreen(" ******* 推送更新远征 msg.nodeInfo "..#msg.nodeInfo) -- else -- --LogGreen(" ******* 推送更新远征 msg.nodeInfo nil") -- end -- if msg.heroInfo then -- --LogGreen(" ******* 推送更新远征 msg.heroInfo "..#msg.heroInfo) -- else -- --LogGreen(" ******* 推送更新远征 msg.heroInfo nil") -- end ExpeditionManager.UpdateHeroHpValue(msg.heroInfo) ExpeditionManager.UpdateNodeValue(msg.nodeInfo) end function this.RefreshMonthCardData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.MonthCardIndication() msg:ParseFromString(data) MonthCardManager.UpdateMonthCardData(msg) end function this.RefreshGuildCarDelayProgressData(buffer) local data = buffer:DataByte() local msg = Family_pb.CarDelayProgressIndication() msg:ParseFromString(data) GuildCarDelayManager.SetProgressData(msg) end function this.RefreshGuildAidInfoData(buffer) local data = buffer:DataByte() local msg = Family_pb.GuildHelpInfoIndication() msg:ParseFromString(data) MyGuildManager.SetSingleGuildHelpInfo(msg) end function this.GuildHelpLogIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.GuildHelpLogIndication() msg:ParseFromString(data) MyGuildManager.SetSingleGuildHelpLogInfo(msg) end function this.ExpeditionResetIndication(buffer) local data = buffer:DataByte() local msg = Expedition_pb.GetExpeditionResponse()--ExpeditionResetIndication() msg:ParseFromString(data) PlayerPrefs.SetInt(PlayerManager.uid.."Expedition", 0) ExpeditionManager.SetExpeditionState(3) ExpeditionManager.expeditionLeve = 1 ExpeditionManager.allSHoly = {} ExpeditionManager.InitExpeditionData(msg) ExpeditionManager.RefreshPanelShowByState() end function this.TreasureStateIndicaion(buffer) local data = buffer:DataByte() local msg = Expedition_pb.TreasureStateIndicaion()--ExpeditionResetIndication() msg:ParseFromString(data) -- --LogGreen("msg.score :"..msg.score.." msg.resetTime:"..msg.resetTime) TreasureOfHeavenManger.UpdateData(msg) LogPink("推回来的数据长度"..#msg.treasureRewardState) end function this.GuildTranscriptIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.GuildChallengeIndication() msg:ParseFromString(data) -- --LogGreen("%%%%%%%%%%msg.curBoss: "..msg.curBoss.." msg.blood: "..msg.blood.." msg.isKill: "..msg.isKill) GuildTranscriptManager.RefreshGuildTranscriptInfo(msg) end function this.GuildChallengeBuyBuffIndication(buffer) local data = buffer:DataByte() local msg = Family_pb.GuildChallengeBuyBuffIndication() msg:ParseFromString(data) -- --LogGreen("%%%%%%%%%%%msg.buffCount: "..msg.buffCount.." msg.buffTime: "..msg.buffTime) GuildTranscriptManager.RefreshGuildTranscriptBuffInfo(msg) end function this.WorldLevelIndication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.WorldLevelIndication() msg:ParseFromString(data) PlayerManager.RefreshWorldLeveData(msg.worldLeve) end function this.RechargeSuccessOrder(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.RechargeSuccessIndication() msg:ParseFromString(data) PayManager.RechargeSuccessOrder(msg) end --后端拍脸推送 function this.BackPatFaceData(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.PushWelfareResponse() msg:ParseFromString(data) PatFaceManager.SetPatFaceDaqta(msg) end --山河社稷图推送 function this.HardStageResponse(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.HardStageResponse() msg:ParseFromString(data) FightLevelManager.UpdataChapterData(msg.info,true) FightLevelManager.SetDailyRewardData(msg) end --神印信息推送 function this.PracticeImprintData(buffer) local data = buffer:DataByte() local msg = HeroInfoProto_pb.PurpleMansionSealIndication() msg:ParseFromString(data) PracticeManager.UpdataImprintDataFromServer(msg.sealList) end --Vip等级奖励推送 function this.RefreshLevleRewardDatas(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.VipLevelStateResponse() msg:ParseFromString(data) VipManager.InitLevleRewardDatas(msg) end --跨服天梯 function this.GetWorldArenaInfoIndication(buffer) local data = buffer:DataByte() -- local msg = WorldProto_pb.GetWorldArenaInfoIndication() -- msg:ParseFromString(data) -- LogPink("%%%%%%%%%%%msg.arenaInfo: "..#msg.arenaInfo.arenaEnemys.." msg.stage: "..msg.stage.." msg.endTime: "..msg.endTime) -- LogPink("%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%") -- JumpServerManager.IndicationHightLadderData(msg) JumpServerManager.ZeroRefreshPanel() end --心愿抽卡信息推送 function this.WishDrawCardInfoIndication(buffer) local data = buffer:DataByte() local msg = HeroInfoProto_pb.wishDrawCardIndication() msg:ParseFromString(data) RecruitManager.GetWishCardData(msg) end --是否跨服推送 function this.IsCrossIndication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.IsCrossIndication() msg:ParseFromString(data) PlayerManager.isCross = msg.isCross Game.GlobalEvent:DispatchEvent(GameEvent.JumpServerHeightLadder.CrossStateChange) end --七界试炼信息推送 function this.SevenWorldInfoIndication(buffer) local data = buffer:DataByte() local msg = PlayerInfoProto_pb.SevenWorldInfoResponse() msg:ParseFromString(data) QiJieShiLianManager.GetServerData(msg,function () Game.GlobalEvent:DispatchEvent(GameEvent.QiJieShiLian.RefreshPanel) if UIManager.IsOpen(UIName.FormationPanelV2) then UIManager.ClosePanel(UIName.FormationPanelV2) end if UIManager.IsOpen(UIName.ExpeditionMonsterInfoPopup) then UIManager.ClosePanel(UIName.ExpeditionMonsterInfoPopup) end end) end -- 周卡推送 function this.WeekCardIndication(buffer) local data = buffer:DataByte() local msg = ActivityProto_pb.WeekCardIndicationInfoResponse() msg:ParseFromString(data) WeekCardManager.UpdateAllWeekCard(msg) end -- 灵脉被抢夺推送 function this.LingMaiIndication(buffer) local data = buffer:DataByte() local msg = ArenaInfoProto_pb.CrossLingmaiIndicationResponse() msg:ParseFromString(data) NetManager.LingMaiRecordRequest(function () if #LingMaiMiJingManager.recordData > 0 then PlayerPrefs.SetString(PlayerManager.uid.."LingMai", tostring(LingMaiMiJingManager.recordData[1].time)) else PlayerPrefs.SetString(PlayerManager.uid.."LingMai","") end CheckRedPointStatus(RedPointType.LingMaiMiJing) Game.GlobalEvent:DispatchEvent(GameEvent.LingMaiMiJing.RefreshPanel) LogError("收到了后端发来的Indication") end) end return this